几个月前我刚开始学习编程,并决定做一个控制台蛇游戏.一切都很好,期待一件事.
I just started learning programming couple months ago and decided to do a console snake game. Everything works great expect for one thing.
如果我的蛇向上移动并且我按下向下箭头并按住它,我的蛇会停止并在我停止按下按钮后保持停止状态.
If my snake is going upwards and I press down arrow and keep it pressed, my snake just stops and stays stopped even awhile after I stop pressing the button.
如果我的蛇向右走并且我按右箭头的时间过长,我会失去控制一段时间(但蛇不会停止),也会发生同样的事情.它发生在各个方面(左,右,上,下).
Same thing happens if my snake is going right and I press right arrow too long, I lose control for some time(but snake does not stop). It happens for every way(left,right,up,down).
我试图将 cki 与另一个 ConsoleKeyInfo 进行比较,但它们之间有轻微的延迟,但这没关系.如果我按住这个键,我的程序就会停留在那个位置并更新一个键.(至少我认为这就是问题所在)
I tried to compare the cki to another ConsoleKeyInfo with slight delay between them, but it doesn't matter. If I keep the key pressed, my program just stays that spot and updates for a key. (atleast I think thats the problem)
这是 Console.ReadKey 的功能"还是有什么方法可以解决这个问题?
请记住,我刚刚开始,所以我还不知道高级的东西.
Keep in mind, that I just started so I don't know about the advanced stuff, yet.
只要我不按住按键超过 1 秒,一切都会完美无缺.
Everything works flawless as long as I don't keep the key pressed more than 1 sec.
public void LiikutaMato() //movesnake
{
if (Console.KeyAvailable)
{
ConsoleKeyInfo cki;
cki = Console.ReadKey(true); // <-- I believe this is where it gets stuck
}
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:
Play with this...it uses a tight loop to consume the keypresses until the set delay has expired. You also don't have to hold down the key to keep the snake moving. It was very responsive on my system:
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()
}
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