Silverlight游戏编程:使用Silverlight 3.0实现贪吃蛇游戏(c#)(3)
/// summary /// 更新蛇的每一段的运动方向 /// /summary private void UpdateDirection() { for ( int i = _bodies.Count - 1 ;i - 1 ;i -- ) { if (i == 0 ) _bodies.ElementAt(i).Key.MoveDirection
/// <summary>
/// 更新蛇的每一段的运动方向
/// </summary>
private void UpdateDirection()
{
for (int i = _bodies.Count - 1; i > -1; i--)
{
if (i == 0)
_bodies.ElementAt(i).Key.MoveDirection = _moveDirection;
else
_bodies.ElementAt(i).Key.MoveDirection = _bodies.ElementAt(i - 1).Key.MoveDirection;
}
}
/// <summary>
/// 更新蛇的每一段的位置
/// </summary>
private void UpdatePosition()
{
double offset = Math.Round(_speed * _dt, _decimals);
foreach (var body in _bodies.Keys)
{
if (body.MoveDirection == Direction.Up)
body.SetValue(Canvas.TopProperty, Math.Round((double)body.GetValue(Canvas.TopProperty) - offset, _decimals));
else if (body.MoveDirection == Direction.Down)
body.SetValue(Canvas.TopProperty, Math.Round((double)body.GetValue(Canvas.TopProperty) + offset, _decimals));
else if (body.MoveDirection == Direction.Left)
body.SetValue(Canvas.LeftProperty, Math.Round((double)body.GetValue(Canvas.LeftProperty) - offset, _decimals));
else if (body.MoveDirection == Direction.Right)
body.SetValue(Canvas.LeftProperty, Math.Round((double)body.GetValue(Canvas.LeftProperty) + offset, _decimals));
}
}
/// <summary>
/// 蜕指定数量的皮
/// </summary>
private void AddSkin(int count)
{
player.PlaySkin();
while (count > 0)
{
KeyValuePair<Body, CellPoint> body = _bodies.ElementAt(_bodies.Count - 1);
CellPoint skinPoint = body.Value;
Skin skin = new Skin();
skin.SetValue(Canvas.LeftProperty, skinPoint.X * App.CellSize);
skin.SetValue(Canvas.TopProperty, skinPoint.Y * App.CellSize);
_skins.Add(skin, skinPoint);
canvasSkin.Children.Add(skin);
_emptyCells.Remove(skinPoint);
canvasSnake.Children.Remove(body.Key);
_bodies.Remove(body.Key);
count--;
}
}
#region 辅助方法
/// <summary>
/// 修正指定的位置信息为整数
/// </summary>
private int CorrectPosition(double position)
{
double result;
double offset = Math.Round(_speed * _dt, _decimals);
double temp = Math.Round(position % App.CellSize, _decimals);
if (Math.Abs(temp) < offset)
result = Math.Round(position - temp);
else
result = Math.Round(position - temp) + Math.Sign(temp) * App.CellSize;
return (int)result;
}
/// <summary>
/// 修正蛇的每一段的位置为整数
/// </summary>
private void CorrectPosition()
{
foreach (Body body in _bodies.Keys)
{
double x = CorrectPosition((double)body.GetValue(Canvas.LeftProperty));
double y = CorrectPosition((double)body.GetValue(Canvas.TopProperty));
if (x == App.Width)
x = 0d;
else if (x == -App.CellSize)
x = App.Width - App.CellSize;
else if (y == App.Height)
y = 0d;
else if (y == -App.CellSize)
y = App.Height - App.CellSize;
body.SetValue(Canvas.LeftProperty, x);
body.SetValue(Canvas.TopProperty, y);
}
}
/// <summary>
/// 更新蛇的每一段的网格位置信息
/// </summary>
private void UpdateBodyCell()
{
for (int i = 0; i < _bodies.Count; i++)
{
UpdateBodyCell(_bodies.ElementAt(i).Key);
}
}
/// <summary>
/// 更新指定的 Body 的网格位置信息
/// </summary>
private void UpdateBodyCell(Body body)
{
CellPoint point = new CellPoint((int)((double)body.GetValue(Canvas.LeftProperty) / App.CellSize), (int)((double)body.GetValue(Canvas.TopProperty) / App.CellSize));
if (body.MoveDirection == Direction.Up)
point.Y--;
else if (body.MoveDirection == Direction.Down)
point.Y++;
else if (body.MoveDirection == Direction.Left)
point.X--;
else if (body.MoveDirection == Direction.Right)
point.X++;
point = CorrectCellPoint(point);
_bodies[body] = point;
}
/// <summary>
/// 修正网格位置
/// </summary>
private CellPoint CorrectCellPoint(CellPoint point)
{
if (point.X > _columns - 1)
point.X = _columns - point.X;
else if (point.X < 0)
point.X = point.X + _columns;
if (point.Y > _rows - 1)
point.Y = _rows - point.Y;
else if (point.Y < 0)
point.Y = point.Y + _rows;
return point;
}
/// <summary>
/// 获取空网格集合
/// </summary>
private List<CellPoint> GetEmptyCells()
{
List<CellPoint> emptyCells = new List<CellPoint>();
List<CellPoint> aroundHeadCells = new List<CellPoint>();
CellPoint headPoint = _bodies.First().Value;
for (int i = -5; i < 5; i++)
{
for (int j = -5; j < 5; j++)
{
CellPoint point = new CellPoint(headPoint.X + i, headPoint.Y + j);
point = CorrectCellPoint(point);
aroundHeadCells.Add(point);
}
}
// skin 的占位情况因为确定了就不变了,所以在 AddSkin() 处计算
// 为了以下 LINQ 的可用,需要重写 CellPoint 的 public override bool Equals(object obj)
emptyCells = _emptyCells.Where(p => !_bodies.Select(x => x.Value).Contains(p)).ToList();
emptyCells = emptyCells.Where(p => !_beans.Select(x => x.Value).Contains(p)).ToList();
emptyCells = emptyCells.Where(p => !aroundHeadCells.Contains(p)).ToList();
return emptyCells;
}
#endregion
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