- 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
128 lines
4.1 KiB
C#
128 lines
4.1 KiB
C#
namespace Snake.Core;
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public sealed class Snake
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{
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private readonly LinkedList<Position> _segments = new();
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private readonly Queue<Direction> _pendingDirections = new();
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public Snake(Position start, int length, Direction direction)
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{
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if (length < 1)
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throw new ArgumentOutOfRangeException(nameof(length), "Length must be at least 1.");
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Direction = direction;
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var offset = DirectionToOffset(direction);
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for (var i = 0; i < length; i++)
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{
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var pos = new Position(
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start.X - offset.X * i,
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start.Y - offset.Y * i);
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_segments.AddLast(pos);
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_previousSegments.Add(pos);
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}
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}
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private readonly List<Position> _previousSegments = new();
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public Direction Direction { get; private set; }
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public Position Head => _segments.First!.Value;
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public IReadOnlyCollection<Position> Segments => _segments;
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/// <summary>
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/// Segment positions before the last Move() call, used for interpolation.
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/// Empty (Count == 0) before first move.
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/// </summary>
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public IReadOnlyList<Position> PreviousSegments => _previousSegments;
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/// <summary>
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/// Enqueues a direction change to be applied on a future tick.
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/// </summary>
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public void SetDirection(Direction direction)
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{
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_pendingDirections.Enqueue(direction);
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}
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/// <summary>
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/// Returns the head position after the next move without changing state.
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/// Invalid queued directions (same as current or opposite) are discarded.
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/// </summary>
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public Position PeekNextHead()
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{
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DiscardInvalidPendingDirections();
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var direction = _pendingDirections.Count > 0 ? _pendingDirections.Peek() : Direction;
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var offset = DirectionToOffset(direction);
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return new Position(Head.X + offset.X, Head.Y + offset.Y);
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}
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/// <summary>
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/// Applies at most one valid queued direction change, then moves the snake.
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/// </summary>
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public Position Move(bool grow = false)
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{
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DiscardInvalidPendingDirections();
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if (_pendingDirections.Count > 0)
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Direction = _pendingDirections.Dequeue();
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// Capture current segments as "previous" for interpolation
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_previousSegments.Clear();
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foreach (var seg in _segments)
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_previousSegments.Add(seg);
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var offset = DirectionToOffset(Direction);
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var newHead = new Position(Head.X + offset.X, Head.Y + offset.Y);
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_segments.AddFirst(newHead);
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if (!grow)
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_segments.RemoveLast();
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return newHead;
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}
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public bool Occupies(Position position, bool excludeTail = false)
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{
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if (excludeTail && _segments.Last is { } last && last.Value == position)
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return false;
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return _segments.Contains(position);
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}
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/// <summary>
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/// Removes queued directions that would turn backwards or repeat the current direction.
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/// </summary>
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private void DiscardInvalidPendingDirections()
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{
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while (_pendingDirections.Count > 0)
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{
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var next = _pendingDirections.Peek();
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if (next != Direction && !AreOpposite(Direction, next))
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break;
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_pendingDirections.Dequeue();
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}
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}
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private static Position DirectionToOffset(Direction direction) =>
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direction switch
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{
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Direction.Up => new Position(0, -1),
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Direction.Down => new Position(0, 1),
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Direction.Left => new Position(-1, 0),
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Direction.Right => new Position(1, 0),
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_ => throw new ArgumentOutOfRangeException(nameof(direction))
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};
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private static bool AreOpposite(Direction current, Direction next) =>
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(current, next) switch
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{
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(Direction.Up, Direction.Down) => true,
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(Direction.Down, Direction.Up) => true,
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(Direction.Left, Direction.Right) => true,
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(Direction.Right, Direction.Left) => true,
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_ => false
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};
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}
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