玩这个......它使用紧密循环来消耗按键,直到设置的延迟到期。您也不必按住键来保持蛇移动。它对我的系统非常敏感:
class Program
{
public enum Direction
{
Up,
Down,
Right,
Left
}
static void Main(string[] args)
{
const int delay = 75;
string snake = "O";
char border = 'X';
int x, y;
int length;
bool crashed = false;
Direction curDirection = Direction.Up;
Dictionary<string, bool> eaten = new Dictionary<string, bool>();
Console.CursorVisible = false;
ConsoleKeyInfo cki;
bool quit = false;
while (!quit)
{
Console.Clear();
Console.Title = "Use 'a', 's', 'd' and 'w' to steer. Hit 'q' to quit.";
// draw border around the console:
string row = new String(border, Console.WindowWidth);
Console.SetCursorPosition(0, 0);
Console.Write(row);
Console.SetCursorPosition(0, Console.WindowHeight - 2);
Console.Write(row);
for (int borderY = 0; borderY < Console.WindowHeight - 2; borderY++)
{
Console.SetCursorPosition(0, borderY);
Console.Write(border.ToString());
Console.SetCursorPosition(Console.WindowWidth - 1, borderY);
Console.Write(border.ToString());
}
// reset all game variables:
length = 1;
crashed = false;
curDirection = Direction.Up;
eaten.Clear();
x = Console.WindowWidth / 2;
y = Console.WindowHeight / 2;
eaten.Add(x.ToString("00") + y.ToString("00"), true);
// draw new snake:
Console.SetCursorPosition(x, y);
Console.Write(snake);
// wait for initial keypress:
while (!Console.KeyAvailable)
{
System.Threading.Thread.Sleep(10);
}
// see if intitial direction should be changed:
cki = Console.ReadKey(true);
switch (cki.KeyChar)
{
case 'w':
curDirection = Direction.Up;
break;
case 's':
curDirection = Direction.Down;
break;
case 'a':
curDirection = Direction.Left;
break;
case 'd':
curDirection = Direction.Right;
break;
case 'q':
quit = true;
break;
}
// main game loop:
DateTime nextCheck = DateTime.Now.AddMilliseconds(delay);
while (!quit && !crashed)
{
Console.Title = "Length: " + length.ToString();
// consume keystrokes and change current direction until the delay has expired:
// *The snake won't actually move until after the delay!
while (nextCheck > DateTime.Now)
{
if (Console.KeyAvailable)
{
cki = Console.ReadKey(true);
switch (cki.KeyChar)
{
case 'w':
curDirection = Direction.Up;
break;
case 's':
curDirection = Direction.Down;
break;
case 'a':
curDirection = Direction.Left;
break;
case 'd':
curDirection = Direction.Right;
break;
case 'q':
quit = true;
break;
}
}
}
// if the user didn't quit, attempt to move without hitting the border:
if (!quit)
{
string key = "";
switch (curDirection)
{
case Direction.Up:
if (y > 1)
{
y--;
}
else
{
crashed = true;
}
break;
case Direction.Down:
if (y < Console.WindowHeight - 3)
{
y++;
}
else
{
crashed = true;
}
break;
case Direction.Left:
if (x > 1)
{
x--;
}
else
{
crashed = true;
}
break;
case Direction.Right:
if (x < Console.WindowWidth - 2)
{
x++;
}
else
{
crashed = true;
}
break;
}
// if the user didn't hit the border, see if they hit the snake
if (!crashed)
{
key = x.ToString("00") + y.ToString("00");
if (!eaten.ContainsKey(key))
{
length++;
eaten.Add(key, true);
Console.SetCursorPosition(x, y);
Console.Write(snake);
}
else
{
crashed = true;
}
}
// set the next delay:
nextCheck = DateTime.Now.AddMilliseconds(delay);
}
} // end main game loop
if (crashed)
{
Console.Title = "*** Crashed! *** Length: " + length.ToString() + " Hit 'q' to quit, or 'r' to retry!";
// wait for quit or retry:
bool retry = false;
while (!quit && !retry)
{
if (Console.KeyAvailable)
{
cki = Console.ReadKey(true);
switch (cki.KeyChar)
{
case 'q':
quit = true;
break;
case 'r':
retry = true;
break;
}
}
}
}
} // end main program loop
} // end Main()
}