做梦想起来的C#简单实现贪吃蛇程序(LinQ + Entity)

最近一直在忙着单位核心开发组件的版本更新,前天加了一个通宵,昨天晚上却睡不着,脑子里面突然不知怎的一直在想贪吃蛇的实现方法。以往也有类似的情况,白天一直想不通的问题,晚上做梦有时会想到更好的版本,于是抽出时间按照梦里想到的方法测试编写一下,没想到从打开VisualStudio到完成初稿测试,只用了4个小时。不敢独享,又加上好久没有写文章了,于是将我的是实现方法写出来供大家一起讨论,高手也请多多指教。

完成实现截图:

1、实现方法设计

贪吃蛇的主要三个元素是棋盘地图、蛇身、奖励豆,蛇身只能在棋盘地图内进行移动,吃到奖励豆,自身长度增加一格,蛇身碰到自己的身体则Game Over。

实现的难点在于如何判断蛇身如何移动,什么时候吃了奖励豆,蛇身咬住自己了等,这些其实都是在判断格式。如果我们将每一个格子都定义为实体,然后棋盘地图和蛇身以及奖励包含多个格子实体,那么就可以直接使用LinQ来简单实现查找和对比了。

按照上述的想法,我们定义如下实体对象:

格子ModelElement:包含横坐标、纵坐标、格子是否包含奖励属性

地图ModelMap:包含地图的行数、列数、格子实体集合、格子大小、格子默认颜色

蛇身ModelSnake:包含移动方向、移动速度、格子实体集合、蛇身颜色

具体代码如下:

using System.Collections.Generic;
using System.Drawing;

namespace imStudio.Game.EsurientSnake.Models
{
    /// <summary>
    /// 格子实体
    /// </summary>
    public class ModelElement
    {
        /// <summary>
        /// 横坐标
        /// </summary>
        public int Abscissa { get; set; }
        /// <summary>
        /// 纵坐标
        /// </summary>
        public int Ordinate { get; set; }
        /// <summary>
        /// 奖励属性
        /// </summary>
        public bool Bonus { get; set; }
        /// <summary>
        /// 初始化格子
        /// </summary>
        public ModelElement()
        {
            Abscissa = 0;
            Ordinate = 0;
            Bonus = false;
        }
    }

    /// <summary>
    /// 蛇身实体
    /// </summary>
    public class ModelSnake
    {
        /// <summary>
        /// 移动速度
        /// </summary>
        public int Speed { get; set; }
        /// <summary>
        /// 蛇身颜色
        /// </summary>
        public Color Color { get; set; }
        /// <summary>
        /// 运动方向
        /// </summary>
        public ModelEnum.Direction Direction { get; set; }
        /// <summary>
        /// 蛇身格子实体结合
        /// </summary>
        public List<ModelElement> Body { get; set; }
    }

    /// <summary>
    /// 地图格子大小属性实体
    /// </summary>
    public class ModelBox
    {
        /// <summary>
        /// 格子宽度
        /// </summary>
        public int Width { get; set; }
        /// <summary>
        /// 格子高度
        /// </summary>
        public int Height { get; set; }
    }

    /// <summary>
    /// 地图视图
    /// </summary>
    public class ModelMap
    {
        /// <summary>
        /// 行数
        /// </summary>
        public int Row { get; set; }
        /// <summary>
        /// 列数
        /// </summary>
        public int Column { get; set; }
        /// <summary>
        /// 棋盘纹路颜色
        /// </summary>
        public Color Line { get; set; }
        /// <summary>
        /// 棋盘格子颜色
        /// </summary>
        public Color Color { get; set; }
        /// <summary>
        /// 棋盘格子大小
        /// </summary>
        public ModelBox Box { get; set; }
        /// <summary>
        /// 棋盘格子实体集合
        /// </summary>
        public List<ModelElement> Body { get; set; }
    }
}
View Code

有了上述的实体之后下面就可以开始正式编写程序了。具体实现步骤如下:

  • 描绘棋盘地图
  • 初始化蛇身
  • 蛇身移动、蛇身增加、死亡判断
  • 随机奖励

2、描绘棋盘地图

总体实现方法:按照预先定义的棋盘地图实体初始化地图,然后使用C#的System.Drawing中CreateGraphics方法来进行描绘地图。

按照定义的棋盘格子初始化棋盘地图实体:

        /// <summary>
        /// 创建地图
        /// </summary>
        /// <param name="rowCount"></param>
        /// <param name="colCount"></param>
        /// <param name="boxWidth"></param>
        /// <param name="boxHeight"></param>
        /// <param name="line"></param>
        /// <param name="box"></param>
        /// <returns></returns>
        public static ModelMap GenMap(int rowCount, int colCount, int boxWidth, int boxHeight, Color line, Color box)
        {
            var map = new ModelMap
                {
                    Row = rowCount,
                    Column = colCount,
                    Box = new ModelBox
                        {
                            Width = boxWidth,
                            Height = boxHeight
                        },
                    Line =  line,
                    Color = box,
                    Body = new List<ModelElement>()
                };
            #region 初始化地图实体
            for (int ri = 0; ri < rowCount; ri++)
            {
                for (int ci = 0; ci < colCount; ci++)
                {
                    map.Body.Add(new ModelElement
                        {
                            Abscissa = ri,
                            Ordinate = ci
                        });
                }
            }
            #endregion

            return map;
        }
View Code

有了实体之后,就开始进行描边和填充格子:

       /// <summary>
        /// 地图描边
        /// </summary>
        /// <param name="panel"></param>
        /// <param name="map"></param>
        public static void DrawMap(Panel panel, ModelMap map)
        {
            #region 勾画地图
            var g = panel.CreateGraphics();
            #region 画横线
            for (int ri = 0; ri <= map.Row; ri++)
            {
                g.DrawLine(new Pen(Color.Black), 0, ri * map.Box.Height, map.Column * map.Box.Width, ri * map.Box.Height);
            }

            #endregion
            #region 画竖线
            for (int ci = 0; ci <= map.Column; ci++)
            {
                g.DrawLine(new Pen(Color.Black), ci * map.Box.Width, 0, ci * map.Box.Height, map.Row * map.Box.Width);
            }
            #endregion
            #region 勾画方块
            foreach (var b in map.Body)
            {
                DrawMapBox(panel, map.Color, b.Abscissa, b.Ordinate, map.Box.Width, map.Box.Height);
            }
            #endregion
            #endregion
        }

        /// <summary>
        /// 格子颜色填充
        /// </summary>
        /// <param name="panel"></param>
        /// <param name="color"></param>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <param name="width"></param>
        /// <param name="height"></param>
        public static void DrawMapBox(Panel panel, Color color, int x, int y, int width, int height)
        {
            var g = panel.CreateGraphics();
            g.FillRectangle(new HatchBrush(HatchStyle.Percent90, color), x * width + 1, y * height + 1,width - 1, height - 1);
        }
View Code

完成效果截图:

3、初始化蛇身

总体实现方法:实现方法类似地图描述,只是需要计算一下蛇身大小。

       /// <summary>
        /// 在地图上初始化蛇身
        /// </summary>
        /// <param name="map"></param>
        /// <param name="snake"></param>
        /// <returns></returns>
        public static ModelSnake GenSnakeOnMap(ModelMap map,ModelSnake snake)
        {
            var sk = snake;
            var centerX = map.Row/2;
            var centerY = map.Column/2;
            sk.Body = new List<ModelElement>
                {
                    new ModelElement
                        {
                            Abscissa = centerX,
                            Ordinate = centerY
                        },
                    new ModelElement
                        {
                            Abscissa = centerX,
                            Ordinate = centerY - 1
                        }
                };
            return sk;
        }

        /// <summary>
        /// 蛇身描绘至地图
        /// </summary>
        /// <param name="panel"></param>
        /// <param name="map"></param>
        /// <param name="snake"></param>
        /// <returns></returns>
        public static ModelSnake DrawSnakeOnMap(Panel panel, ModelMap map,ModelSnake snake)
        {
            snake = GenSnakeOnMap(map, snake);
            foreach (var b in snake.Body)
            {
                DrawMapBox(panel, snake.Color, b.Abscissa, b.Ordinate, map.Box.Width, map.Box.Height);
            }
            return snake;
        }
View Code

完成实现截图:

4、蛇身移动、增加蛇身、死亡判断

总体实现方法:设定一个Timer实现每隔多少时间蛇身移动一次。每移动一次,蛇身尾部消失,头部按照运动方向增加一格。这个时候就体现到使用实体的好处了,只需要对蛇身格子实体集合进行一次Remove和一次Insert就可以了。而蛇身是否咬到自己,判断起来就更加简单了,直接使用LinQ判断即将Insert的实体是否已经在蛇身实体结合中存在即可。实现代码如下:

       /// <summary>
        /// 蛇身在移动图上移动
        /// </summary>
        /// <param name="panel"></param>
        /// <param name="map"></param>
        /// <param name="snake"></param>
        /// <param name="direction"></param>
        /// <param name="enableBack"></param>
        /// <param name="dead"></param>
        /// <returns></returns>
        public static ModelSnake MoveSnakeOnMap(Panel panel, ModelMap map, ModelSnake snake, ModelEnum.Direction direction, bool enableBack, out bool dead)
        {
            dead = false;
            if (!enableBack)
            {
                if (direction.Equals(ModelEnum.Direction.Up) && snake.Direction.Equals(ModelEnum.Direction.Down))
                    direction = snake.Direction;
                else if (direction.Equals(ModelEnum.Direction.Down) && snake.Direction.Equals(ModelEnum.Direction.Up))
                    direction = snake.Direction;
                else if (direction.Equals(ModelEnum.Direction.Left) && snake.Direction.Equals(ModelEnum.Direction.Right))
                    direction = snake.Direction;
                else if (direction.Equals(ModelEnum.Direction.Right) &&
                         snake.Direction.Equals(ModelEnum.Direction.Left))
                    direction = snake.Direction;
            }
            else
            {
                if (direction.Equals(ModelEnum.Direction.Up) && snake.Direction.Equals(ModelEnum.Direction.Down))
                    snake.Body.Reverse();
                else if (direction.Equals(ModelEnum.Direction.Down) && snake.Direction.Equals(ModelEnum.Direction.Up))
                    snake.Body.Reverse();
                else if (direction.Equals(ModelEnum.Direction.Left) && snake.Direction.Equals(ModelEnum.Direction.Right))
                    snake.Body.Reverse();
                else if (direction.Equals(ModelEnum.Direction.Right) &&
                         snake.Direction.Equals(ModelEnum.Direction.Left))
                    snake.Body.Reverse();
            }

            var head = new ModelElement
                {
                    Abscissa = snake.Body[0].Abscissa,
                    Ordinate = snake.Body[0].Ordinate
                };
            switch (direction)
            {
                case ModelEnum.Direction.Left:
                    head.Abscissa--;
                    break;
                case ModelEnum.Direction.Right:
                    head.Abscissa++;
                    break;
                case ModelEnum.Direction.Up:
                    head.Ordinate--;
                    break;
                case ModelEnum.Direction.Down:
                    head.Ordinate++;
                    break;
            }
            if (head.Abscissa < 0) head.Abscissa = map.Column - 1;
            else if (head.Abscissa == map.Column) head.Abscissa = 0;
            if (head.Ordinate < 0) head.Ordinate = map.Row - 1;
            else if (head.Ordinate == map.Row) head.Ordinate = 0;

            var d = snake.Body.SingleOrDefault(t => t.Abscissa == head.Abscissa && t.Ordinate == head.Ordinate);
            if (d != null)
            {
                dead = true;
            }

            var tail = snake.Body[snake.Body.Count - 1];
            var m = map.Body.SingleOrDefault(t => t.Bonus && t.Abscissa == tail.Abscissa && t.Ordinate == tail.Ordinate);
            if (m == null)
            {
                DrawMapBox(panel, map.Color, tail.Abscissa, tail.Ordinate, map.Box.Width, map.Box.Height);
                snake.Body.Remove(tail);
            }
            else
            {
                DrawMapBox(panel, snake.Color, head.Abscissa, head.Ordinate, map.Box.Width, map.Box.Height);
                m.Bonus = false;
            }

            DrawMapBox(panel, snake.Color, head.Abscissa, head.Ordinate, map.Box.Width, map.Box.Height);
            snake.Body.Insert(0, head);
            snake.Direction = direction;

            return snake;
        }
View Code

5、随机奖励

总体实现方法:在蛇身移动的Insert之前,判断一下即将移动到的地图格子是否包含奖励就可以了。如果包含格子,多增加一个蛇身格子就可以了。第四部分代码中已经包含这部分代码了。

到此核心的代码就已经完成了,剩下的就是将这些方法组合起来了。在这里就不多写了,附上源代码,额外增加了奖励永存和倒车功能,开玩~~~

备注:暂未实现键盘监测,只能通过界面上的箭头按钮进行控制。

源代码下载地址:https://github.com/songhaipeng/imStudio.Game

原文地址:https://www.cnblogs.com/songhaipeng/p/3532654.html