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2025-08-17 20:29:07 -04:00
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.config/dotnet-tools.json Normal file
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{
"version": 1,
"isRoot": true,
"tools": {
"dotnet-mgcb": {
"version": "3.8.4",
"commands": [
"mgcb"
]
},
"dotnet-mgcb-editor": {
"version": "3.8.4",
"commands": [
"mgcb-editor"
]
},
"dotnet-mgcb-editor-linux": {
"version": "3.8.4",
"commands": [
"mgcb-editor-linux"
]
},
"dotnet-mgcb-editor-windows": {
"version": "3.8.4",
"commands": [
"mgcb-editor-windows"
]
},
"dotnet-mgcb-editor-mac": {
"version": "3.8.4",
"commands": [
"mgcb-editor-mac"
]
}
}
}

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.vscode/launch.json vendored Normal file
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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "C#: SnakeMonoGame Debug",
"type": "dotnet",
"request": "launch",
"projectPath": "${workspaceFolder}/SnakeMonoGame.csproj"
}
],
}

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Content/Content.mgcb Normal file
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#----------------------------- Global Properties ----------------------------#
/outputDir:bin/$(Platform)
/intermediateDir:obj/$(Platform)
/platform:DesktopGL
/config:
/profile:Reach
/compress:False
#-------------------------------- References --------------------------------#
#---------------------------------- Content ---------------------------------#

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Source File,Dest File,Processor Type,Content Type,Source File Size,Dest File Size,Build Seconds

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Game1.cs Normal file
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using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
namespace SnakeMonoGame;
public class Game1 : Game
{
private GraphicsDeviceManager _graphics;
private SpriteBatch _spriteBatch;
private KeyboardState _previousKeyboardState;
private int w = 15;
private int h = 15;
private int scale;
private int xoff;
private bool paused = false;
public Snake Snake;
public Game1()
{
_graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
IsMouseVisible = true;
}
protected override void Initialize()
{
Window.Title = "SnakeMonoGame - Press Space to Pause - Esc to Quit";
Snake = new Snake(w, h);
scale = (int)Window.ClientBounds.Height / h;
xoff = (int)(Window.ClientBounds.Width - (w * scale)) / 2;
base.Initialize();
}
protected override void LoadContent()
{
_spriteBatch = new SpriteBatch(GraphicsDevice);
}
protected override void Update(GameTime gameTime)
{
Input();
if (!paused) { Snake.Update(); }
base.Update(gameTime);
}
protected override void Draw(GameTime gameTime)
{
Color DarkGray = new Color(0.2f, 0.2f, 0.2f);
GraphicsDevice.Clear(Color.Black);
_spriteBatch.Begin();
Primitives2D.FillRectangle(_spriteBatch, new Rectangle(xoff + 0, 0, scale * w, scale * h), DarkGray);
Primitives2D.FillRectangle(_spriteBatch, new Rectangle(xoff + Calc(Snake.Food.X), Calc(Snake.Food.Y), scale, scale), Color.DarkRed);
Primitives2D.DrawRectangle(_spriteBatch, new Rectangle(xoff + Calc(Snake.Food.X), Calc(Snake.Food.Y), scale, scale), DarkGray, 2f);
foreach (Point p in Snake.Segments)
{
Primitives2D.FillRectangle(_spriteBatch, new Rectangle(xoff + Calc(p.X), Calc(p.Y), scale, scale), Color.Gray);
Primitives2D.DrawRectangle(_spriteBatch, new Rectangle(xoff + Calc(p.X), Calc(p.Y), scale, scale), DarkGray, 2f);
}
_spriteBatch.End();
base.Draw(gameTime);
}
private void Input()
{
KeyboardState keyboardState = Keyboard.GetState();
if (KeyPress(keyboardState, Keys.Escape)) { Exit(); }
if (KeyPress(keyboardState, Keys.Space)) { paused = !paused; }
if (!paused)
{
Snake.AddDirection(KeyPress(keyboardState, Keys.Up) || KeyPress(keyboardState, Keys.W) ? "UpArrow" : "");
Snake.AddDirection(KeyPress(keyboardState, Keys.Down) || KeyPress(keyboardState, Keys.S) ? "DownArrow" : "");
Snake.AddDirection(KeyPress(keyboardState, Keys.Left) || KeyPress(keyboardState, Keys.A) ? "LeftArrow" : "");
Snake.AddDirection(KeyPress(keyboardState, Keys.Right) || KeyPress(keyboardState, Keys.D) ? "RightArrow" : "");
}
_previousKeyboardState = keyboardState;
}
private int Calc(int Value) { return Value * this.scale; }
private bool KeyPress(KeyboardState keyboardState, Keys key) { return keyboardState.IsKeyDown(key) && _previousKeyboardState.IsKeyUp(key); }
}

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using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace SnakeMonoGame
{
public static class Primitives2D
{
#region Private Members
private static readonly Dictionary<String, List<Vector2>> circleCache = new Dictionary<string, List<Vector2>>();
//private static readonly Dictionary<String, List<Vector2>> arcCache = new Dictionary<string, List<Vector2>>();
private static Texture2D pixel;
#endregion
#region Private Methods
private static void CreateThePixel(SpriteBatch spriteBatch)
{
pixel = new Texture2D(spriteBatch.GraphicsDevice, 1, 1, false, SurfaceFormat.Color);
pixel.SetData(new[] { Color.White });
}
/// <summary>
/// Draws a list of connecting points
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// /// <param name="position">Where to position the points</param>
/// <param name="points">The points to connect with lines</param>
/// <param name="color">The color to use</param>
/// <param name="thickness">The thickness of the lines</param>
private static void DrawPoints(SpriteBatch spriteBatch, Vector2 position, List<Vector2> points, Color color, float thickness)
{
if (points.Count < 2)
return;
for (int i = 1; i < points.Count; i++)
{
DrawLine(spriteBatch, points[i - 1] + position, points[i] + position, color, thickness);
}
}
/// <summary>
/// Creates a list of vectors that represents a circle
/// </summary>
/// <param name="radius">The radius of the circle</param>
/// <param name="sides">The number of sides to generate</param>
/// <returns>A list of vectors that, if connected, will create a circle</returns>
private static List<Vector2> CreateCircle(double radius, int sides)
{
// Look for a cached version of this circle
String circleKey = radius + "x" + sides;
if (circleCache.ContainsKey(circleKey))
{
return circleCache[circleKey];
}
List<Vector2> vectors = new List<Vector2>();
const double max = 2.0 * Math.PI;
double step = max / sides;
for (double theta = 0.0; theta < max; theta += step)
{
vectors.Add(new Vector2((float)(radius * Math.Cos(theta)), (float)(radius * Math.Sin(theta))));
}
// then add the first vector again so it's a complete loop
vectors.Add(new Vector2((float)(radius * Math.Cos(0)), (float)(radius * Math.Sin(0))));
// Cache this circle so that it can be quickly drawn next time
circleCache.Add(circleKey, vectors);
return vectors;
}
/// <summary>
/// Creates a list of vectors that represents an arc
/// </summary>
/// <param name="radius">The radius of the arc</param>
/// <param name="sides">The number of sides to generate in the circle that this will cut out from</param>
/// <param name="startingAngle">The starting angle of arc, 0 being to the east, increasing as you go clockwise</param>
/// <param name="radians">The radians to draw, clockwise from the starting angle</param>
/// <returns>A list of vectors that, if connected, will create an arc</returns>
private static List<Vector2> CreateArc(float radius, int sides, float startingAngle, float radians)
{
List<Vector2> points = new List<Vector2>();
points.AddRange(CreateCircle(radius, sides));
points.RemoveAt(points.Count - 1); // remove the last point because it's a duplicate of the first
// The circle starts at (radius, 0)
double curAngle = 0.0;
double anglePerSide = MathHelper.TwoPi / sides;
// "Rotate" to the starting point
while ((curAngle + (anglePerSide / 2.0)) < startingAngle)
{
curAngle += anglePerSide;
// move the first point to the end
points.Add(points[0]);
points.RemoveAt(0);
}
// Add the first point, just in case we make a full circle
points.Add(points[0]);
// Now remove the points at the end of the circle to create the arc
int sidesInArc = (int)((radians / anglePerSide) + 0.5);
points.RemoveRange(sidesInArc + 1, points.Count - sidesInArc - 1);
return points;
}
#endregion
#region FillRectangle
/// <summary>
/// Draws a filled rectangle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="rect">The rectangle to draw</param>
/// <param name="color">The color to draw the rectangle in</param>
public static void FillRectangle(this SpriteBatch spriteBatch, Rectangle rect, Color color)
{
if (pixel == null)
{
CreateThePixel(spriteBatch);
}
// Simply use the function already there
spriteBatch.Draw(pixel, rect, color);
}
/// <summary>
/// Draws a filled rectangle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="rect">The rectangle to draw</param>
/// <param name="color">The color to draw the rectangle in</param>
/// <param name="angle">The angle in radians to draw the rectangle at</param>
public static void FillRectangle(this SpriteBatch spriteBatch, Rectangle rect, Color color, float angle)
{
if (pixel == null)
{
CreateThePixel(spriteBatch);
}
spriteBatch.Draw(pixel, rect, null, color, angle, Vector2.Zero, SpriteEffects.None, 0);
}
/// <summary>
/// Draws a filled rectangle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="location">Where to draw</param>
/// <param name="size">The size of the rectangle</param>
/// <param name="color">The color to draw the rectangle in</param>
public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color)
{
FillRectangle(spriteBatch, location, size, color, 0.0f);
}
/// <summary>
/// Draws a filled rectangle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="location">Where to draw</param>
/// <param name="size">The size of the rectangle</param>
/// <param name="angle">The angle in radians to draw the rectangle at</param>
/// <param name="color">The color to draw the rectangle in</param>
public static void FillRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color, float angle)
{
if (pixel == null)
{
CreateThePixel(spriteBatch);
}
// stretch the pixel between the two vectors
spriteBatch.Draw(pixel,
location,
null,
color,
angle,
Vector2.Zero,
size,
SpriteEffects.None,
0);
}
/// <summary>
/// Draws a filled rectangle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="x">The X coord of the left side</param>
/// <param name="y">The Y coord of the upper side</param>
/// <param name="w">Width</param>
/// <param name="h">Height</param>
/// <param name="color">The color to draw the rectangle in</param>
public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float w, float h, Color color)
{
FillRectangle(spriteBatch, new Vector2(x, y), new Vector2(w, h), color, 0.0f);
}
/// <summary>
/// Draws a filled rectangle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="x">The X coord of the left side</param>
/// <param name="y">The Y coord of the upper side</param>
/// <param name="w">Width</param>
/// <param name="h">Height</param>
/// <param name="color">The color to draw the rectangle in</param>
/// <param name="angle">The angle of the rectangle in radians</param>
public static void FillRectangle(this SpriteBatch spriteBatch, float x, float y, float w, float h, Color color, float angle)
{
FillRectangle(spriteBatch, new Vector2(x, y), new Vector2(w, h), color, angle);
}
#endregion
#region DrawRectangle
/// <summary>
/// Draws a rectangle with the thickness provided
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="rect">The rectangle to draw</param>
/// <param name="color">The color to draw the rectangle in</param>
public static void DrawRectangle(this SpriteBatch spriteBatch, Rectangle rect, Color color)
{
DrawRectangle(spriteBatch, rect, color, 1.0f);
}
/// <summary>
/// Draws a rectangle with the thickness provided
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="rect">The rectangle to draw</param>
/// <param name="color">The color to draw the rectangle in</param>
/// <param name="thickness">The thickness of the lines</param>
public static void DrawRectangle(this SpriteBatch spriteBatch, Rectangle rect, Color color, float thickness)
{
// TODO: Handle rotations
// TODO: Figure out the pattern for the offsets required and then handle it in the line instead of here
DrawLine(spriteBatch, new Vector2(rect.X, rect.Y), new Vector2(rect.Right, rect.Y), color, thickness); // top
DrawLine(spriteBatch, new Vector2(rect.X + 1f, rect.Y), new Vector2(rect.X + 1f, rect.Bottom + thickness), color, thickness); // left
DrawLine(spriteBatch, new Vector2(rect.X, rect.Bottom), new Vector2(rect.Right, rect.Bottom), color, thickness); // bottom
DrawLine(spriteBatch, new Vector2(rect.Right + 1f, rect.Y), new Vector2(rect.Right + 1f, rect.Bottom + thickness), color, thickness); // right
}
/// <summary>
/// Draws a rectangle with the thickness provided
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="location">Where to draw</param>
/// <param name="size">The size of the rectangle</param>
/// <param name="color">The color to draw the rectangle in</param>
public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color)
{
DrawRectangle(spriteBatch, new Rectangle((int)location.X, (int)location.Y, (int)size.X, (int)size.Y), color, 1.0f);
}
/// <summary>
/// Draws a rectangle with the thickness provided
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="location">Where to draw</param>
/// <param name="size">The size of the rectangle</param>
/// <param name="color">The color to draw the rectangle in</param>
/// <param name="thickness">The thickness of the line</param>
public static void DrawRectangle(this SpriteBatch spriteBatch, Vector2 location, Vector2 size, Color color, float thickness)
{
DrawRectangle(spriteBatch, new Rectangle((int)location.X, (int)location.Y, (int)size.X, (int)size.Y), color, thickness);
}
#endregion
#region DrawLine
/// <summary>
/// Draws a line from point1 to point2 with an offset
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="x1">The X coord of the first point</param>
/// <param name="y1">The Y coord of the first point</param>
/// <param name="x2">The X coord of the second point</param>
/// <param name="y2">The Y coord of the second point</param>
/// <param name="color">The color to use</param>
public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color)
{
DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, 1.0f);
}
/// <summary>
/// Draws a line from point1 to point2 with an offset
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="x1">The X coord of the first point</param>
/// <param name="y1">The Y coord of the first point</param>
/// <param name="x2">The X coord of the second point</param>
/// <param name="y2">The Y coord of the second point</param>
/// <param name="color">The color to use</param>
/// <param name="thickness">The thickness of the line</param>
public static void DrawLine(this SpriteBatch spriteBatch, float x1, float y1, float x2, float y2, Color color, float thickness)
{
DrawLine(spriteBatch, new Vector2(x1, y1), new Vector2(x2, y2), color, thickness);
}
/// <summary>
/// Draws a line from point1 to point2 with an offset
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="point1">The first point</param>
/// <param name="point2">The second point</param>
/// <param name="color">The color to use</param>
public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color)
{
DrawLine(spriteBatch, point1, point2, color, 1.0f);
}
/// <summary>
/// Draws a line from point1 to point2 with an offset
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="point1">The first point</param>
/// <param name="point2">The second point</param>
/// <param name="color">The color to use</param>
/// <param name="thickness">The thickness of the line</param>
public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point1, Vector2 point2, Color color, float thickness)
{
// calculate the distance between the two vectors
float distance = Vector2.Distance(point1, point2);
// calculate the angle between the two vectors
float angle = (float)Math.Atan2(point2.Y - point1.Y, point2.X - point1.X);
DrawLine(spriteBatch, point1, distance, angle, color, thickness);
}
/// <summary>
/// Draws a line from point1 to point2 with an offset
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="point">The starting point</param>
/// <param name="length">The length of the line</param>
/// <param name="angle">The angle of this line from the starting point in radians</param>
/// <param name="color">The color to use</param>
public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color)
{
DrawLine(spriteBatch, point, length, angle, color, 1.0f);
}
/// <summary>
/// Draws a line from point1 to point2 with an offset
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="point">The starting point</param>
/// <param name="length">The length of the line</param>
/// <param name="angle">The angle of this line from the starting point</param>
/// <param name="color">The color to use</param>
/// <param name="thickness">The thickness of the line</param>
public static void DrawLine(this SpriteBatch spriteBatch, Vector2 point, float length, float angle, Color color, float thickness)
{
if (pixel == null)
{
CreateThePixel(spriteBatch);
}
// stretch the pixel between the two vectors
spriteBatch.Draw(pixel,
point,
null,
color,
angle,
Vector2.Zero,
new Vector2(length, thickness),
SpriteEffects.None,
0);
}
#endregion
#region PutPixel
public static void PutPixel(this SpriteBatch spriteBatch, float x, float y, Color color)
{
PutPixel(spriteBatch, new Vector2(x, y), color);
}
public static void PutPixel(this SpriteBatch spriteBatch, Vector2 position, Color color)
{
if (pixel == null)
{
CreateThePixel(spriteBatch);
}
spriteBatch.Draw(pixel, position, color);
}
#endregion
#region DrawCircle
/// <summary>
/// Draw a circle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="center">The center of the circle</param>
/// <param name="radius">The radius of the circle</param>
/// <param name="sides">The number of sides to generate</param>
/// <param name="color">The color of the circle</param>
public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color)
{
DrawPoints(spriteBatch, center, CreateCircle(radius, sides), color, 1.0f);
}
/// <summary>
/// Draw a circle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="center">The center of the circle</param>
/// <param name="radius">The radius of the circle</param>
/// <param name="sides">The number of sides to generate</param>
/// <param name="color">The color of the circle</param>
/// <param name="thickness">The thickness of the lines used</param>
public static void DrawCircle(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, Color color, float thickness)
{
DrawPoints(spriteBatch, center, CreateCircle(radius, sides), color, thickness);
}
/// <summary>
/// Draw a circle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="x">The center X of the circle</param>
/// <param name="y">The center Y of the circle</param>
/// <param name="radius">The radius of the circle</param>
/// <param name="sides">The number of sides to generate</param>
/// <param name="color">The color of the circle</param>
public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides, Color color)
{
DrawPoints(spriteBatch, new Vector2(x, y), CreateCircle(radius, sides), color, 1.0f);
}
/// <summary>
/// Draw a circle
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="x">The center X of the circle</param>
/// <param name="y">The center Y of the circle</param>
/// <param name="radius">The radius of the circle</param>
/// <param name="sides">The number of sides to generate</param>
/// <param name="color">The color of the circle</param>
/// <param name="thickness">The thickness of the lines used</param>
public static void DrawCircle(this SpriteBatch spriteBatch, float x, float y, float radius, int sides, Color color, float thickness)
{
DrawPoints(spriteBatch, new Vector2(x, y), CreateCircle(radius, sides), color, thickness);
}
#endregion
#region DrawArc
/// <summary>
/// Draw a arc
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="center">The center of the arc</param>
/// <param name="radius">The radius of the arc</param>
/// <param name="sides">The number of sides to generate</param>
/// <param name="startingAngle">The starting angle of arc, 0 being to the east, increasing as you go clockwise</param>
/// <param name="radians">The number of radians to draw, clockwise from the starting angle</param>
/// <param name="color">The color of the arc</param>
public static void DrawArc(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, float startingAngle, float radians, Color color)
{
DrawArc(spriteBatch, center, radius, sides, startingAngle, radians, color, 1.0f);
}
/// <summary>
/// Draw a arc
/// </summary>
/// <param name="spriteBatch">The destination drawing surface</param>
/// <param name="center">The center of the arc</param>
/// <param name="radius">The radius of the arc</param>
/// <param name="sides">The number of sides to generate</param>
/// <param name="startingAngle">The starting angle of arc, 0 being to the east, increasing as you go clockwise</param>
/// <param name="radians">The number of radians to draw, clockwise from the starting angle</param>
/// <param name="color">The color of the arc</param>
/// <param name="thickness">The thickness of the arc</param>
public static void DrawArc(this SpriteBatch spriteBatch, Vector2 center, float radius, int sides, float startingAngle, float radians, Color color, float thickness)
{
List<Vector2> arc = CreateArc(radius, sides, startingAngle, radians);
//List<Vector2> arc = CreateArc2(radius, sides, startingAngle, degrees);
DrawPoints(spriteBatch, center, arc, color, thickness);
}
#endregion
}
}

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using var game = new SnakeMonoGame.Game1();
game.Run();

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//using OpenTK.Graphics.OpenGL;
using System;
using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace SnakeMonoGame;
public class Snake
{
//Declarations
public int Width, Height;
int Speed = 300;
long UpdateTimer = Environment.TickCount;
List<string> Direction = new List<string>();
string CurrentDir = "RightArrow";
Point Move = new Point(1, 0);
public List<Point> Segments = new List<Point>();
public Point Food;
Random Random = new Random();
bool Grow = false;
//
public Snake(int Width, int Height)
{
this.Width = Width;
this.Height = Height;
Segments.Add(new Point(this.Width / 2, this.Height / 2));
PickFood();
}
public void Update()
{
if (Environment.TickCount > UpdateTimer + Speed)
{
UpdateTimer = Environment.TickCount;
//Set Direction
if (Direction.Count > 0)
{
SetDirection(Direction[0]);
Direction.RemoveAt(0);
}
//Eat Food
if (Segments[0] == Food) { Grow = true; PickFood(); }
//Move
Point nSegment = new Point(Segments[0].X + Move.X, Segments[0].Y + Move.Y);
Segments.Insert(0, nSegment);
if (Grow == false) { Segments.RemoveAt(Segments.Count - 1); }
else { Grow = false; }
//Death
bool death = false;
if (Segments[0].X < 0 || Segments[0].X >= Width || Segments[0].Y < 0 || Segments[0].Y >= Height)
{
death = true;
}
else
{
for (int i = 1; i < Segments.Count; i++)
{
if (Segments[i] == Segments[0]) { death = true; break; }
}
}
if (death) { Segments.Clear(); Segments.Add(new Point(this.Width / 2, this.Height / 2)); }
}
}
public void AddDirection(string dir)
{
if (dir == "UpArrow" || dir == "DownArrow" || dir == "LeftArrow" || dir == "RightArrow")
{
if (Direction.Count > 0)
{
if (dir != Direction[Direction.Count - 1]) { Direction.Add(dir); }
}
else { Direction.Add(dir); }
}
}
private void SetDirection(string dir)
{
if (CheckDirection(dir) == true)
{
switch (dir)
{
case "UpArrow": Move.X = 0; Move.Y = -1; break;
case "DownArrow": Move.X = 0; Move.Y = 1; break;
case "LeftArrow": Move.X = -1; Move.Y = 0; break;
case "RightArrow": Move.X = 1; Move.Y = 0; break;
}
CurrentDir = dir;
}
}
private bool CheckDirection(string dir)
{
if (dir == "LeftArrow" && CurrentDir == "RightArrow") { return false; }
if (dir == "RightArrow" && CurrentDir == "LeftArrow") { return false; }
if (dir == "UpArrow" && CurrentDir == "DownArrow") { return false; }
if (dir == "DownArrow" && CurrentDir == "UpArrow") { return false; }
return true;
}
private void PickFood()
{
bool Found = false;
while (Found == false)
{
Found = true;
Food = new Point(Random.Next(0, Width), Random.Next(0, Height));
foreach (Point p in Segments) { if (Food == p) { Found = false; break; } }
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net8.0</TargetFramework>
<RollForward>Major</RollForward>
<PublishReadyToRun>false</PublishReadyToRun>
<TieredCompilation>false</TieredCompilation>
</PropertyGroup>
<PropertyGroup>
<ApplicationManifest>app.manifest</ApplicationManifest>
<ApplicationIcon>Icon.ico</ApplicationIcon>
</PropertyGroup>
<ItemGroup>
<None Remove="Icon.ico" />
<None Remove="Icon.bmp" />
</ItemGroup>
<ItemGroup>
<EmbeddedResource Include="Icon.ico">
<LogicalName>Icon.ico</LogicalName>
</EmbeddedResource>
<EmbeddedResource Include="Icon.bmp">
<LogicalName>Icon.bmp</LogicalName>
</EmbeddedResource>
</ItemGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.*" />
<PackageReference Include="MonoGame.Content.Builder.Task" Version="3.8.*" />
</ItemGroup>
<Target Name="RestoreDotnetTools" BeforeTargets="CollectPackageReferences">
<Message Text="Restoring dotnet tools (this might take a while depending on your internet speed and should only happen upon building your project for the first time, or after upgrading MonoGame, or clearing your nuget cache)" Importance="High" />
<Exec Command="dotnet tool restore" />
</Target>
</Project>

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.5.2.0
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "SnakeMonoGame", "SnakeMonoGame.csproj", "{3C1EDB70-1B82-374D-8C3C-F6E9DAF4480A}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
Release|Any CPU = Release|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{3C1EDB70-1B82-374D-8C3C-F6E9DAF4480A}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{3C1EDB70-1B82-374D-8C3C-F6E9DAF4480A}.Debug|Any CPU.Build.0 = Debug|Any CPU
{3C1EDB70-1B82-374D-8C3C-F6E9DAF4480A}.Release|Any CPU.ActiveCfg = Release|Any CPU
{3C1EDB70-1B82-374D-8C3C-F6E9DAF4480A}.Release|Any CPU.Build.0 = Release|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {C502E9F6-0BA1-4D6B-A7EF-7E87FA5B4101}
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8"?>
<assembly manifestVersion="1.0" xmlns="urn:schemas-microsoft-com:asm.v1">
<assemblyIdentity version="1.0.0.0" name="SnakeMonoGame"/>
<trustInfo xmlns="urn:schemas-microsoft-com:asm.v2">
<security>
<requestedPrivileges xmlns="urn:schemas-microsoft-com:asm.v3">
<requestedExecutionLevel level="asInvoker" uiAccess="false" />
</requestedPrivileges>
</security>
</trustInfo>
<compatibility xmlns="urn:schemas-microsoft-com:compatibility.v1">
<application>
<!-- A list of the Windows versions that this application has been tested on and is
is designed to work with. Uncomment the appropriate elements and Windows will
automatically selected the most compatible environment. -->
<!-- Windows Vista -->
<supportedOS Id="{e2011457-1546-43c5-a5fe-008deee3d3f0}" />
<!-- Windows 7 -->
<supportedOS Id="{35138b9a-5d96-4fbd-8e2d-a2440225f93a}" />
<!-- Windows 8 -->
<supportedOS Id="{4a2f28e3-53b9-4441-ba9c-d69d4a4a6e38}" />
<!-- Windows 8.1 -->
<supportedOS Id="{1f676c76-80e1-4239-95bb-83d0f6d0da78}" />
<!-- Windows 10 -->
<supportedOS Id="{8e0f7a12-bfb3-4fe8-b9a5-48fd50a15a9a}" />
</application>
</compatibility>
<application xmlns="urn:schemas-microsoft-com:asm.v3">
<windowsSettings>
<dpiAware xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">true/pm</dpiAware>
<dpiAwareness xmlns="http://schemas.microsoft.com/SMI/2016/WindowsSettings">permonitorv2,permonitor</dpiAwareness>
</windowsSettings>
</application>
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// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v8.0", FrameworkDisplayName = ".NET 8.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("SnakeMonoGame")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Debug")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
[assembly: System.Reflection.AssemblyProductAttribute("SnakeMonoGame")]
[assembly: System.Reflection.AssemblyTitleAttribute("SnakeMonoGame")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
// Generated by the MSBuild WriteCodeFragment class.

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11f75b4dd34cde3169a6c20a14b2b871b4ef5b4fe5918eaaa631f17057451ab1

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is_global = true
build_property.TargetFramework = net8.0
build_property.TargetPlatformMinVersion =
build_property.UsingMicrosoftNETSdkWeb =
build_property.ProjectTypeGuids =
build_property.InvariantGlobalization =
build_property.PlatformNeutralAssembly =
build_property.EnforceExtendedAnalyzerRules =
build_property._SupportedPlatformList = Linux,macOS,Windows
build_property.RootNamespace = SnakeMonoGame
build_property.ProjectDir = C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\
build_property.EnableComHosting =
build_property.EnableGeneratedComInterfaceComImportInterop =

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c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\SnakeMonoGame.exe
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\SnakeMonoGame.deps.json
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\SnakeMonoGame.runtimeconfig.json
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\SnakeMonoGame.dll
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\SnakeMonoGame.pdb
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\MonoGame.Framework.dll
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\NVorbis.dll
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\android-arm\native\libopenal.so
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\android-arm64\native\libopenal.so
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\android-x64\native\libopenal.so
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\android-x86\native\libopenal.so
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\ios-arm64\native\libopenal.dylib
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\iossimulator-arm64\native\libopenal.dylib
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\iossimulator-x64\native\libopenal.dylib
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\linux-x64\native\libopenal.so
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\osx\native\libopenal.dylib
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\win-x64\native\openal.dll
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\linux-x64\native\libSDL2-2.0.so.0
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\osx\native\libSDL2-2.0.0.dylib
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Debug\net8.0\runtimes\win-x64\native\SDL2.dll
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMonoGame.csproj.AssemblyReference.cache
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMonoGame.GeneratedMSBuildEditorConfig.editorconfig
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMonoGame.AssemblyInfoInputs.cache
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMonoGame.AssemblyInfo.cs
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMonoGame.csproj.CoreCompileInputs.cache
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMon.4BB165BB.Up2Date
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMonoGame.dll
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\refint\SnakeMonoGame.dll
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMonoGame.pdb
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\SnakeMonoGame.genruntimeconfig.cache
c:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\obj\Debug\net8.0\ref\SnakeMonoGame.dll

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// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v8.0", FrameworkDisplayName = ".NET 8.0")]

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C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\SnakeMonoGame
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\SnakeMonoGame.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\SnakeMonoGame.deps.json
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\SnakeMonoGame.runtimeconfig.json
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\SnakeMonoGame.pdb
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\Microsoft.CSharp.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\Microsoft.VisualBasic.Core.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\Microsoft.VisualBasic.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\Microsoft.Win32.Primitives.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\Microsoft.Win32.Registry.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\System.AppContext.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\System.Buffers.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\System.Collections.Concurrent.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\System.Collections.Immutable.dll
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C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\System.Collections.Specialized.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\System.Collections.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\System.ComponentModel.Annotations.dll
C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\bin\Release\net8.0\linux-x64\publish\System.ComponentModel.DataAnnotations.dll
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Reflection;
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[assembly: System.Reflection.AssemblyConfigurationAttribute("Release")]
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[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0")]
[assembly: System.Reflection.AssemblyProductAttribute("SnakeMonoGame")]
[assembly: System.Reflection.AssemblyTitleAttribute("SnakeMonoGame")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0.0")]
// Generated by the MSBuild WriteCodeFragment class.

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build_property.RootNamespace = SnakeMonoGame
build_property.ProjectDir = C:\Users\Miyu\source\repos\snakemonogame\SnakeMonoGame\
build_property.EnableComHosting =
build_property.EnableGeneratedComInterfaceComImportInterop =

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// <autogenerated />
using System;
using System.Reflection;
[assembly: global::System.Runtime.Versioning.TargetFrameworkAttribute(".NETCoreApp,Version=v8.0", FrameworkDisplayName = ".NET 8.0")]

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//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by a tool.
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
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[assembly: System.Reflection.AssemblyProductAttribute("SnakeMonoGame")]
[assembly: System.Reflection.AssemblyTitleAttribute("SnakeMonoGame")]
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// Generated by the MSBuild WriteCodeFragment class.

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