feat: fully functional CLI and Avalonia UI for Snake game
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@@ -3,8 +3,11 @@
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xmlns:views="using:Snake.Avalonia.Views"
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xmlns:d="http://schemas.microsoft.com/expression/blend/2008"
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xmlns:mc="http://schemas.openxmlformats.org/markup-compatibility/2006"
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mc:Ignorable="d" d:DesignWidth="800" d:DesignHeight="450"
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mc:Ignorable="d" d:DesignWidth="480" d:DesignHeight="420"
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x:Class="Snake.Avalonia.MainWindow"
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Title="Snake">
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Title="Snake"
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Width="480"
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Height="420"
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CanResize="False">
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<views:GameView />
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</Window>
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@@ -1,7 +1,30 @@
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<UserControl xmlns="https://github.com/avaloniaui"
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xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
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x:Class="Snake.Avalonia.Views.GameView">
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<TextBlock Text="Snake game UI — connect Snake.Core here"
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HorizontalAlignment="Center"
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VerticalAlignment="Center" />
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x:Class="Snake.Avalonia.Views.GameView"
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Focusable="True">
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<Grid RowDefinitions="Auto,*,Auto" Margin="12">
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<StackPanel Grid.Row="0" Orientation="Horizontal" Margin="0,0,0,8">
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<TextBlock x:Name="ScoreText" FontSize="16" />
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<TextBlock x:Name="LevelText" FontSize="16" Margin="24,0,0,0" />
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<TextBlock x:Name="StatusText" FontSize="16" Margin="24,0,0,0" />
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</StackPanel>
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<Border Grid.Row="1"
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BorderBrush="#666"
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BorderThickness="1"
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HorizontalAlignment="Center"
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VerticalAlignment="Center">
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<Canvas x:Name="GameCanvas"
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Background="#1a1a1a"
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Focusable="True" />
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</Border>
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<StackPanel Grid.Row="2"
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Orientation="Horizontal"
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HorizontalAlignment="Center"
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Margin="0,12,0,0">
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<Button x:Name="StartButton" Content="Start" Width="100" />
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<Button x:Name="RestartButton" Content="Restart" Width="100" Margin="12,0,0,0" />
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</StackPanel>
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</Grid>
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</UserControl>
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@@ -1,15 +1,176 @@
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using Avalonia;
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using Avalonia.Controls;
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using Avalonia.Controls.Shapes;
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using Avalonia.Input;
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using Avalonia.Interactivity;
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using Avalonia.Media;
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using Avalonia.Threading;
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using Snake.Core;
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namespace Snake.Avalonia.Views;
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/// <summary>
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/// Placeholder for the Avalonia game view.
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/// Wire up <see cref="Snake.Core.SnakeGame"/> here for rendering and input.
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/// </summary>
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public partial class GameView : UserControl
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{
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private const int BoardWidth = 20;
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private const int BoardHeight = 15;
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private const double CellSize = 20;
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private const int BaseTickMs = 120;
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private SnakeGame _game = new(BoardWidth, BoardHeight);
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private readonly DispatcherTimer _timer;
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private bool _isRunning;
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public GameView()
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{
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InitializeComponent();
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GameCanvas.Width = BoardWidth * CellSize;
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GameCanvas.Height = BoardHeight * CellSize;
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_timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(BaseTickMs) };
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_timer.Tick += OnTimerTick;
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StartButton.Click += OnStartClick;
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RestartButton.Click += OnRestartClick;
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KeyDown += OnKeyDown;
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GameCanvas.PointerPressed += (_, _) => Focus();
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UpdateHud();
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RenderBoard();
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}
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private void OnStartClick(object? sender, RoutedEventArgs e)
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{
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if (_isRunning && !_game.IsGameOver)
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return;
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if (_game.IsGameOver)
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ResetGame();
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StartGame();
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}
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private void OnRestartClick(object? sender, RoutedEventArgs e)
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{
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ResetGame();
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StartGame();
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}
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private void ResetGame()
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{
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_game = new SnakeGame(BoardWidth, BoardHeight);
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_isRunning = false;
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_timer.Stop();
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UpdateHud();
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RenderBoard();
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}
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private void StartGame()
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{
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_isRunning = true;
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_timer.Interval = TimeSpan.FromMilliseconds(SnakeGame.GetTickIntervalMs(_game.Score, BaseTickMs));
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_timer.Start();
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UpdateHud();
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Focus();
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}
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private void OnTimerTick(object? sender, EventArgs e)
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{
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if (!_isRunning || _game.IsGameOver)
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return;
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_game.Tick();
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if (_game.IsGameOver)
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{
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_isRunning = false;
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_timer.Stop();
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}
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else
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{
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var interval = SnakeGame.GetTickIntervalMs(_game.Score, BaseTickMs);
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if (_timer.Interval != TimeSpan.FromMilliseconds(interval))
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_timer.Interval = TimeSpan.FromMilliseconds(interval);
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}
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UpdateHud();
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RenderBoard();
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}
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private void OnKeyDown(object? sender, KeyEventArgs e)
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{
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if (!_isRunning && !_game.IsGameOver && e.Key is Key.Up or Key.Down or Key.Left or Key.Right)
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{
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StartGame();
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}
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switch (e.Key)
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{
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case Key.Up:
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_game.SetDirection(Direction.Up);
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break;
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case Key.Down:
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_game.SetDirection(Direction.Down);
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break;
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case Key.Left:
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_game.SetDirection(Direction.Left);
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break;
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case Key.Right:
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_game.SetDirection(Direction.Right);
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break;
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}
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}
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private void UpdateHud()
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{
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ScoreText.Text = $"Score: {_game.Score}";
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LevelText.Text = $"Level: {_game.Level}";
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StatusText.Text = _game.IsGameOver
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? "Game Over!"
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: _isRunning
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? "Playing"
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: "Press Start or an arrow key";
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}
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private void RenderBoard()
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{
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GameCanvas.Children.Clear();
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var snakeCells = _game.Snake.Segments.ToHashSet();
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var head = _game.Snake.Head;
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for (var y = 0; y < BoardHeight; y++)
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{
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for (var x = 0; x < BoardWidth; x++)
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{
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var position = new Position(x, y);
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if (!snakeCells.Contains(position))
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continue;
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var rect = new Rectangle
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{
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Width = CellSize - 1,
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Height = CellSize - 1,
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Fill = position == head ? Brushes.LimeGreen : Brushes.Green
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};
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Canvas.SetLeft(rect, x * CellSize);
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Canvas.SetTop(rect, y * CellSize);
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GameCanvas.Children.Add(rect);
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}
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}
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var food = _game.Food.Position;
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var foodRect = new Rectangle
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{
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Width = CellSize - 1,
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Height = CellSize - 1,
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Fill = Brushes.Red
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};
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Canvas.SetLeft(foodRect, food.X * CellSize);
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Canvas.SetTop(foodRect, food.Y * CellSize);
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GameCanvas.Children.Add(foodRect);
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}
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}
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@@ -7,7 +7,7 @@ internal static class ConsoleRenderer
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public static void Render(SnakeGame game)
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{
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Console.Clear();
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Console.WriteLine($"Score: {game.Score}");
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Console.WriteLine($"Score: {game.Score} Level: {game.Level}");
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if (game.IsGameOver)
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Console.WriteLine("Game Over! Press R to restart or Q to quit.");
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@@ -3,7 +3,7 @@ using Snake.Core;
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const int boardWidth = 20;
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const int boardHeight = 15;
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const int tickMs = 120;
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const int baseTickMs = 120;
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SnakeGame game = new(boardWidth, boardHeight);
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ConsoleRenderer.Render(game);
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@@ -40,5 +40,5 @@ while (true)
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game.Tick();
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ConsoleRenderer.Render(game);
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Thread.Sleep(tickMs);
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Thread.Sleep(SnakeGame.GetTickIntervalMs(game.Score, baseTickMs));
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}
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@@ -24,6 +24,13 @@ public sealed class SnakeGame
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public bool IsGameOver { get; private set; }
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public const int PointsPerLevel = 5;
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public int Level => 1 + Score / PointsPerLevel;
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public static int GetTickIntervalMs(int score, int baseIntervalMs = 120, int minIntervalMs = 50) =>
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Math.Max(minIntervalMs, baseIntervalMs - (1 + score / PointsPerLevel - 1) * 10);
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public void SetDirection(Direction direction) => Snake.SetDirection(direction);
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public GameTickResult Tick()
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