WPF小程序:贪吃蛇

原文地址:http://hankjin.blog.163.com/blog/static/337319372009535108234/

一共两个文件:EasterEgg.xaml + EasterEgg.xaml.cs
WPF小程序:贪吃蛇 - hankjin - 乱-Blog
EasterEgg.xaml
<Window
x:Class="Inspect.UI.EasterEgg"
   
xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"
   
xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"
    Title="Easter Egg" Loaded="Window_Loaded" Width="650" Height="450"
       
KeyDown="Window_KeyDown" SizeChanged="Window_SizeChanged"
       
WindowStartupLocation="CenterScreen">
    <Grid>
       
<Grid.RowDefinitions>
            <RowDefinition
Height="40"/>
            <RowDefinition/>
       
</Grid.RowDefinitions>
        <StackPanel Grid.Row="0"
Orientation="Horizontal">
            <Label
FontSize="20">等级:</Label>
            <Label FontSize="20"
Name="lblGrade" Width="50" Content="{Binding
Path=Grade}"></Label>
            <Label
FontSize="20">分数:</Label>
            <Label FontSize="20"
Name="lblScore" Width="90" Content="{Binding
Path=Score}"></Label>
            <Label FontSize="20">说明:
上下左右键调整方向,空格键暂停</Label>
        </StackPanel>       
       
<Border Grid.Row="1" BorderThickness="5" BorderBrush="Red"
Name="border">
            <Canvas Name="cavas"
Background="#CBE9CE"></Canvas>
        </Border>
   
</Grid>
</Window>


EasterEgg.xaml.cs
using
System;
using System.Collections.Generic;
using System.Linq;
using
System.Text;
using System.Windows;
using System.Windows.Controls;
using
System.Windows.Data;
using System.Windows.Documents;
using
System.Windows.Input;
using System.Windows.Media;
using
System.Windows.Media.Imaging;
using System.Windows.Shapes;
using
System.Timers;
using System.Windows.Threading;

namespace
Inspect.UI
{
    /// <summary>
    /// Interaction logic for
EasterEgg.xaml
    /// </summary>
    public partial class EasterEgg
: Window
    {
        enum Direction { UP, DOWN, LEFT, RIGHT
};
        private Brush oldBrush = new SolidColorBrush(Color.FromArgb(100,
0, 255, 0));//brush for snake
        private Brush newBrush = new
SolidColorBrush(Color.FromArgb(100, 255, 0, 0));//brush for
destination
        private Direction direct;//current
direction

        private DispatcherTimer timer = new
DispatcherTimer();

        private List<Rectangle> snake = new
List<Rectangle>();
        private int snakeTail;
        private
Rectangle dest;
        private double destTop, destLeft;
        private
double W, H;

        private int speed;
        public static readonly
DependencyProperty GradeProperty = DependencyProperty.Register("Grade",
typeof(int), typeof(EasterEgg));
        public static readonly
DependencyProperty ScoreProperty = DependencyProperty.Register("Score",
typeof(int), typeof(EasterEgg));
        public int Grade
       
{
            get { return Convert.ToInt32(GetValue(GradeProperty));
}
            set { SetValue(GradeProperty, value); }
        }
       
public int Score
        {
            get { return
Convert.ToInt32(GetValue(ScoreProperty)); }
            set {
SetValue(ScoreProperty, value); }   
        }

        public
EasterEgg()
        {
            InitializeComponent();
           
this.DataContext = this;//数据绑定
        }
        private void
Window_Loaded(object sender, RoutedEventArgs e)
        {
           
this.InitSnake();

            //start timer
            timer.Tick +=
new EventHandler(timer_Elapsed);
            timer.Start();
       
}

        /// <summary>
        /// 时钟相应
        ///
</summary>
        /// <param
name="sender"></param>
        /// <param
name="e"></param>
        private void timer_Elapsed(object sender,
EventArgs e)
        {
            Walk();
        }
        private
void Walk()
        {
            //尾变头
            Rectangle tail =
snake[snakeTail];
            Rectangle head = snake[(snakeTail + snake.Count
- 1) % snake.Count];
            double top =
Convert.ToDouble(head.GetValue(Canvas.TopProperty));
            double left
= Convert.ToDouble(head.GetValue(Canvas.LeftProperty));
            switch
(direct)
            {
                case
Direction.LEFT:
                    left -= 10;
                   
break;
                case Direction.RIGHT:
                    left +=
10;
                    break;
                case
Direction.UP:
                    top -= 10;
                   
break;
                case Direction.DOWN:
                    top +=
10;
                    break;
            }          
           
//判断是否吃到目标
            if (top != destTop || left !=
destLeft)//如果没有吃到目标
            {
               
tail.SetValue(Canvas.TopProperty, top);
               
tail.SetValue(Canvas.LeftProperty, left);
            }
            else

            {
                //snake变长
                dest.Fill =
oldBrush;//目标变色,成为snake的一部分
               
this.snake.Insert(snakeTail,dest);
                //分数增加
               
this.Score = this.Score + 100;
                if (this.Score % 2000 ==
0)//过关
                {
                    this.Grade = this.Grade +
1;
                    this.timer.Interval = new TimeSpan(0, 0, 0, 0, speed -
20 * Grade);
                }
                //产生新目标
               
Rand();
            }

            //判断是否失败
            if (top <
0 || left < 0 || top > this.H - 10.0 || left > this.W -
10.0)//如果跑出边界
            {
                GameOver();
           
}
            else//判断是否咬到自己
            {
                for (int i =
0; i < snake.Count; i++)
                {
                    if (i ==
snakeTail)
                        continue;
                    if ((double)snake[i].GetValue(Canvas.TopProperty) == top && (double)snake[i].GetValue(Canvas.LeftProperty) == left)
                        GameOver();
               
}
            }
            snakeTail = (snakeTail + 1) %
snake.Count;
        }
        /// <summary>
        ///
违反规则,GameOver
        /// </summary>
        private void
GameOver()
        {
            this.timer.Stop();
            if
(MessageBox.Show("再来一盘?", "游戏结束", MessageBoxButton.YesNo) ==
MessageBoxResult.Yes)
            {
               
this.InitSnake();
                this.timer.Start();
           
}
            else
            {
               
this.Close();
            }
        }
        ///
<summary>
        /// 产生一个随机的目标
        ///
</summary>
        private void Rand()
        {
            dest
= Rect(newBrush);
            this.cavas.Children.Add(dest);
           
Random rand = new Random(System.DateTime.Now.Millisecond);
           
destTop = rand.Next(Convert.ToInt32(this.H)/10) * 10.0;
            destLeft
= rand.Next(Convert.ToInt32(this.W)/10) * 10.0;
           
dest.SetValue(Canvas.TopProperty, destTop);
           
dest.SetValue(Canvas.LeftProperty, destLeft);
        }
        Rectangle
Rect(Brush brush)
        {
            Rectangle rect = new
Rectangle();
            rect.Height = 10;
            rect.Width =
10;
            rect.Fill = brush;
            return rect;
       
}
        /// <summary>
        /// 初始化Snake
        ///
</summary>
        private void InitSnake()
        {
           
this.snake.Clear();
           
this.cavas.Children.Clear();

            //init
destination
            Rand();

            //init
snake
            Rectangle beginer = Rect(oldBrush);//the first part of
snake
            this.cavas.Children.Add(beginer);
           
this.snake.Add(beginer);
            beginer.SetValue(Canvas.TopProperty,
0.0);
            beginer.SetValue(Canvas.LeftProperty, 0.0);
           
this.direct = Direction.RIGHT;//initial direction
            this.snakeTail
= 0;

            this.Score = 0;
            this.Grade =
1;
            this.speed = 200;
            this.timer.Interval = new
TimeSpan(0, 0, 0, 0, speed);
        }
        ///
<summary>
        /// 相应上下左右控制键, 空格暂停
        ///
</summary>
        /// <param
name="sender"></param>
        /// <param
name="e"></param>
        private void Window_KeyDown(object sender,
KeyEventArgs e)
        {
            if (e.Key ==
Key.Right)//→
                direct = (direct != Direction.LEFT ?
Direction.RIGHT : direct);
            else if (e.Key ==
Key.Left)//←
                direct = (direct != Direction.RIGHT ?
Direction.LEFT : direct);
            else if (e.Key ==
Key.Up)//↑
                direct = (direct != Direction.DOWN ? Direction.UP
: direct);
            else if (e.Key == Key.Down)//↓
               
direct = (direct != Direction.UP ? Direction.DOWN : direct);
            else
if(e.Key == Key.Space && timer.IsEnabled)//空格键暂停
           
{
                timer.Stop();
                return;
           
}
           
            if(!timer.IsEnabled)//任意键继续
               
timer.Start();
            else
                Walk();
       
}
        /// <summary>
        /// 窗口的大小改变时,改变两个边界变量W H
       
/// </summary>
        /// <param
name="sender"></param>
        /// <param
name="e"></param>
        private void Window_SizeChanged(object
sender, SizeChangedEventArgs e)
        {
            this.W =
Convert.ToInt32(this.cavas.ActualWidth) / 10 * 10.0;
            this.H =
Convert.ToInt32(this.cavas.ActualHeight) / 10 * 10.0;
        }
   
}
}

posted @ 2014-04-30 09:49  CocoWang  阅读(873)  评论(0编辑  收藏  举报