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@TAGC
Last active June 14, 2024 09:01
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Basic snake game implemented in C#
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
public static class Program
{
public static async Task Main(string[] args)
{
var tickRate = TimeSpan.FromMilliseconds(100);
var snakeGame = new SnakeGame();
using (var cts = new CancellationTokenSource())
{
async Task MonitorKeyPresses()
{
while (!cts.Token.IsCancellationRequested)
{
if (Console.KeyAvailable)
{
var key = Console.ReadKey(intercept: true).Key;
snakeGame.OnKeyPress(key);
}
await Task.Delay(10);
}
}
var monitorKeyPresses = MonitorKeyPresses();
do
{
snakeGame.OnGameTick();
snakeGame.Render();
await Task.Delay(tickRate);
} while (!snakeGame.GameOver);
// Allow time for user to weep before application exits.
for (var i = 0; i < 3; i++)
{
Console.Clear();
await Task.Delay(500);
snakeGame.Render();
await Task.Delay(500);
}
cts.Cancel();
await monitorKeyPresses;
}
}
}
enum Direction
{
Up,
Down,
Left,
Right
}
interface IRenderable
{
void Render();
}
readonly struct Position
{
public Position(int top, int left)
{
Top = top;
Left = left;
}
public int Top { get; }
public int Left { get; }
public Position RightBy(int n) => new Position(Top, Left + n);
public Position DownBy(int n) => new Position(Top + n, Left);
}
class Apple : IRenderable
{
public Apple(Position position)
{
Position = position;
}
public Position Position { get; }
public void Render()
{
Console.SetCursorPosition(Position.Left, Position.Top);
Console.Write("🍏");
}
}
class Snake : IRenderable
{
private List<Position> _body;
private int _growthSpurtsRemaining;
public Snake(Position spawnLocation, int initialSize = 1)
{
_body = new List<Position> { spawnLocation };
_growthSpurtsRemaining = Math.Max(0, initialSize - 1);
Dead = false;
}
public bool Dead { get; private set; }
public Position Head => _body.First();
private IEnumerable<Position> Body => _body.Skip(1);
public void Move(Direction direction)
{
if (Dead) throw new InvalidOperationException();
Position newHead;
switch (direction)
{
case Direction.Up:
newHead = Head.DownBy(-1);
break;
case Direction.Left:
newHead = Head.RightBy(-1);
break;
case Direction.Down:
newHead = Head.DownBy(1);
break;
case Direction.Right:
newHead = Head.RightBy(1);
break;
default:
throw new ArgumentOutOfRangeException();
}
if (_body.Contains(newHead) || !PositionIsValid(newHead))
{
Dead = true;
return;
}
_body.Insert(0, newHead);
if (_growthSpurtsRemaining > 0)
{
_growthSpurtsRemaining--;
}
else
{
_body.RemoveAt(_body.Count - 1);
}
}
public void Grow()
{
if (Dead) throw new InvalidOperationException();
_growthSpurtsRemaining++;
}
public void Render()
{
Console.SetCursorPosition(Head.Left, Head.Top);
Console.Write("◉");
foreach (var position in Body)
{
Console.SetCursorPosition(position.Left, position.Top);
Console.Write("■");
}
}
private static bool PositionIsValid(Position position) =>
position.Top >= 0 && position.Left >= 0;
}
class SnakeGame : IRenderable
{
private static readonly Position Origin = new Position(0, 0);
private Direction _currentDirection;
private Direction _nextDirection;
private Snake _snake;
private Apple _apple;
public SnakeGame()
{
_snake = new Snake(Origin, initialSize: 5);
_apple = CreateApple();
_currentDirection = Direction.Right;
_nextDirection = Direction.Right;
}
public bool GameOver => _snake.Dead;
public void OnKeyPress(ConsoleKey key)
{
Direction newDirection;
switch (key)
{
case ConsoleKey.W:
newDirection = Direction.Up;
break;
case ConsoleKey.A:
newDirection = Direction.Left;
break;
case ConsoleKey.S:
newDirection = Direction.Down;
break;
case ConsoleKey.D:
newDirection = Direction.Right;
break;
default:
return;
}
// Snake cannot turn 180 degrees.
if (newDirection == OppositeDirectionTo(_currentDirection))
{
return;
}
_nextDirection = newDirection;
}
public void OnGameTick()
{
if (GameOver) throw new InvalidOperationException();
_currentDirection = _nextDirection;
_snake.Move(_currentDirection);
// If the snake's head moves to the same position as an apple, the snake
// eats it.
if (_snake.Head.Equals(_apple.Position))
{
_snake.Grow();
_apple = CreateApple();
}
}
public void Render()
{
Console.Clear();
_snake.Render();
_apple.Render();
Console.SetCursorPosition(0, 0);
}
private static Direction OppositeDirectionTo(Direction direction)
{
switch (direction)
{
case Direction.Up: return Direction.Down;
case Direction.Left: return Direction.Right;
case Direction.Right: return Direction.Left;
case Direction.Down: return Direction.Up;
default: throw new ArgumentOutOfRangeException();
}
}
private static Apple CreateApple()
{
// Can be factored elsewhere.
const int numberOfRows = 20;
const int numberOfColumns = 20;
var random = new Random();
var top = random.Next(0, numberOfRows + 1);
var left = random.Next(0, numberOfColumns + 1);
var position = new Position(top, left);
var apple = new Apple(position);
return apple;
}
}
@xCement1337
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huh? i'm just learning c# and i don't fucking understand lika a 3/4 of this code xD

i'll get back here in few month and i'll know what that code means. (i swear or something)

@AbegayleWill
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huh? i'm just learning c# and i don't fucking understand lika a 3/4 of this code xD

i'll get back here in few month and i'll know what that code means. (i swear or something)

lool

@DLL-File
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huh? i'm just learning c# and i don't fucking understand lika a 3/4 of this code xD

i'll get back here in few month and i'll know what that code means. (i swear or something)

how is it going, do you understand a little more? :)

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