feat: smooth snake animation + beautiful Avalonia UI overhaul
- Two-timer architecture: game timer + 60fps render timer for smooth interpolation - Snake body: StreamGeometry path with teal gradient, rounded joins - Directional head with white eyes and dark pupils - Food: pulsating glow, highlight, green leaf animation - Modern dark theme (#0D1117), glassmorphism HUD - Speed indicator bar, score +N popup - High score persistence to JSON - All keyboard shortcuts: Arrows, WASD, Space/P pause, Enter start, R restart, Esc quit - Window resizable, 640x540 default New files: AnimationHelper.cs, HighScoreManager.cs, SnakeRenderer.cs
This commit is contained in:
@@ -1,10 +1,38 @@
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<Application 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.App"
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RequestedThemeVariant="Default">
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<!-- "Default" ThemeVariant follows system theme variant. "Dark" or "Light" are other available options. -->
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RequestedThemeVariant="Dark">
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<Application.Styles>
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<FluentTheme />
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<!-- Custom styles for game buttons -->
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<Style Selector="Button.GameButton">
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<Setter Property="Background" Value="#0D9488" />
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<Setter Property="Foreground" Value="#E6EDF3" />
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<Setter Property="FontSize" Value="14" />
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<Setter Property="FontWeight" Value="Bold" />
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<Setter Property="CornerRadius" Value="8" />
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<Setter Property="Padding" Value="16,8" />
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<Setter Property="BorderThickness" Value="0" />
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</Style>
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<Style Selector="Button.GameButton:pointerover">
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<Setter Property="Background" Value="#14B8A6" />
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</Style>
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<Style Selector="Button.GameButton:pressed">
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<Setter Property="Background" Value="#0F766E" />
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</Style>
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<Style Selector="Button.GameButtonSecondary">
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<Setter Property="Background" Value="#1C2128" />
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<Setter Property="BorderBrush" Value="#30363D" />
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<Setter Property="BorderThickness" Value="1" />
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</Style>
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<Style Selector="Button.GameButtonSecondary:pointerover">
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<Setter Property="Background" Value="#30363D" />
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</Style>
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</Application.Styles>
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</Application>
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</Application>
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@@ -3,11 +3,14 @@
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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="480" d:DesignHeight="420"
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mc:Ignorable="d" d:DesignWidth="640" d:DesignHeight="540"
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x:Class="Snake.Avalonia.MainWindow"
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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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Title="🐍 Snake"
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MinWidth="540"
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MinHeight="460"
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Width="640"
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Height="540"
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Background="#0D1117"
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ExtendClientAreaToDecorationsHint="False">
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<views:GameView />
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</Window>
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@@ -1,4 +1,5 @@
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using Avalonia.Controls;
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using Avalonia.Input;
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namespace Snake.Avalonia;
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@@ -7,5 +8,15 @@ public partial class MainWindow : Window
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public MainWindow()
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{
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InitializeComponent();
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// Global Escape handler to close the window
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KeyDown += (_, e) =>
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{
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if (e.Key == Key.Escape)
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{
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Close();
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e.Handled = true;
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}
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};
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}
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}
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}
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105
Snake.Avalonia/Views/AnimationHelper.cs
Normal file
105
Snake.Avalonia/Views/AnimationHelper.cs
Normal file
@@ -0,0 +1,105 @@
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using Snake.Core;
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namespace Snake.Avalonia.Views;
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/// <summary>
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/// Interpolation helpers for smooth snake animation.
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/// </summary>
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public static class AnimationHelper
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{
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/// <summary>
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/// Ease-out cubic for smooth deceleration (head overshoot feel).
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/// </summary>
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public static double EaseOutCubic(double t)
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{
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t = Math.Clamp(t, 0.0, 1.0);
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return 1.0 - Math.Pow(1.0 - t, 3);
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}
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/// <summary>
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/// Ease-in-out quad for general smooth interpolation.
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/// </summary>
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public static double EaseInOutQuad(double t)
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{
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t = Math.Clamp(t, 0.0, 1.0);
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return t < 0.5 ? 2.0 * t * t : 1.0 - Math.Pow(-2.0 * t + 2.0, 2) / 2.0;
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}
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/// <summary>
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/// Interpolates between two positions with given t value.
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/// Returns the visual position for rendering.
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/// </summary>
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public static (double X, double Y) InterpolatePosition(
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Position from,
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Position to,
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double t,
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double cellSize,
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bool useEasing = false)
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{
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var eased = useEasing ? EaseOutCubic(t) : t;
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var x = from.X + (to.X - from.X) * eased;
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var y = from.Y + (to.Y - from.Y) * eased;
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return (x * cellSize + cellSize * 0.5, y * cellSize + cellSize * 0.5);
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}
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/// <summary>
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/// Maps a current segment index to its previous position for interpolation.
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/// PreviousSegments is the full snapshot before Move().
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/// Segments count may differ from PreviousSegments if the snake grew.
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/// </summary>
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public static Position GetPreviousPosition(
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int segmentIndex,
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IReadOnlyList<Position> currentSegments,
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IReadOnlyList<Position> previousSegments,
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Direction direction)
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{
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if (previousSegments.Count == 0)
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return currentSegments[segmentIndex];
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// Head (index 0) always interpolates from the old head
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if (segmentIndex == 0)
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return previousSegments[0];
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// For body segments, the mapping depends on whether snake grew
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var grew = currentSegments.Count > previousSegments.Count;
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if (grew)
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{
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// When growing: all old segments kept their positions,
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// new head was added at front. Body segments shifted by 1.
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// current[i] (i>=1) = old[i-1]
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var prevIdx = segmentIndex - 1;
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if (prevIdx < previousSegments.Count)
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return previousSegments[prevIdx];
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}
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else
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{
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// When not growing: tail removed, new head added.
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// current[0] = new head, current[1] = old head, etc.
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// current[i] (i>=1) was at old[i-1]
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var prevIdx = segmentIndex - 1;
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if (prevIdx < previousSegments.Count)
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return previousSegments[prevIdx];
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}
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// Fallback: return current position (no interpolation)
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return currentSegments[segmentIndex];
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}
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/// <summary>
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/// Computes a pulsating radius for food glow effect.
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/// </summary>
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public static double PulsateRadius(double baseRadius, double elapsedSeconds, double amplitude = 0.15, double frequency = 2.5)
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{
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return baseRadius * (1.0 + amplitude * Math.Sin(elapsedSeconds * Math.PI * 2.0 * frequency));
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}
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/// <summary>
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/// Computes opacity for score popup fade-out animation.
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/// </summary>
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public static double FadeOutOpacity(double elapsedSeconds, double durationSeconds = 1.0)
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{
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var t = Math.Clamp(elapsedSeconds / durationSeconds, 0.0, 1.0);
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return 1.0 - t;
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}
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}
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@@ -1,30 +1,175 @@
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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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xmlns:views="using:Snake.Avalonia.Views"
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x:Class="Snake.Avalonia.Views.GameView"
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Background="#0D1117"
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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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<Grid RowDefinitions="Auto,*">
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<!-- HUD Panel — glassmorphism top bar -->
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<Border Grid.Row="0"
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Background="#141C24"
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BorderBrush="#1E3A3A"
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BorderThickness="0,0,0,1"
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Padding="16,10">
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<Grid ColumnDefinitions="Auto,*,Auto,Auto,Auto">
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<!-- Score -->
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<StackPanel Grid.Column="0" Orientation="Horizontal" Spacing="6">
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<TextBlock Text="🍎" FontSize="16" VerticalAlignment="Center" />
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<TextBlock x:Name="ScoreText"
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FontSize="16"
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FontWeight="Bold"
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Foreground="#E6EDF3" />
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</StackPanel>
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<!-- Spacer -->
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<TextBlock Grid.Column="1" />
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<!-- Level -->
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<StackPanel Grid.Column="2" Orientation="Horizontal" Spacing="6" Margin="0,0,24,0">
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<TextBlock Text="⚡" FontSize="14" VerticalAlignment="Center" />
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<TextBlock x:Name="LevelText"
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FontSize="14"
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Foreground="#8B949E"
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VerticalAlignment="Center" />
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</StackPanel>
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<!-- Speed indicator bar -->
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<Border Grid.Column="3"
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Width="60" Height="16"
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Background="#1C2128"
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CornerRadius="8"
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Margin="0,0,24,0"
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VerticalAlignment="Center">
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<Border x:Name="SpeedBar"
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Background="#0D9488"
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CornerRadius="8"
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HorizontalAlignment="Left"
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Width="15" />
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</Border>
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<!-- High Score -->
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<StackPanel Grid.Column="4" Orientation="Horizontal" Spacing="6">
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<TextBlock Text="🏆" FontSize="14" VerticalAlignment="Center" />
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<TextBlock x:Name="HighScoreText"
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FontSize="14"
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Foreground="#FBBF24"
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VerticalAlignment="Center" />
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</StackPanel>
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</Grid>
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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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<!-- Game canvas area -->
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<Grid Grid.Row="1">
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<!-- Snake renderer control -->
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<views:SnakeRenderer x:Name="SnakeCanvas"
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BoardWidth="20"
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BoardHeight="15"
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CellSize="28"
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Width="560"
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Height="420"
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HorizontalAlignment="Center"
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VerticalAlignment="Center" />
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<!-- Start screen overlay -->
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<Border x:Name="StartOverlay"
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Background="#0D1117"
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IsVisible="True"
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HorizontalAlignment="Stretch"
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VerticalAlignment="Stretch">
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<StackPanel HorizontalAlignment="Center"
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VerticalAlignment="Center"
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Spacing="16">
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<TextBlock Text="🐍"
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FontSize="48"
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HorizontalAlignment="Center" />
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<TextBlock Text="SNAKE"
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FontSize="36"
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FontWeight="Bold"
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Foreground="#14B8A6"
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HorizontalAlignment="Center" />
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<TextBlock Text="Press ENTER or Arrow Keys to Start"
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FontSize="16"
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Foreground="#8B949E"
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HorizontalAlignment="Center"
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Margin="0,12,0,0" />
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<TextBlock Text="WASD / Arrows = Move · Space = Pause · R = Restart · Esc = Quit"
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FontSize="12"
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Foreground="#484F58"
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HorizontalAlignment="Center" />
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</StackPanel>
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</Border>
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<!-- Pause overlay -->
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<Border x:Name="PauseOverlay"
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Background="#800D1117"
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IsVisible="False"
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HorizontalAlignment="Stretch"
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VerticalAlignment="Stretch">
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<StackPanel HorizontalAlignment="Center"
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VerticalAlignment="Center"
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Spacing="12">
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<TextBlock Text="⏸"
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FontSize="48"
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HorizontalAlignment="Center" />
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<TextBlock Text="PAUSED"
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FontSize="28"
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FontWeight="Bold"
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Foreground="#8B949E"
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HorizontalAlignment="Center" />
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<TextBlock Text="Press Space or P to Resume"
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FontSize="14"
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Foreground="#484F58"
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HorizontalAlignment="Center" />
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</StackPanel>
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</Border>
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<!-- Game Over overlay -->
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<Border x:Name="GameOverOverlay"
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Background="#B30D1117"
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IsVisible="False"
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HorizontalAlignment="Stretch"
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VerticalAlignment="Stretch">
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<StackPanel HorizontalAlignment="Center"
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VerticalAlignment="Center"
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Spacing="12">
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<TextBlock Text="💀"
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FontSize="48"
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HorizontalAlignment="Center" />
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<TextBlock Text="GAME OVER"
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FontSize="32"
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FontWeight="Bold"
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Foreground="#EF4444"
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HorizontalAlignment="Center" />
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<TextBlock x:Name="GameOverScoreText"
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FontSize="18"
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Foreground="#E6EDF3"
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HorizontalAlignment="Center" />
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<TextBlock x:Name="GameOverHighScoreText"
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FontSize="14"
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||||
Foreground="#FBBF24"
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HorizontalAlignment="Center" />
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||||
<StackPanel Orientation="Horizontal"
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HorizontalAlignment="Center"
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Spacing="16"
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Margin="0,16,0,0">
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<Button x:Name="GameOverRestartBtn"
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Content="🔄 Restart"
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Classes="GameButton"
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Width="140" />
|
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<Button x:Name="GameOverQuitBtn"
|
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Content="✕ Quit"
|
||||
Classes="GameButton GameButtonSecondary"
|
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Width="140" />
|
||||
</StackPanel>
|
||||
</StackPanel>
|
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</Border>
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|
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<!-- Score popup (will be rendered by SnakeRenderer) -->
|
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</Grid>
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</Grid>
|
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</UserControl>
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@@ -1,6 +1,5 @@
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using Avalonia;
|
||||
using Avalonia.Controls;
|
||||
using Avalonia.Controls.Shapes;
|
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using Avalonia.Input;
|
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using Avalonia.Interactivity;
|
||||
using Avalonia.Media;
|
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@@ -13,44 +12,242 @@ public partial class GameView : UserControl
|
||||
{
|
||||
private const int BoardWidth = 20;
|
||||
private const int BoardHeight = 15;
|
||||
private const double CellSize = 20;
|
||||
private const int BaseTickMs = 120;
|
||||
|
||||
private SnakeGame _game = new(BoardWidth, BoardHeight);
|
||||
private readonly DispatcherTimer _timer;
|
||||
private readonly DispatcherTimer _gameTimer;
|
||||
private readonly DispatcherTimer _renderTimer;
|
||||
private DateTime _lastTickTime;
|
||||
private DateTime _lastRenderTime;
|
||||
private bool _isRunning;
|
||||
private bool _isPaused;
|
||||
private int _highScore;
|
||||
|
||||
// Score popup state
|
||||
private int _scorePopupValue;
|
||||
private double _scorePopupElapsed;
|
||||
private Position _scorePopupPosition;
|
||||
|
||||
public GameView()
|
||||
{
|
||||
InitializeComponent();
|
||||
|
||||
GameCanvas.Width = BoardWidth * CellSize;
|
||||
GameCanvas.Height = BoardHeight * CellSize;
|
||||
// Load high score
|
||||
_highScore = HighScoreManager.Load();
|
||||
|
||||
_timer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(BaseTickMs) };
|
||||
_timer.Tick += OnTimerTick;
|
||||
// Game timer — ticks the game logic
|
||||
_gameTimer = new DispatcherTimer();
|
||||
_gameTimer.Tick += OnGameTick;
|
||||
|
||||
StartButton.Click += OnStartClick;
|
||||
RestartButton.Click += OnRestartClick;
|
||||
KeyDown += OnKeyDown;
|
||||
GameCanvas.PointerPressed += (_, _) => Focus();
|
||||
// Render timer — 60fps smooth animation
|
||||
_renderTimer = new DispatcherTimer { Interval = TimeSpan.FromMilliseconds(16) };
|
||||
_renderTimer.Tick += OnRenderTick;
|
||||
|
||||
// Button handlers
|
||||
GameOverRestartBtn.Click += (_, _) => RestartGame();
|
||||
GameOverQuitBtn.Click += (_, _) => CloseWindow();
|
||||
|
||||
// Keyboard
|
||||
KeyDown += OnGlobalKeyDown;
|
||||
|
||||
// Focus on click
|
||||
PointerPressed += (_, _) => Focus();
|
||||
|
||||
// Initial HUD
|
||||
UpdateHud();
|
||||
RenderBoard();
|
||||
|
||||
// Start render loop immediately (for idle animation)
|
||||
_lastRenderTime = DateTime.UtcNow;
|
||||
_renderTimer.Start();
|
||||
}
|
||||
|
||||
private void OnStartClick(object? sender, RoutedEventArgs e)
|
||||
private void OnGlobalKeyDown(object? sender, KeyEventArgs e)
|
||||
{
|
||||
if (_isRunning && !_game.IsGameOver)
|
||||
var key = e.Key;
|
||||
|
||||
// Quit
|
||||
if (key == Key.Escape)
|
||||
{
|
||||
CloseWindow();
|
||||
return;
|
||||
}
|
||||
|
||||
// Restart
|
||||
if (key == Key.R)
|
||||
{
|
||||
RestartGame();
|
||||
return;
|
||||
}
|
||||
|
||||
// Pause/Resume
|
||||
if (key == Key.Space || key == Key.P)
|
||||
{
|
||||
TogglePause();
|
||||
return;
|
||||
}
|
||||
|
||||
// Start game
|
||||
if (key == Key.Enter && (!_isRunning || _game.IsGameOver))
|
||||
{
|
||||
if (_game.IsGameOver)
|
||||
ResetGame();
|
||||
|
||||
StartGame();
|
||||
return;
|
||||
}
|
||||
|
||||
// Direction input — also starts game if not running
|
||||
var dir = KeyToDirection(key);
|
||||
if (dir.HasValue)
|
||||
{
|
||||
if (!_isRunning && !_game.IsGameOver)
|
||||
{
|
||||
StartGame();
|
||||
}
|
||||
|
||||
if (_isRunning && !_game.IsGameOver && !_isPaused)
|
||||
{
|
||||
_game.SetDirection(dir.Value);
|
||||
}
|
||||
}
|
||||
|
||||
e.Handled = true;
|
||||
}
|
||||
|
||||
private static Direction? KeyToDirection(Key key) => key switch
|
||||
{
|
||||
Key.Up or Key.W => Direction.Up,
|
||||
Key.Down or Key.S => Direction.Down,
|
||||
Key.Left or Key.A => Direction.Left,
|
||||
Key.Right or Key.D => Direction.Right,
|
||||
_ => null
|
||||
};
|
||||
|
||||
private void OnGameTick(object? sender, EventArgs e)
|
||||
{
|
||||
if (!_isRunning || _game.IsGameOver || _isPaused)
|
||||
return;
|
||||
|
||||
if (_game.IsGameOver)
|
||||
ResetGame();
|
||||
_lastTickTime = DateTime.UtcNow;
|
||||
|
||||
StartGame();
|
||||
var result = _game.Tick();
|
||||
|
||||
if (_game.IsGameOver)
|
||||
{
|
||||
_isRunning = false;
|
||||
_gameTimer.Stop();
|
||||
|
||||
// Save high score
|
||||
if (_game.Score > _highScore)
|
||||
{
|
||||
_highScore = _game.Score;
|
||||
HighScoreManager.Save(_highScore);
|
||||
}
|
||||
|
||||
ShowGameOver();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Update game speed based on level
|
||||
var interval = SnakeGame.GetTickIntervalMs(_game.Score, BaseTickMs);
|
||||
var newInterval = TimeSpan.FromMilliseconds(interval);
|
||||
if (_gameTimer.Interval != newInterval)
|
||||
_gameTimer.Interval = newInterval;
|
||||
|
||||
// Food eaten popup
|
||||
if (result == GameTickResult.AteFood)
|
||||
{
|
||||
_scorePopupValue = _game.Score;
|
||||
_scorePopupElapsed = 0;
|
||||
_scorePopupPosition = _game.Food.Position;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateHud();
|
||||
}
|
||||
|
||||
private void OnRestartClick(object? sender, RoutedEventArgs e)
|
||||
private void OnRenderTick(object? sender, EventArgs e)
|
||||
{
|
||||
var now = DateTime.UtcNow;
|
||||
_lastRenderTime = now;
|
||||
|
||||
if (_isRunning && !_isPaused && !_game.IsGameOver)
|
||||
{
|
||||
// Calculate interpolation T
|
||||
var elapsedSinceTick = (now - _lastTickTime).TotalMilliseconds;
|
||||
var tickInterval = SnakeGame.GetTickIntervalMs(_game.Score, BaseTickMs);
|
||||
var t = Math.Clamp(elapsedSinceTick / tickInterval, 0.0, 1.0);
|
||||
SnakeCanvas.InterpolationT = t;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Keep t frozen when paused/game over
|
||||
SnakeCanvas.InterpolationT = Math.Clamp(SnakeCanvas.InterpolationT, 0.0, 1.0);
|
||||
}
|
||||
|
||||
// Update score popup timer
|
||||
if (_scorePopupElapsed < 1.5)
|
||||
{
|
||||
_scorePopupElapsed += 0.016; // ~60fps
|
||||
}
|
||||
|
||||
// Update snake state for renderer
|
||||
SnakeCanvas.Segments = _game.Snake.Segments.ToList();
|
||||
SnakeCanvas.PreviousSegments = _game.Snake.PreviousSegments;
|
||||
SnakeCanvas.SnakeDirection = _game.Snake.Direction;
|
||||
SnakeCanvas.FoodPosition = _game.Food.Position;
|
||||
SnakeCanvas.TotalElapsedSeconds += 0.016;
|
||||
|
||||
// Score popup
|
||||
SnakeCanvas.ScorePopup = _scorePopupValue;
|
||||
SnakeCanvas.ScorePopupElapsed = _scorePopupElapsed;
|
||||
SnakeCanvas.ScorePopupPosition = _scorePopupPosition;
|
||||
|
||||
// Trigger redraw
|
||||
SnakeCanvas.InvalidateVisual();
|
||||
}
|
||||
|
||||
private void StartGame()
|
||||
{
|
||||
_isRunning = true;
|
||||
_isPaused = false;
|
||||
|
||||
var interval = SnakeGame.GetTickIntervalMs(_game.Score, BaseTickMs);
|
||||
_gameTimer.Interval = TimeSpan.FromMilliseconds(interval);
|
||||
_lastTickTime = DateTime.UtcNow;
|
||||
_gameTimer.Start();
|
||||
|
||||
StartOverlay.IsVisible = false;
|
||||
PauseOverlay.IsVisible = false;
|
||||
GameOverOverlay.IsVisible = false;
|
||||
|
||||
UpdateHud();
|
||||
Focus();
|
||||
}
|
||||
|
||||
private void TogglePause()
|
||||
{
|
||||
if (!_isRunning || _game.IsGameOver)
|
||||
return;
|
||||
|
||||
_isPaused = !_isPaused;
|
||||
|
||||
if (_isPaused)
|
||||
{
|
||||
_gameTimer.Stop();
|
||||
PauseOverlay.IsVisible = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
_lastTickTime = DateTime.UtcNow;
|
||||
_gameTimer.Start();
|
||||
PauseOverlay.IsVisible = false;
|
||||
}
|
||||
|
||||
UpdateHud();
|
||||
}
|
||||
|
||||
private void RestartGame()
|
||||
{
|
||||
ResetGame();
|
||||
StartGame();
|
||||
@@ -58,119 +255,48 @@ public partial class GameView : UserControl
|
||||
|
||||
private void ResetGame()
|
||||
{
|
||||
_game = new SnakeGame(BoardWidth, BoardHeight);
|
||||
_isRunning = false;
|
||||
_timer.Stop();
|
||||
UpdateHud();
|
||||
RenderBoard();
|
||||
}
|
||||
_isPaused = false;
|
||||
_gameTimer.Stop();
|
||||
_game = new SnakeGame(BoardWidth, BoardHeight);
|
||||
_lastTickTime = DateTime.UtcNow;
|
||||
_scorePopupValue = 0;
|
||||
_scorePopupElapsed = 0;
|
||||
|
||||
private void StartGame()
|
||||
{
|
||||
_isRunning = true;
|
||||
_timer.Interval = TimeSpan.FromMilliseconds(SnakeGame.GetTickIntervalMs(_game.Score, BaseTickMs));
|
||||
_timer.Start();
|
||||
UpdateHud();
|
||||
Focus();
|
||||
}
|
||||
StartOverlay.IsVisible = false;
|
||||
PauseOverlay.IsVisible = false;
|
||||
GameOverOverlay.IsVisible = false;
|
||||
|
||||
private void OnTimerTick(object? sender, EventArgs e)
|
||||
{
|
||||
if (!_isRunning || _game.IsGameOver)
|
||||
return;
|
||||
|
||||
_game.Tick();
|
||||
|
||||
if (_game.IsGameOver)
|
||||
{
|
||||
_isRunning = false;
|
||||
_timer.Stop();
|
||||
}
|
||||
else
|
||||
{
|
||||
var interval = SnakeGame.GetTickIntervalMs(_game.Score, BaseTickMs);
|
||||
if (_timer.Interval != TimeSpan.FromMilliseconds(interval))
|
||||
_timer.Interval = TimeSpan.FromMilliseconds(interval);
|
||||
}
|
||||
SnakeCanvas.InterpolationT = 0;
|
||||
SnakeCanvas.TotalElapsedSeconds = 0;
|
||||
|
||||
UpdateHud();
|
||||
RenderBoard();
|
||||
}
|
||||
|
||||
private void OnKeyDown(object? sender, KeyEventArgs e)
|
||||
private void ShowGameOver()
|
||||
{
|
||||
if (!_isRunning && !_game.IsGameOver && e.Key is Key.Up or Key.Down or Key.Left or Key.Right)
|
||||
{
|
||||
StartGame();
|
||||
}
|
||||
GameOverOverlay.IsVisible = true;
|
||||
GameOverScoreText.Text = $"Score: {_game.Score}";
|
||||
GameOverHighScoreText.Text = _game.Score >= _highScore
|
||||
? "🏆 NEW HIGH SCORE!"
|
||||
: $"High Score: {_highScore}";
|
||||
}
|
||||
|
||||
switch (e.Key)
|
||||
{
|
||||
case Key.Up:
|
||||
_game.SetDirection(Direction.Up);
|
||||
break;
|
||||
case Key.Down:
|
||||
_game.SetDirection(Direction.Down);
|
||||
break;
|
||||
case Key.Left:
|
||||
_game.SetDirection(Direction.Left);
|
||||
break;
|
||||
case Key.Right:
|
||||
_game.SetDirection(Direction.Right);
|
||||
break;
|
||||
}
|
||||
private void CloseWindow()
|
||||
{
|
||||
if (VisualRoot is Window window)
|
||||
window.Close();
|
||||
}
|
||||
|
||||
private void UpdateHud()
|
||||
{
|
||||
ScoreText.Text = $"Score: {_game.Score}";
|
||||
LevelText.Text = $"Level: {_game.Level}";
|
||||
ScoreText.Text = $"{_game.Score}";
|
||||
LevelText.Text = $"Level {_game.Level}";
|
||||
HighScoreText.Text = $"{_highScore}";
|
||||
|
||||
StatusText.Text = _game.IsGameOver
|
||||
? "Game Over!"
|
||||
: _isRunning
|
||||
? "Playing"
|
||||
: "Press Start or an arrow key";
|
||||
}
|
||||
|
||||
private void RenderBoard()
|
||||
{
|
||||
GameCanvas.Children.Clear();
|
||||
|
||||
var snakeCells = _game.Snake.Segments.ToHashSet();
|
||||
var head = _game.Snake.Head;
|
||||
|
||||
for (var y = 0; y < BoardHeight; y++)
|
||||
{
|
||||
for (var x = 0; x < BoardWidth; x++)
|
||||
{
|
||||
var position = new Position(x, y);
|
||||
if (!snakeCells.Contains(position))
|
||||
continue;
|
||||
|
||||
var rect = new Rectangle
|
||||
{
|
||||
Width = CellSize - 1,
|
||||
Height = CellSize - 1,
|
||||
Fill = position == head ? Brushes.LimeGreen : Brushes.Green
|
||||
};
|
||||
|
||||
Canvas.SetLeft(rect, x * CellSize);
|
||||
Canvas.SetTop(rect, y * CellSize);
|
||||
GameCanvas.Children.Add(rect);
|
||||
}
|
||||
}
|
||||
|
||||
var food = _game.Food.Position;
|
||||
var foodRect = new Rectangle
|
||||
{
|
||||
Width = CellSize - 1,
|
||||
Height = CellSize - 1,
|
||||
Fill = Brushes.Red
|
||||
};
|
||||
|
||||
Canvas.SetLeft(foodRect, food.X * CellSize);
|
||||
Canvas.SetTop(foodRect, food.Y * CellSize);
|
||||
GameCanvas.Children.Add(foodRect);
|
||||
// Speed bar width proportional to level
|
||||
var maxLevel = 15;
|
||||
var levelFraction = Math.Min((double)_game.Level / maxLevel, 1.0);
|
||||
SpeedBar.Width = 4 + levelFraction * 52; // 4-56px range
|
||||
}
|
||||
}
|
||||
|
||||
58
Snake.Avalonia/Views/HighScoreManager.cs
Normal file
58
Snake.Avalonia/Views/HighScoreManager.cs
Normal file
@@ -0,0 +1,58 @@
|
||||
using System.Text.Json;
|
||||
|
||||
namespace Snake.Avalonia.Views;
|
||||
|
||||
/// <summary>
|
||||
/// Persists high score to a JSON file in the user's local app data.
|
||||
/// </summary>
|
||||
public static class HighScoreManager
|
||||
{
|
||||
private static readonly string FilePath;
|
||||
|
||||
static HighScoreManager()
|
||||
{
|
||||
var appData = Environment.GetFolderPath(Environment.SpecialFolder.LocalApplicationData);
|
||||
var dir = Path.Combine(appData, "SnakeAvalonia");
|
||||
Directory.CreateDirectory(dir);
|
||||
FilePath = Path.Combine(dir, "highscore.json");
|
||||
}
|
||||
|
||||
public static int Load()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (File.Exists(FilePath))
|
||||
{
|
||||
var json = File.ReadAllText(FilePath);
|
||||
var data = JsonSerializer.Deserialize<HighScoreData>(json);
|
||||
return data?.Score ?? 0;
|
||||
}
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Corrupted file — reset
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
public static void Save(int score)
|
||||
{
|
||||
try
|
||||
{
|
||||
var data = new HighScoreData { Score = score, Date = DateTime.UtcNow.ToString("O") };
|
||||
var json = JsonSerializer.Serialize(data);
|
||||
File.WriteAllText(FilePath, json);
|
||||
}
|
||||
catch
|
||||
{
|
||||
// Silently fail — high score is non-critical
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class HighScoreData
|
||||
{
|
||||
public int Score { get; set; }
|
||||
public string Date { get; set; } = string.Empty;
|
||||
}
|
||||
}
|
||||
386
Snake.Avalonia/Views/SnakeRenderer.cs
Normal file
386
Snake.Avalonia/Views/SnakeRenderer.cs
Normal file
@@ -0,0 +1,386 @@
|
||||
using Avalonia;
|
||||
using Avalonia.Controls;
|
||||
using Avalonia.Media;
|
||||
using Snake.Core;
|
||||
|
||||
namespace Snake.Avalonia.Views;
|
||||
|
||||
/// <summary>
|
||||
/// Custom control that renders the snake, food, and grid using Avalonia's DrawingContext.
|
||||
/// All rendering is done in the Render override for maximum performance at 60fps.
|
||||
/// </summary>
|
||||
public sealed class SnakeRenderer : Control
|
||||
{
|
||||
// Grid
|
||||
public int BoardWidth { get; set; } = 20;
|
||||
public int BoardHeight { get; set; } = 15;
|
||||
public double CellSize { get; set; } = 28;
|
||||
|
||||
// Snake state
|
||||
public IReadOnlyList<Position>? Segments { get; set; }
|
||||
public IReadOnlyList<Position>? PreviousSegments { get; set; }
|
||||
public Direction SnakeDirection { get; set; } = Direction.Right;
|
||||
|
||||
// Food state
|
||||
public Position FoodPosition { get; set; }
|
||||
public bool FoodJustEaten { get; set; }
|
||||
|
||||
// Animation
|
||||
public double InterpolationT { get; set; }
|
||||
public double TotalElapsedSeconds { get; set; }
|
||||
public double FoodEatenElapsed { get; set; }
|
||||
|
||||
// Score popup
|
||||
public int ScorePopup { get; set; }
|
||||
public double ScorePopupElapsed { get; set; }
|
||||
public Position? ScorePopupPosition { get; set; }
|
||||
|
||||
// Colors
|
||||
private static readonly IBrush BackgroundBrush = Brush.Parse("#0D1117");
|
||||
private static readonly IBrush GridDotBrush = Brush.Parse("#1E3A3A");
|
||||
private static readonly ISolidColorBrush SnakeHeadBrush = (ISolidColorBrush)Brush.Parse("#14B8A6");
|
||||
private static readonly ISolidColorBrush SnakeBodyBrush = (ISolidColorBrush)Brush.Parse("#0D9488");
|
||||
private static readonly ISolidColorBrush SnakeTailBrush = (ISolidColorBrush)Brush.Parse("#0F766E");
|
||||
private static readonly ISolidColorBrush EyeWhiteBrush = Brushes.White;
|
||||
private static readonly ISolidColorBrush EyePupilBrush = (ISolidColorBrush)Brush.Parse("#0D1117");
|
||||
private static readonly ISolidColorBrush FoodBrush = (ISolidColorBrush)Brush.Parse("#EF4444");
|
||||
private static readonly ISolidColorBrush FoodGlowBrush = (ISolidColorBrush)Brush.Parse("#F87171");
|
||||
private static readonly ISolidColorBrush FoodHighlightBrush = (ISolidColorBrush)Brush.Parse("#FCA5A5");
|
||||
private static readonly ISolidColorBrush ScorePopupBrush = (ISolidColorBrush)Brush.Parse("#FBBF24");
|
||||
private static readonly ISolidColorBrush TrailBrush = (ISolidColorBrush)Brush.Parse("#0F766E");
|
||||
private static readonly IPen GridDotPen = new Pen(GridDotBrush, 2);
|
||||
private static readonly IPen ScorePopupPen = new Pen(ScorePopupBrush, 1);
|
||||
|
||||
static SnakeRenderer()
|
||||
{
|
||||
// We invalidate manually from the render timer, no AffectsRender needed
|
||||
}
|
||||
|
||||
public override void Render(DrawingContext context)
|
||||
{
|
||||
var width = Bounds.Width;
|
||||
var height = Bounds.Height;
|
||||
|
||||
// Background
|
||||
context.FillRectangle(BackgroundBrush, new Rect(0, 0, width, height));
|
||||
|
||||
// Draw grid (subtle dots)
|
||||
DrawGrid(context, width, height);
|
||||
|
||||
// Draw trail
|
||||
if (Segments != null && PreviousSegments != null && PreviousSegments.Count > 0)
|
||||
DrawTrail(context);
|
||||
|
||||
// Draw food
|
||||
DrawFood(context);
|
||||
|
||||
// Draw snake
|
||||
if (Segments != null && Segments.Count > 0)
|
||||
DrawSnake(context);
|
||||
|
||||
// Draw score popup
|
||||
if (ScorePopup > 0 && ScorePopupElapsed < 1.5)
|
||||
DrawScorePopup(context);
|
||||
}
|
||||
|
||||
private void DrawGrid(DrawingContext context, double width, double height)
|
||||
{
|
||||
for (var x = 0; x < BoardWidth; x++)
|
||||
{
|
||||
for (var y = 0; y < BoardHeight; y++)
|
||||
{
|
||||
var cx = x * CellSize + CellSize * 0.5;
|
||||
var cy = y * CellSize + CellSize * 0.5;
|
||||
context.DrawEllipse(GridDotBrush, null, new Point(cx, cy), 1.0, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
// Subtle border
|
||||
var borderRect = new Rect(0, 0, BoardWidth * CellSize, BoardHeight * CellSize);
|
||||
context.DrawRectangle(new Pen(Brush.Parse("#1E3A3A"), 1), borderRect);
|
||||
}
|
||||
|
||||
private void DrawTrail(DrawingContext context)
|
||||
{
|
||||
if (Segments == null || PreviousSegments == null || PreviousSegments.Count == 0)
|
||||
return;
|
||||
|
||||
// Draw a subtle trail for the last few segments behind the snake
|
||||
var trailLength = Math.Min(3, PreviousSegments.Count);
|
||||
for (var i = 0; i < trailLength; i++)
|
||||
{
|
||||
var prevIdx = PreviousSegments.Count - 1 - i;
|
||||
if (prevIdx < 0) break;
|
||||
|
||||
var pos = PreviousSegments[prevIdx];
|
||||
var centerX = pos.X * CellSize + CellSize * 0.5;
|
||||
var centerY = pos.Y * CellSize + CellSize * 0.5;
|
||||
var radius = CellSize * 0.3 * (1.0 - i * 0.3);
|
||||
var opacity = 0.15 - i * 0.05;
|
||||
if (opacity <= 0) break;
|
||||
|
||||
context.DrawEllipse(
|
||||
new SolidColorBrush(TrailBrush.Color, opacity),
|
||||
null,
|
||||
new Point(centerX, centerY),
|
||||
radius, radius);
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawSnake(DrawingContext context)
|
||||
{
|
||||
if (Segments == null || Segments.Count == 0) return;
|
||||
|
||||
var t = InterpolationT;
|
||||
var segmentsList = Segments;
|
||||
var prevList = PreviousSegments;
|
||||
|
||||
// Build path for body (all segments except head)
|
||||
var bodyGeometry = new StreamGeometry();
|
||||
using (var ctx = bodyGeometry.Open())
|
||||
{
|
||||
for (var i = segmentsList.Count - 1; i >= 1; i--)
|
||||
{
|
||||
var current = segmentsList[i];
|
||||
var (vx, vy) = GetVisualPosition(current, i, t);
|
||||
|
||||
if (i == segmentsList.Count - 1 && segmentsList.Count > 2)
|
||||
{
|
||||
ctx.BeginFigure(new Point(vx, vy), false);
|
||||
}
|
||||
else if (i == segmentsList.Count - 1)
|
||||
{
|
||||
ctx.BeginFigure(new Point(vx, vy), false);
|
||||
}
|
||||
|
||||
// Draw line segment
|
||||
if (i > 1)
|
||||
{
|
||||
var (px, py) = GetVisualPosition(segmentsList[i - 1], i - 1, t);
|
||||
ctx.LineTo(new Point(px, py));
|
||||
}
|
||||
}
|
||||
|
||||
if (segmentsList.Count >= 2)
|
||||
{
|
||||
var (hx, hy) = GetVisualPosition(segmentsList[0], 0, t);
|
||||
ctx.LineTo(new Point(hx, hy));
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate body thickness based on segment position (tail thinner)
|
||||
var maxThickness = CellSize * 0.7;
|
||||
var minThickness = CellSize * 0.35;
|
||||
|
||||
// Draw body as a thick stroke
|
||||
var bodyThickness = Math.Max(minThickness, maxThickness * 0.85);
|
||||
var bodyPen = new Pen(SnakeBodyBrush, bodyThickness, lineCap: PenLineCap.Round, lineJoin: PenLineJoin.Round);
|
||||
context.DrawGeometry(null, bodyPen, bodyGeometry);
|
||||
|
||||
// Draw a slightly thinner inner stroke for gradient effect
|
||||
if (segmentsList.Count >= 2)
|
||||
{
|
||||
var innerPen = new Pen(
|
||||
new SolidColorBrush(SnakeHeadBrush.Color, 0.4),
|
||||
bodyThickness * 0.5,
|
||||
lineCap: PenLineCap.Round,
|
||||
lineJoin: PenLineJoin.Round);
|
||||
context.DrawGeometry(null, innerPen, bodyGeometry);
|
||||
}
|
||||
|
||||
// Draw head
|
||||
DrawHead(context, t);
|
||||
|
||||
// Draw eyes
|
||||
DrawEyes(context, t);
|
||||
}
|
||||
|
||||
private void DrawHead(DrawingContext context, double t)
|
||||
{
|
||||
if (Segments == null || Segments.Count == 0) return;
|
||||
|
||||
var (cx, cy) = GetVisualPosition(Segments[0], 0, t);
|
||||
var dir = SnakeDirection;
|
||||
var headSize = CellSize * 0.45;
|
||||
|
||||
// Rounded triangle/arrow pointing in movement direction
|
||||
var headGeo = new StreamGeometry();
|
||||
using (var ctx = headGeo.Open())
|
||||
{
|
||||
Point tip, left, right;
|
||||
switch (dir)
|
||||
{
|
||||
case Direction.Right:
|
||||
tip = new Point(cx + headSize, cy);
|
||||
left = new Point(cx - headSize * 0.7, cy - headSize * 0.7);
|
||||
right = new Point(cx - headSize * 0.7, cy + headSize * 0.7);
|
||||
break;
|
||||
case Direction.Left:
|
||||
tip = new Point(cx - headSize, cy);
|
||||
left = new Point(cx + headSize * 0.7, cy - headSize * 0.7);
|
||||
right = new Point(cx + headSize * 0.7, cy + headSize * 0.7);
|
||||
break;
|
||||
case Direction.Up:
|
||||
tip = new Point(cx, cy - headSize);
|
||||
left = new Point(cx + headSize * 0.7, cy + headSize * 0.7);
|
||||
right = new Point(cx - headSize * 0.7, cy + headSize * 0.7);
|
||||
break;
|
||||
case Direction.Down:
|
||||
tip = new Point(cx, cy + headSize);
|
||||
left = new Point(cx - headSize * 0.7, cy - headSize * 0.7);
|
||||
right = new Point(cx + headSize * 0.7, cy - headSize * 0.7);
|
||||
break;
|
||||
default:
|
||||
tip = new Point(cx + headSize, cy);
|
||||
left = new Point(cx - headSize * 0.7, cy - headSize * 0.7);
|
||||
right = new Point(cx - headSize * 0.7, cy + headSize * 0.7);
|
||||
break;
|
||||
}
|
||||
|
||||
ctx.BeginFigure(tip, true);
|
||||
ctx.LineTo(left);
|
||||
ctx.LineTo(right);
|
||||
ctx.LineTo(tip); // Close back
|
||||
}
|
||||
|
||||
// Fill head with gradient
|
||||
var headFill = new SolidColorBrush(SnakeHeadBrush.Color);
|
||||
context.DrawGeometry(headFill, null, headGeo);
|
||||
|
||||
// Highlight edge
|
||||
var headEdgePen = new Pen(
|
||||
new SolidColorBrush(SnakeHeadBrush.Color, 0.8),
|
||||
1.5,
|
||||
lineCap: PenLineCap.Round,
|
||||
lineJoin: PenLineJoin.Round);
|
||||
context.DrawGeometry(null, headEdgePen, headGeo);
|
||||
}
|
||||
|
||||
private void DrawEyes(DrawingContext context, double t)
|
||||
{
|
||||
if (Segments == null || Segments.Count == 0) return;
|
||||
|
||||
var (cx, cy) = GetVisualPosition(Segments[0], 0, t);
|
||||
var dir = SnakeDirection;
|
||||
|
||||
// Eye offset from center based on direction
|
||||
var eyeOffset = CellSize * 0.22;
|
||||
var eyeRadius = CellSize * 0.1;
|
||||
var pupilRadius = eyeRadius * 0.55;
|
||||
|
||||
(double ex1, double ey1, double ex2, double ey2) = dir switch
|
||||
{
|
||||
Direction.Right => (cx + eyeOffset * 0.3, cy - eyeOffset, cx + eyeOffset * 0.3, cy + eyeOffset),
|
||||
Direction.Left => (cx - eyeOffset * 0.3, cy - eyeOffset, cx - eyeOffset * 0.3, cy + eyeOffset),
|
||||
Direction.Up => (cx - eyeOffset, cy - eyeOffset * 0.3, cx + eyeOffset, cy - eyeOffset * 0.3),
|
||||
Direction.Down => (cx - eyeOffset, cy + eyeOffset * 0.3, cx + eyeOffset, cy + eyeOffset * 0.3),
|
||||
_ => (cx + eyeOffset * 0.3, cy - eyeOffset, cx + eyeOffset * 0.3, cy + eyeOffset),
|
||||
};
|
||||
|
||||
// White of eyes
|
||||
context.DrawEllipse(EyeWhiteBrush, null, new Point(ex1, ey1), eyeRadius, eyeRadius);
|
||||
context.DrawEllipse(EyeWhiteBrush, null, new Point(ex2, ey2), eyeRadius, eyeRadius);
|
||||
|
||||
// Pupils (slightly offset towards movement direction)
|
||||
var pupilShiftX = dir switch { Direction.Right => 1.5, Direction.Left => -1.5, _ => 0 };
|
||||
var pupilShiftY = dir switch { Direction.Down => 1.5, Direction.Up => -1.5, _ => 0 };
|
||||
|
||||
context.DrawEllipse(EyePupilBrush, null,
|
||||
new Point(ex1 + pupilShiftX, ey1 + pupilShiftY), pupilRadius, pupilRadius);
|
||||
context.DrawEllipse(EyePupilBrush, null,
|
||||
new Point(ex2 + pupilShiftX, ey2 + pupilShiftY), pupilRadius, pupilRadius);
|
||||
}
|
||||
|
||||
private void DrawFood(DrawingContext context)
|
||||
{
|
||||
var pos = FoodPosition;
|
||||
var cx = pos.X * CellSize + CellSize * 0.5;
|
||||
var cy = pos.Y * CellSize + CellSize * 0.5;
|
||||
var baseRadius = CellSize * 0.38;
|
||||
|
||||
// Pulsating glow
|
||||
var glowRadius = AnimationHelper.PulsateRadius(baseRadius * 1.6, TotalElapsedSeconds, 0.12, 2.5);
|
||||
var glowBrush = new SolidColorBrush(FoodGlowBrush.Color, 0.25);
|
||||
context.DrawEllipse(glowBrush, null, new Point(cx, cy), glowRadius, glowRadius);
|
||||
|
||||
// Outer glow ring
|
||||
var outerGlow = new SolidColorBrush(FoodGlowBrush.Color, 0.15);
|
||||
context.DrawEllipse(outerGlow, null, new Point(cx, cy), glowRadius * 1.3, glowRadius * 1.3);
|
||||
|
||||
// Main food circle
|
||||
var foodRadius = AnimationHelper.PulsateRadius(baseRadius, TotalElapsedSeconds, 0.06, 2.5);
|
||||
context.DrawEllipse(FoodBrush, null, new Point(cx, cy), foodRadius, foodRadius);
|
||||
|
||||
// Highlight shine
|
||||
var highlightX = cx - foodRadius * 0.35;
|
||||
var highlightY = cy - foodRadius * 0.35;
|
||||
var highlightRadius = foodRadius * 0.3;
|
||||
context.DrawEllipse(FoodHighlightBrush, null,
|
||||
new Point(highlightX, highlightY), highlightRadius, highlightRadius);
|
||||
|
||||
// Small green leaf/stem on top
|
||||
var stemBaseX = cx;
|
||||
var stemBaseY = cy - foodRadius;
|
||||
var stemTipX = cx + foodRadius * 0.15;
|
||||
var stemTipY = cy - foodRadius - CellSize * 0.18;
|
||||
|
||||
var stemGeo = new StreamGeometry();
|
||||
using (var ctx = stemGeo.Open())
|
||||
{
|
||||
ctx.BeginFigure(new Point(stemBaseX - 1.5, stemBaseY), false);
|
||||
ctx.LineTo(new Point(stemTipX, stemTipY));
|
||||
ctx.LineTo(new Point(stemBaseX + 2, stemBaseY + 1));
|
||||
ctx.LineTo(new Point(stemBaseX - 1, stemBaseY + 2));
|
||||
}
|
||||
context.DrawGeometry(Brush.Parse("#22C55E"), null, stemGeo);
|
||||
|
||||
// Small leaf
|
||||
var leafGeo = new StreamGeometry();
|
||||
using (var ctx = leafGeo.Open())
|
||||
{
|
||||
ctx.BeginFigure(new Point(stemTipX, stemTipY), false);
|
||||
ctx.LineTo(new Point(stemTipX + CellSize * 0.1, stemTipY - CellSize * 0.06));
|
||||
ctx.LineTo(new Point(stemTipX + CellSize * 0.05, stemTipY + CellSize * 0.02));
|
||||
}
|
||||
context.DrawGeometry(Brush.Parse("#22C55E"), null, leafGeo);
|
||||
}
|
||||
|
||||
private void DrawScorePopup(DrawingContext context)
|
||||
{
|
||||
if (!ScorePopupPosition.HasValue) return;
|
||||
|
||||
var pos = ScorePopupPosition.Value;
|
||||
var cx = pos.X * CellSize + CellSize * 0.5;
|
||||
var cy = pos.Y * CellSize + CellSize * 0.5;
|
||||
var opacity = AnimationHelper.FadeOutOpacity(ScorePopupElapsed, 1.2);
|
||||
if (opacity <= 0) return;
|
||||
|
||||
var offsetY = ScorePopupElapsed * CellSize * -2.0; // Float upward
|
||||
var y = cy + offsetY;
|
||||
|
||||
var text = $"+{ScorePopup}";
|
||||
var formattedText = new FormattedText(
|
||||
text,
|
||||
System.Globalization.CultureInfo.InvariantCulture,
|
||||
FlowDirection.LeftToRight,
|
||||
new Typeface("Inter, Arial, sans-serif"),
|
||||
CellSize * 0.7,
|
||||
new SolidColorBrush(ScorePopupBrush.Color, opacity * 0.9));
|
||||
|
||||
var textX = cx - formattedText.Width / 2;
|
||||
context.DrawText(formattedText, new Point(textX, y - formattedText.Height / 2));
|
||||
}
|
||||
|
||||
private (double X, double Y) GetVisualPosition(Position pos, int segmentIndex, double t)
|
||||
{
|
||||
if (Segments == null)
|
||||
return (pos.X * CellSize + CellSize * 0.5, pos.Y * CellSize + CellSize * 0.5);
|
||||
|
||||
var from = PreviousSegments != null && PreviousSegments.Count > 0
|
||||
? AnimationHelper.GetPreviousPosition(segmentIndex, Segments, PreviousSegments, SnakeDirection)
|
||||
: pos;
|
||||
|
||||
var useEasing = segmentIndex == 0; // Head gets easing for snappy feel
|
||||
return AnimationHelper.InterpolatePosition(from, pos, t, CellSize, useEasing);
|
||||
}
|
||||
}
|
||||
@@ -15,18 +15,28 @@ public sealed class Snake
|
||||
var offset = DirectionToOffset(direction);
|
||||
for (var i = 0; i < length; i++)
|
||||
{
|
||||
_segments.AddLast(new Position(
|
||||
var pos = new Position(
|
||||
start.X - offset.X * i,
|
||||
start.Y - offset.Y * i));
|
||||
start.Y - offset.Y * i);
|
||||
_segments.AddLast(pos);
|
||||
_previousSegments.Add(pos);
|
||||
}
|
||||
}
|
||||
|
||||
private readonly List<Position> _previousSegments = new();
|
||||
|
||||
public Direction Direction { get; private set; }
|
||||
|
||||
public Position Head => _segments.First!.Value;
|
||||
|
||||
public IReadOnlyCollection<Position> Segments => _segments;
|
||||
|
||||
/// <summary>
|
||||
/// Segment positions before the last Move() call, used for interpolation.
|
||||
/// Empty (Count == 0) before first move.
|
||||
/// </summary>
|
||||
public IReadOnlyList<Position> PreviousSegments => _previousSegments;
|
||||
|
||||
/// <summary>
|
||||
/// Enqueues a direction change to be applied on a future tick.
|
||||
/// </summary>
|
||||
@@ -56,6 +66,11 @@ public sealed class Snake
|
||||
if (_pendingDirections.Count > 0)
|
||||
Direction = _pendingDirections.Dequeue();
|
||||
|
||||
// Capture current segments as "previous" for interpolation
|
||||
_previousSegments.Clear();
|
||||
foreach (var seg in _segments)
|
||||
_previousSegments.Add(seg);
|
||||
|
||||
var offset = DirectionToOffset(Direction);
|
||||
var newHead = new Position(Head.X + offset.X, Head.Y + offset.Y);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user