2015.02.09

This commit is contained in:
Norbi Peti 2017-01-07 23:09:43 +01:00
parent e597167e90
commit 7068b4cc22
18 changed files with 1240 additions and 0 deletions

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#################
## Eclipse
#################
*.pydevproject
.metadata/
bin/
tmp/
*.tmp
*.bak
*.swp
*~.nib
local.properties
.classpath
.settings/
.loadpath
target/
.project
# External tool builders
.externalToolBuilders/
# Locally stored "Eclipse launch configurations"
*.launch
# CDT-specific
.cproject
# PDT-specific
.buildpath
#################
## Visual Studio
#################
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
# User-specific files
*.suo
*.user
*.sln.docstates
# Build results
[Dd]ebug/
[Rr]elease/
x64/
build/
[Bb]in/
[Oo]bj/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
*_i.c
*_p.c
*.ilk
*.meta
*.obj
*.pch
*.pdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*.log
*.vspscc
*.vssscc
.builds
*.pidb
*.log
*.scc
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opensdf
*.sdf
*.cachefile
# Visual Studio profiler
*.psess
*.vsp
*.vspx
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# NCrunch
*.ncrunch*
.*crunch*.local.xml
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.Publish.xml
*.pubxml
*.publishproj
# NuGet Packages Directory
## TODO: If you have NuGet Package Restore enabled, uncomment the next line
#packages/
# Windows Azure Build Output
csx
*.build.csdef
# Windows Store app package directory
AppPackages/
# Others
sql/
*.Cache
ClientBin/
[Ss]tyle[Cc]op.*
~$*
*~
*.dbmdl
*.[Pp]ublish.xml
*.pfx
*.publishsettings
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file to a newer
# Visual Studio version. Backup files are not needed, because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
# SQL Server files
App_Data/*.mdf
App_Data/*.ldf
#############
## Windows detritus
#############
# Windows image file caches
Thumbs.db
ehthumbs.db
# Folder config file
Desktop.ini
# Recycle Bin used on file shares
$RECYCLE.BIN/
# Mac crap
.DS_Store
#############
## Python
#############
*.py[cod]
# Packages
*.egg
*.egg-info
dist/
build/
eggs/
parts/
var/
sdist/
develop-eggs/
.installed.cfg
# Installer logs
pip-log.txt
# Unit test / coverage reports
.coverage
.tox
#Translations
*.mo
#Mr Developer
.mr.developer.cfg
.metadata/*
TheButtonAutoFlair/out/artifacts/Autoflair/Autoflair.jar
*.iml
*.name
.idea/compiler.xml
*.xml

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Express 2013 for Windows Desktop
VisualStudioVersion = 12.0.30723.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SnakeGame", "SnakeGame\SnakeGame.csproj", "{7CB0C0BB-9EDD-48BA-B19C-306C444D37DE}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{7CB0C0BB-9EDD-48BA-B19C-306C444D37DE}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{7CB0C0BB-9EDD-48BA-B19C-306C444D37DE}.Debug|Any CPU.Build.0 = Debug|Any CPU
{7CB0C0BB-9EDD-48BA-B19C-306C444D37DE}.Release|Any CPU.ActiveCfg = Release|Any CPU
{7CB0C0BB-9EDD-48BA-B19C-306C444D37DE}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8" ?>
<configuration>
<startup>
<supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5" />
</startup>
</configuration>

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namespace SnakeGame
{
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.panel1 = new System.Windows.Forms.Panel();
this.menuStrip1 = new System.Windows.Forms.MenuStrip();
this.gameToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.newSingleplayerGameToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.newMultiplayerGameToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.joinMultiplayerGameToolStripMenuItem = new System.Windows.Forms.ToolStripMenuItem();
this.menuStrip1.SuspendLayout();
this.SuspendLayout();
//
// panel1
//
this.panel1.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.panel1.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.panel1.Location = new System.Drawing.Point(12, 41);
this.panel1.Name = "panel1";
this.panel1.Size = new System.Drawing.Size(600, 380);
this.panel1.TabIndex = 0;
this.panel1.Paint += new System.Windows.Forms.PaintEventHandler(this.panel1_Paint);
//
// menuStrip1
//
this.menuStrip1.Items.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.gameToolStripMenuItem});
this.menuStrip1.Location = new System.Drawing.Point(0, 0);
this.menuStrip1.Name = "menuStrip1";
this.menuStrip1.Size = new System.Drawing.Size(624, 24);
this.menuStrip1.TabIndex = 1;
this.menuStrip1.Text = "menuStrip1";
//
// gameToolStripMenuItem
//
this.gameToolStripMenuItem.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.newSingleplayerGameToolStripMenuItem,
this.newMultiplayerGameToolStripMenuItem,
this.joinMultiplayerGameToolStripMenuItem});
this.gameToolStripMenuItem.Name = "gameToolStripMenuItem";
this.gameToolStripMenuItem.Size = new System.Drawing.Size(50, 20);
this.gameToolStripMenuItem.Text = "Game";
//
// newSingleplayerGameToolStripMenuItem
//
this.newSingleplayerGameToolStripMenuItem.BackColor = System.Drawing.Color.Black;
this.newSingleplayerGameToolStripMenuItem.ForeColor = System.Drawing.Color.White;
this.newSingleplayerGameToolStripMenuItem.Name = "newSingleplayerGameToolStripMenuItem";
this.newSingleplayerGameToolStripMenuItem.Size = new System.Drawing.Size(197, 22);
this.newSingleplayerGameToolStripMenuItem.Text = "New singleplayer game";
//
// newMultiplayerGameToolStripMenuItem
//
this.newMultiplayerGameToolStripMenuItem.BackColor = System.Drawing.Color.Black;
this.newMultiplayerGameToolStripMenuItem.ForeColor = System.Drawing.Color.White;
this.newMultiplayerGameToolStripMenuItem.Name = "newMultiplayerGameToolStripMenuItem";
this.newMultiplayerGameToolStripMenuItem.Size = new System.Drawing.Size(197, 22);
this.newMultiplayerGameToolStripMenuItem.Text = "New multiplayer game";
//
// joinMultiplayerGameToolStripMenuItem
//
this.joinMultiplayerGameToolStripMenuItem.BackColor = System.Drawing.Color.Black;
this.joinMultiplayerGameToolStripMenuItem.ForeColor = System.Drawing.Color.White;
this.joinMultiplayerGameToolStripMenuItem.Name = "joinMultiplayerGameToolStripMenuItem";
this.joinMultiplayerGameToolStripMenuItem.Size = new System.Drawing.Size(197, 22);
this.joinMultiplayerGameToolStripMenuItem.Text = "Join multiplayer game";
//
// Form1
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.BackColor = System.Drawing.Color.Black;
this.ClientSize = new System.Drawing.Size(624, 442);
this.Controls.Add(this.menuStrip1);
this.Controls.Add(this.panel1);
this.ForeColor = System.Drawing.Color.White;
this.Name = "Form1";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterScreen;
this.Text = "Snake Game";
this.Load += new System.EventHandler(this.Form1_Load);
this.KeyDown += new System.Windows.Forms.KeyEventHandler(this.Form1_KeyDown);
this.menuStrip1.ResumeLayout(false);
this.menuStrip1.PerformLayout();
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.Panel panel1;
private System.Windows.Forms.MenuStrip menuStrip1;
private System.Windows.Forms.ToolStripMenuItem gameToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem newSingleplayerGameToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem newMultiplayerGameToolStripMenuItem;
private System.Windows.Forms.ToolStripMenuItem joinMultiplayerGameToolStripMenuItem;
}
}

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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SnakeGame
{
public partial class Form1 : Form
{
public static Timer Timer;
public Form1()
{
InitializeComponent();
/*Bitmap img = new Bitmap(1, 1);
img.SetPixel(0, 0, Color.Black);
menuStrip1.BackgroundImage = img;
newSingleplayerGameToolStripMenuItem.BackgroundImage = img;
newMultiplayerGameToolStripMenuItem.BackgroundImage = img;
joinMultiplayerGameToolStripMenuItem.BackgroundImage = img;*/
menuStrip1.Renderer = new ToolStripProfessionalRenderer(new MenuColorTable());
menuStrip1.ForeColor = Color.White;
GameRenderer.Panel = panel1;
Timer = new Timer();
Timer.Interval = Game.UpdateTime;
Timer.Tick += delegate
{
Timer.Stop();
Game.Refresh();
Timer.Interval = Game.UpdateTime;
Timer.Start();
};
Timer.Start();
}
private void Form1_Load(object sender, EventArgs e)
{
Game.Load(panel1.Size);
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
GameRenderer.Render();
}
private void Form1_KeyDown(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.Down)
Game.MoveDirection = Direction.Down;
else if (e.KeyCode == Keys.Up)
Game.MoveDirection = Direction.Up;
else if (e.KeyCode == Keys.Left)
Game.MoveDirection = Direction.Left;
else if (e.KeyCode == Keys.Right)
Game.MoveDirection = Direction.Right;
}
}
}

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SnakeGame/Form1.resx Normal file
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<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<metadata name="menuStrip1.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
<value>17, 17</value>
</metadata>
</root>

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SnakeGame
{
public static class Game
{
public static SqCoord GameSize;
public static List<SqCoord> GameField;
public static SqCoord PlayerPos;
public static int Length = 4;
public static int UpdateTime = 2000;
public static Direction MoveDirection;
public static void Start(GameStartMode mode)
{
switch(mode)
{
case GameStartMode.SinglePlayer:
break;
default:
throw new ArgumentException();
}
}
public static void Load(Size size)
{
//GameSize = size;
GameSize = SquareCoord.PointToSqCoord(new Point(size));
GameField = new List<SqCoord>(GameSize.X * GameSize.Y);
PlayerPos = new SqCoord { X = GameSize.X / 2, Y = 1 };
for (int i = 0; i < GameSize.X; i++)
{
for (int j = 0; j < GameSize.Y; j++)
{
SqCoord coord = new SqCoord { X = i, Y = j, Tick = 0 };
if (i == 0 || j == 0 || i == GameSize.X - 1 || j == GameSize.Y - 1)
coord.Tick = -1;
else if (i == PlayerPos.X && j == PlayerPos.Y)
coord.Tick = 4;
GameField.Add(coord);
}
}
//GameField.Single(entry => entry.X == PlayerPos.X && entry.Y == PlayerPos.Y).Tick;
/*for (int i = 0; i < GameField.Count; i++)
{
if(GameField[i].X==PlayerPos.X && GameField[i].Y==PlayerPos.Y)
{
GameField[i].Tick = Length;
}
}*/
MoveDirection = Direction.Down;
GameRenderer.Render();
}
public static void Refresh()
{
//Decrease any positive Ticks; if next player position is other than zero, game over
//Otherwise set next player position and set Tick on player position to current Length
//Console.WriteLine("Refreshing...");
for (int i = 0; i < GameField.Count; i++)
{
if (GameField[i].Tick > 0)
GameField[i] = new SqCoord { X = GameField[i].X, Y = GameField[i].Y, Tick = GameField[i].Tick - 1 };
}
SqCoord nextcoord;
switch (MoveDirection)
{
case Direction.Down:
nextcoord = new SqCoord { X = PlayerPos.X, Y = PlayerPos.Y + 1 };
break;
case Direction.Left:
nextcoord = new SqCoord { X = PlayerPos.X - 1, Y = PlayerPos.Y };
break;
case Direction.Right:
nextcoord = new SqCoord { X = PlayerPos.X + 1, Y = PlayerPos.Y };
break;
case Direction.Up:
nextcoord = new SqCoord { X = PlayerPos.X, Y = PlayerPos.Y - 1 };
break;
default:
nextcoord = PlayerPos;
break;
}
if (Game.GetCoord(nextcoord).Tick != 0)
Stop();
for (int i = 0; i < GameField.Count; i++)
{
if (GameField[i].X == nextcoord.X && GameField[i].Y == nextcoord.Y)
{
GameField[i] = new SqCoord { X = nextcoord.X, Y = nextcoord.Y, Tick = Length };
PlayerPos = GameField[i];
}
}
GameRenderer.Render();
}
public static SqCoord GetCoord(SqCoord nextcoord)
{
return GameField.Single(entry => entry.X == nextcoord.X && entry.Y == nextcoord.Y);
}
public static void Stop()
{
Form1.Timer.Stop();
MessageBox.Show("Game over!");
}
}
public enum GameStartMode
{
SinglePlayer,
MultiPlayer,
Connect
}
public enum Direction
{
Up,
Down,
Left,
Right
}
}

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SnakeGame
{
public static class GameRenderer
{
public static Panel Panel;
public static void Render()
{
foreach(var coord in Game.GameField)
{
if (coord.Tick == -1)
RenderSquare(coord, Color.Red);
else if (coord.Tick == 0)
RenderSquare(coord, Color.Black);
else
RenderSquare(coord, Color.Green);
}
}
private static void RenderSquare(SqCoord coord, Color color)
{
Graphics gr = Panel.CreateGraphics();
gr.FillRectangle(new SolidBrush(color), SquareCoord.SqCoordToRect(coord));
}
}
}

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using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SnakeGame
{
public class MenuColorTable : ProfessionalColorTable
{
public override Color MenuItemSelected
{
get
{
return Color.Black;
}
}
public override Color MenuStripGradientBegin
{
get
{
return Color.Black;
}
}
public override Color MenuStripGradientEnd
{
get
{
return Color.Blue;
}
}
public override Color MenuBorder
{
get
{
return Color.Black;
}
}
public override Color MenuItemPressedGradientBegin
{
get
{
return Color.Aqua;
}
}
public override Color MenuItemPressedGradientEnd
{
get
{
return Color.Black;
}
}
public override Color MenuItemSelectedGradientBegin
{
get
{
return Color.Blue;
}
}
public override Color MenuItemSelectedGradientEnd
{
get
{
return Color.Black;
}
}
public override Color MenuItemBorder
{
get
{
return Color.Blue;
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SnakeGame
{
static class Program
{
/// <summary>
/// The main entry point for the application.
/// </summary>
[STAThread]
static void Main()
{
Application.EnableVisualStyles();
Application.SetCompatibleTextRenderingDefault(false);
Application.Run(new Form1());
}
}
}

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using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
[assembly: AssemblyTitle("SnakeGame")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("SnakeGame")]
[assembly: AssemblyCopyright("Copyright © 2015")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
// Setting ComVisible to false makes the types in this assembly not visible
// to COM components. If you need to access a type in this assembly from
// COM, set the ComVisible attribute to true on that type.
[assembly: ComVisible(false)]
// The following GUID is for the ID of the typelib if this project is exposed to COM
[assembly: Guid("6f791805-d24e-4188-a285-3b01d6d6725a")]
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Build and Revision Numbers
// by using the '*' as shown below:
// [assembly: AssemblyVersion("1.0.*")]
[assembly: AssemblyVersion("1.0.0.0")]
[assembly: AssemblyFileVersion("1.0.0.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34209
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace SnakeGame.Properties
{
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources
{
private static global::System.Resources.ResourceManager resourceMan;
private static global::System.Globalization.CultureInfo resourceCulture;
[global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal Resources()
{
}
/// <summary>
/// Returns the cached ResourceManager instance used by this class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Resources.ResourceManager ResourceManager
{
get
{
if ((resourceMan == null))
{
global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("SnakeGame.Properties.Resources", typeof(Resources).Assembly);
resourceMan = temp;
}
return resourceMan;
}
}
/// <summary>
/// Overrides the current thread's CurrentUICulture property for all
/// resource lookups using this strongly typed resource class.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
internal static global::System.Globalization.CultureInfo Culture
{
get
{
return resourceCulture;
}
set
{
resourceCulture = value;
}
}
}
}

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@ -0,0 +1,117 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
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Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:choice>
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<resheader name="resmimetype">
<value>text/microsoft-resx</value>
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<resheader name="version">
<value>2.0</value>
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<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
</root>

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@ -0,0 +1,30 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
// Runtime Version:4.0.30319.34209
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
namespace SnakeGame.Properties
{
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "11.0.0.0")]
internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase
{
private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
public static Settings Default
{
get
{
return defaultInstance;
}
}
}
}

View file

@ -0,0 +1,7 @@
<?xml version='1.0' encoding='utf-8'?>
<SettingsFile xmlns="http://schemas.microsoft.com/VisualStudio/2004/01/settings" CurrentProfile="(Default)">
<Profiles>
<Profile Name="(Default)" />
</Profiles>
<Settings />
</SettingsFile>

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@ -0,0 +1,92 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="12.0" DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ProjectGuid>{7CB0C0BB-9EDD-48BA-B19C-306C444D37DE}</ProjectGuid>
<OutputType>WinExe</OutputType>
<AppDesignerFolder>Properties</AppDesignerFolder>
<RootNamespace>SnakeGame</RootNamespace>
<AssemblyName>SnakeGame</AssemblyName>
<TargetFrameworkVersion>v4.5</TargetFrameworkVersion>
<FileAlignment>512</FileAlignment>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
<OutputPath>bin\Debug\</OutputPath>
<DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget>
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
<OutputPath>bin\Release\</OutputPath>
<DefineConstants>TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" />
<Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" />
<Reference Include="System.Data.DataSetExtensions" />
<Reference Include="Microsoft.CSharp" />
<Reference Include="System.Data" />
<Reference Include="System.Deployment" />
<Reference Include="System.Drawing" />
<Reference Include="System.Windows.Forms" />
<Reference Include="System.Xml" />
</ItemGroup>
<ItemGroup>
<Compile Include="Form1.cs">
<SubType>Form</SubType>
</Compile>
<Compile Include="Form1.Designer.cs">
<DependentUpon>Form1.cs</DependentUpon>
</Compile>
<Compile Include="Game.cs" />
<Compile Include="GameRenderer.cs" />
<Compile Include="MenuColorTable.cs" />
<Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SquareCoord.cs" />
<EmbeddedResource Include="Form1.resx">
<DependentUpon>Form1.cs</DependentUpon>
</EmbeddedResource>
<EmbeddedResource Include="Properties\Resources.resx">
<Generator>ResXFileCodeGenerator</Generator>
<LastGenOutput>Resources.Designer.cs</LastGenOutput>
<SubType>Designer</SubType>
</EmbeddedResource>
<Compile Include="Properties\Resources.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon>
</Compile>
<None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput>
</None>
<Compile Include="Properties\Settings.Designer.cs">
<AutoGen>True</AutoGen>
<DependentUpon>Settings.settings</DependentUpon>
<DesignTimeSharedInput>True</DesignTimeSharedInput>
</Compile>
</ItemGroup>
<ItemGroup>
<None Include="App.config" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
Other similar extension points exist, see Microsoft.Common.targets.
<Target Name="BeforeBuild">
</Target>
<Target Name="AfterBuild">
</Target>
-->
</Project>

62
SnakeGame/SquareCoord.cs Normal file
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@ -0,0 +1,62 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SnakeGame
{
public static class SquareCoord
{
private static int x;
public static int X
{
get
{
return x;
}
set
{
x = value;
Game.Refresh();
}
}
private static int y;
public static int Y
{
get
{
return y;
}
set
{
y = value;
Game.Refresh();
}
}
private const int res = 50;
public static Point SqCoordToPoint(SqCoord coord)
{
return new Point(coord.X * res, coord.Y * res);
}
public static SqCoord PointToSqCoord(Point point)
{
return new SqCoord { X = point.X / res, Y = point.Y / res };
}
public static Rectangle SqCoordToRect(SqCoord coord)
{
return new Rectangle(coord.X * res, coord.Y * res, coord.X * res + res, coord.Y * res + res);
}
}
public struct SqCoord
{
public int X { get; set; }
public int Y { get; set; }
/// <summary>
/// Used to determine snake square "expiration". -1 means wall. Game over if other than zero in next player position.
/// </summary>
public int Tick { get; set; }
}
}

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<?xml version="1.0" encoding="utf-8"?>
<repositories>
<repository path="..\SnakeGame\packages.config" />
</repositories>