This article represents something new for me, normally my articles are a bit fanciful and are geared around some loose interest that I have. This time I decided to tackle a really old problem (well not so much of a problem but at least something old). I decided to write a game of Snakes, yes that right a game of snakes, but in WPF. For those of you new to WPF, WPF does not really have any low level rendering methods such as OnPaint(..) (well it does but thats not what WPF is all about). As you will see the games of Snakes is not as easy as one might think. This article will be using a lot of WPF tips and tricks along the way. What I will be doing is showing you a couple of screen shots along the way and discussing the requirements (self impossed) that the Snakes game has, and how and why these requirements were solved the way they are.
The basic requirements that I imposed for this WPF version of the seminal Snakes game are as follows:
When the user chooses to create a level they are presented with a level creation wizard which they may use to customize the levels. This is a 2 page wizard, the 1st page allow the user to pick colors (the color picker is a custom control hosted in a window, so this alone may be of interest to some folk)
And the game in action looks like the following (in this one the user just died, so the snake exploded, oooh poor snake)
So thats what it looks like, but thats not the fun part, IMHO the fun part is seeing how all this fits together, so the next sections of this article are going to talk about all the ins and outs of the design decisions that I made along the way, in the hope that they will help out some of you.
The basic requirements that I imposed for this WPF version of the seminal Snakes game are as follows:
To be able to change the size of the level
I wanted a way that all my changes that affected the entire game, a set of global variables if you like. I could of course use static member variables of some class (perhaps called globals) but I wanted to see if there was a better way. Luckily WPF exposes just such a thing, its called the Application.Current.Properties object. This object is quite cool, as it keeps all your global in a nice an easily accessable Dictionary which you can simply assign and access as follows
Accessing
(Brush)Application.Current.Properties["WallColor"];
Assigning
Application.Current.Properties["WallColor"] = new SolidColorBrush(Colors.Cyan);
Only thing to remember is that is stores objects as Type Object so you need to cast or use the As keyword. But its damn handy. So this is how I set all the global variables that are used within the game. Within the Window1.xaml.cs file attached, within the constructor you will find a code block like
Application.Current.Properties["maxGameSize"] = _maxGameSize;
Application.Current.Properties["initialSnakeSize"] = _initialSnakeSize;
Application.Current.Properties["foodItemsPerLevel"] = _foodItemsPerLevel;
Application.Current.Properties["SnakeStyle"] = _snakeStyle;
Application.Current.Properties["WallColor"] = Brushes.Orange;
Application.Current.Properties["FoodColor"] = Brushes.PaleGreen;
Application.Current.Properties["SnakeColor"] = Brushes.Yellow;
This is where all the game values are initialised, they are changed as required on various other windows. Its nice though as all other files can simply access this one global Dictionary which is a nice feature in my opinion.
To be able to change the color of things like walls/food/snake
One of the requirements was for the user to be able to pick their own color for things like walls, snakes, food etc etc. This sounds simple enough doesnt it. Just show a ColorPicker and store the value. Its more complicated than that as youll soon see. But for the moment lets just stick to the simply fact, that if we pick a color using the color picker (code below if youre interested) that, that is the color well use, and thats the end of the story.

The ColorPickerControl is the grid of color, its a custom control hosted in a XAML window, called ColorPickerWindow.xaml
using System;
using System.Windows;
using System.Windows.Controls;
using System.Windows.Controls.Primitives;
using System.Windows.Data;
using System.Windows.Input;
using System.Windows.Media;
using System.Windows.Shapes;
namespace WPF_Snakes
{
#region ColorPickerControl CLASS
public class ColorPickerControl : ListBox
{
#region InstanceFields
public static readonly RoutedEvent NewColorEvent =
EventManager.RegisterRoutedEvent
("NewColor", RoutingStrategy.Bubble,
typeof(RoutedEventHandler),
typeof(ColorPickerControl));
public delegate void NewColorCustomEventHandler
(object sender, ColorRoutedEventArgs e);
public static readonly RoutedEvent NewColorCustomEvent =
EventManager.RegisterRoutedEvent
("NewColorCustom", RoutingStrategy.Bubble,
typeof(NewColorCustomEventHandler),
typeof(ColorPickerControl));
private string[] _sColors =
{
"Black", "Brown", "DarkGreen", "MidnightBlue",
"Navy", "DarkBlue", "Indigo", "DimGray",
"DarkRed", "OrangeRed", "Olive", "Green",
"Teal", "Blue", "SlateGray", "Gray",
"Red", "Orange", "YellowGreen", "SeaGreen",
"Aqua", "LightBlue", "Violet", "DarkGray",
"Pink", "Gold", "Yellow", "Lime",
"Turquoise", "SkyBlue", "Plum", "LightGray",
"LightPink", "Tan", "LightYellow", "LightGreen",
"LightCyan", "LightSkyBlue", "Lavender", "White"
};
#endregion
#region Constructor
public ColorPickerControl()
{
FrameworkElementFactory fGrid = new
FrameworkElementFactory(
typeof(System.Windows.Controls.
Primitives.UniformGrid));
fGrid.SetValue(System.Windows.Controls.
Primitives.UniformGrid.ColumnsProperty, 10);
ItemsPanelTemplate just created
ItemsPanel = new ItemsPanelTemplate(fGrid);
foreach (string clr in _sColors)
{
Rectangle rItem = new Rectangle();
rItem.Width = 20;
rItem.Height = 20;
rItem.Margin = new Thickness(1);
rItem.Fill = (Brush)typeof(Brushes).
GetProperty(clr).GetValue(null, null);
Items.Add(rItem);
ToolTip t = new ToolTip();
t.Content = clr;
rItem.ToolTip = t;
}
SelectedValuePath = "Fill";
}
#endregion
#region Events
public event RoutedEventHandler NewColor
{
add { AddHandler(NewColorEvent, value); }
remove { RemoveHandler(NewColorEvent, value); }
}
private void RaiseNewColorEvent()
{
RoutedEventArgs newEventArgs = new
RoutedEventArgs(NewColorEvent);
RaiseEvent(newEventArgs);
}
public event NewColorCustomEventHandler NewColorCustom
{
add { AddHandler(NewColorCustomEvent, value); }
remove { RemoveHandler(NewColorCustomEvent, value); }
}
private void RaiseNewColorCustomEvent()
{
ToolTip t = (ToolTip)
(SelectedItem as Rectangle).ToolTip;
ColorRoutedEventArgs newEventArgs =
new ColorRoutedEventArgs(t.Content.ToString());
newEventArgs.RoutedEvent =
ColorPickerControl.NewColorCustomEvent;
RaiseEvent(newEventArgs);
}
#endregion
#region Overrides
protected override void OnSelectionChanged
(SelectionChangedEventArgs e)
{
base.OnSelectionChanged(e);
RaiseNewColorEvent();
RaiseNewColorCustomEvent();
}
#endregion
}
#endregion
#region ColorRoutedEventArgs CLASS
public class ColorRoutedEventArgs : RoutedEventArgs
{
#region Instance fields
private string _ColorName = "";
#endregion
#region Consructor
public ColorRoutedEventArgs(string clrName)
{
this._ColorName = clrName;
}
#endregion
#region Public properties
public string ColorName
{
get { return _ColorName; }
}
#endregion
}
#endregion
}
To be able to change the snake from one style to another fairly easily
Whoa, there you didnt think it was that easy did you. No way.
It gets more complicated than that, as I have allowed the snake Style to vary (at the moment only Rectangle and Ellipse Style snakes are supported). But wait lets just think about that for the moment, each cell of the game could be one of the following based on the rules of the snake game
- A blank item
- A wall item
- A Food item
- A snake item
But part of my requirements was that snakes should be able to change Style easily. At the moment just Rectangle and Ellipse Styles but I didnt mention anything about the other game items having to be different Styles. So how can we do acheive this, we need every cell of the game to be able to be one of the items mentioned above, if required. That means we need something that can be a filled Rectangle or filled Ellipse, or just a blank cell, or maybe a filled cell. Mmmm, interesting.
Well the answer lies in a few areas actually, firstly standard OO inheritence and secondly WPF Styles. What the heck do I mean. Well lets consider the big picture.

Well the big picture is this, we have a collection of cells that can contain any of the following
- Blank cells
- Wall cells
- Food cells
- Snake cells
Of which snakes can be Rectangle and Ellipse Styles. What sort of object could be used to represent this. Well from a OO inheritence point of view we could imagine a simple cell that simply has a color associated with it. We could use this for walls and food. But is there a difference from walls and food, there should be, you cant eat a wall after all. So how about a simple property IsFood this would help us distinguish between food and walls within a cell collection, wouldnt it. But what about snakes, they are a special a kind of cell arent they, they could be a regular type'ish cell, but a snake can also die if it hits something. So dont we need a new type of cell. Well yes actually we do. So with a little bit of OO inheritence pixie dust and voodoo magic we end up with 2 cell types
StandardCell
Which simply stored the selected color, remember this was done in the Wizard page 1, as discusse above, and has the rather handy IsFood property that can be used in determining whether the cell is food or not. We will see why this property is so useful later.
using System;
using System.Collections.Generic;
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.ComponentModel;
namespace WPF_Snakes
{
public class StandardCell : INotifyPropertyChanged
{
#region Instance Fields
private Brush _FillColor = Brushes.Pink;
private bool _IsFood = false;
#endregion
#region Ctor
public StandardCell()
{
}
public StandardCell(bool isFood)
{
this._IsFood = isFood;
}
#endregion
#region Public Prioperties
public bool IsFood
{
get { return _IsFood; }
set { _IsFood = value; }
}
public Brush FillColor
{
get { return _FillColor; }
set
{
_FillColor = value;
if (PropertyChanged != null)
{
PropertyChanged(this, new
PropertyChangedEventArgs("FillColor"));
}
}
}
#endregion
#region INotifyPropertyChanged Members
public event PropertyChangedEventHandler PropertyChanged;
#endregion
}
}
SnakeCell
Which as we decided a minute ago is a special type of cell, that could be a regular StandardCell but it could also be another type of cell, in this case a Elliptical cell.
using System;
using System.Collections.Generic;
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.ComponentModel;
namespace WPF_Snakes
{
public class SnakeCell : StandardCell,
INotifyPropertyChanged
{
#region Instance Fields
private bool _IsAlive = true;
private string _SnakeShape = "Rectangular";
#endregion
#region Ctor
public SnakeCell(string snakeShape)
{
this._SnakeShape = snakeShape;
}
#endregion
#region Public Prioperties
public string SnakeShape
{
get { return _SnakeShape; }
set
{
_SnakeShape = value;
if (PropertyChanged != null)
{
PropertyChanged(this,
new PropertyChangedEventArgs("SnakeShape"));
}
}
}
public bool IsAlive
{
get { return _IsAlive; }
set
{
_IsAlive = value;
if (PropertyChanged != null)
{
PropertyChanged(this, new
PropertyChangedEventArgs("IsAlive"));
}
}
}
#endregion
#region INotifyPropertyChanged Members
public event PropertyChangedEventHandler PropertyChanged;
#endregion
}
}
So thats great, we've now got a bunch of cells that hold various bits of data about the game. Basically the current game state is represented by a collection of cells (CellCollection.cs in the attached demo app). But what can we do with these cells, how do we show them in a UI?
Just what sort of UI element (Visual in WPF speak) could we possibly use to represent a colored Rectangle or Ellipse at any point in time. One might first think of using a Shape which is after all where Rectangle and Ellipse derive from. But Shape is abstract, so cant do what we want. But a Button is a very very flexable control. We can simple swap out its Template to be whatever we want it to be. We can have various Templates that all target Button control, and simply apply the correct one we are interested in a point in time. For example consider the following Template which targets Button controls:
<!---->
<Style x:Key="StandardCell" TargetType="{x:Type Button}">
<Setter Property="Template">
<Setter.Value>
<ControlTemplate TargetType="{x:Type Button}">
<Rectangle Name="rectangle"
Fill="{Binding Path=FillColor}"
Stroke="{Binding Path=FillColor}"
Width="Auto" Height="Auto"/>
</ControlTemplate>
</Setter.Value>
</Setter>
</Style>
Mmmm, as can be seen we can Style a Button to look like a Rectangle, so surely we could also Style a Button to look like a Ellipse using the following code
<!---->
<Style x:Key="StandardCell" TargetType="{x:Type Button}">
<Setter Property="Template">
<Setter.Value>
<ControlTemplate TargetType="{x:Type Button}">
<Ellipse Name="rectangle"
Fill="{Binding Path=FillColor}"
Stroke="{Binding Path=FillColor}"
Width="Auto" Height="Auto"/>
</ControlTemplate>
</Setter.Value>
</Setter>
</Style>
Yep thats ok too. So we are on to something here. Perhaps we should use Button controls to represent our Cell collection (CellCollection.cs in the demo app). In fact this is a good solution. Well do that. So we now have a collection of cells that are represented by Button controls. But how do we associate one of the Cell classes (StandardCell/SnakeCell we talked about earlier with a particular button? This sounds quite tricky doesnt it. Well luckily WPF comes to our rescue again. We can actually set the DataContext of a Button control, to be one of our cell objects (StandardCell/SnakeCell), and then simply apply the correct Style that matches the current object that is applied to the Button control's DataContext. Lets have a look at an example
StandardCell sc = new StandardCell(true);
sc.FillColor = _FoodColor;
_cells[0, 0].DataContext = sc;
_cells[0,0].Style = _FoodStyle;
So thats enough to style a Button control and bind it to a cell type object. But how does this cell type object work with the Style? Well thats down to Databinding. Recall that we had a Style like the following
<!---->
<Style x:Key="StandardCell" TargetType="{x:Type Button}">
<Setter Property="Template">
<Setter.Value>
<ControlTemplate TargetType="{x:Type Button}">
<Rectangle Name="rectangle" Fill="{Binding
Path=FillColor}"
Stroke="{Binding Path=FillColor}"
Width="Auto" Height="Auto"/>
</ControlTemplate>
</Setter.Value>
</Setter>
</Style>
The import part to note here is the line, especially the Binding parts.
<Rectangle Name="rectangle"
Fill="{Binding Path=FillColor}"
Stroke="{Binding Path=FillColor}" Width="Auto"
Height="Auto"/>
Where do these come from, well these values are bound to the actual value of the Cell object that is used on the DataContext of the Button control being Styled.Recall there was a property for FillColor in the StandardCell object
public Brush FillColor
{
get { return _FillColor; }
set
{
_FillColor = value;
if (PropertyChanged != null)
{
PropertyChanged(this,
new PropertyChangedEventArgs("FillColor"));
}
}
}
Well thats used in the DataBinding. Neat huh.
To be able to create new level by drawing out the level
Ok so I wanted to be able to draw out a new level. So the thought process starts. Mmmm, I want to be able to draw using the mouse or click a certain area and have it change to a game object such as a wall or a snake or bit of food. So how could I acheive this. Well again isnt a Button control quite a handy control to use. It has event for MouseEnter and Click so it seems to be a logical choice. In fact it turns out to be a perfect choice, we simply subscribe to the MouseEnter and Click events of an array of buttons, and use the value of the currently selected drawing item to Style the button accordingly, just as we just saw above.
So how do we draw different items? Well ive given users the choice of menus or buttons, the menus have more options as UI space had to be considered.
Buttons Available
There are buttons available to :
- Draw walls
- Styles the current button as wall
- Draw food
- Styles the current button as food
- Draw the snake (only head)
- Styles the current button as snake head. The user must rotate the snake once the head is drawn, using the buttons or the menus. This is done as if we allow user to draw a snake they could draw a head, then drawn tail, but they may not be connected. So this way the code automatically places the tail based on a rotation request from the user.
- Save a level
- Simply writes to a .LEV file. Its basically a text file, so you can edit it in text if you like that sort of thing
- Open a level to create a new level from
- Open a .LEV file, to be used as a basis for a new level. The snake still needs to be placed manually after a file opening.

Menus Available
There are menus available to :
- Change Drawing Mode
- Continous, (for walls only, which uses the
Button MouseEnter to change the Style automatically
- On Click, uses the
Button Click to change the Style
- Erase, uses the
Button MouseEnter to change the Style back to blank automatically
- Draw walls
- Styles the current button as wall
- Draw food
- Styles the current button as food
- Draw the snake (only head)
- Styles the current button as snake head. The user must rotate the snake once the head is drawn, using the buttons or the menus. This is done as if we allow user to draw a snake they could draw a head, then drawn tail, but they may not be connected. So this way the code automatically places the tail based on a rotation request from the user.
- Save a level
- Simply writes to a .LEV file. Its basically a text file, so you can edit it in text if you like that sort of thing
- Open a level to create a new level from
- Open a .LEV file, to be used as a basis for a new level. The snake still needs to be placed manually after a file opening.
- Rotate the snake
- Rotate the snake Up/Down/Left/Right
- Exit the Wizard
Some of these interections look pretty similar dont they. There is some commonality between what the buttons are doing and what the menus are doing. We could simply call the same method for both these events (one for button click and one for menu click), but WPF exposes a more interesting more extendable technique for dealing with this. This technique is known as Commands. Lets have a look at one of these.
public static readonly RoutedCommand DrawWallCommand =
new RoutedCommand("DrawWall", typeof(SettingsWizard));
this.CommandBindings.Add(new
CommandBinding(SettingsWizard.DrawWallCommand,this.WallDrawing));
Then in the XAML, we can get the menu and the button to use this command by doing the following, notice the Command attribute, there is also the x:Static which means look for a static item, and local: simply points to the current assembly namespace
<MenuItem Name="menWall" Header="Draw Walls"
Command="{x:Static local:SettingsWizard.DrawWallCommand}">
</MenuItem>
<Button x:Name="btnDrawWall" Width="81" Height="26"
Content="Draw Wall" Canvas.Left="8" Canvas.Top="14"
Template="{StaticResource toolBarButtons}"
Command="{x:Static local:SettingsWizard.DrawWallCommand}"/>
So thats how we can bind one or more objects to the same command. But what about disabling these commands under certain conditions, turns out we can also do that with commands. Its just slightly more work. We define the command like
CommandBinding commandBindingSnakeNorth =
new CommandBinding(SettingsWizard.SnakeNorthCommand,
this.SnakeNorth);
commandBindingSnakeNorth.CanExecute +=
new CanExecuteRoutedEventHandler(
commandBindingSnakePlacement_CanExecute);
this.CommandBindings.Add(commandBindingSnakeNorth);
But this time there is an event wired up which tells the command whether it can execute or not.
private void commandBindingSnakePlacement_CanExecute
(object sender, CanExecuteRoutedEventArgs e)
{
e.CanExecute = _snakeInitialized;
}
To be able to move the snake around the level
Recall I previously stated that the current game state was represented by a array of a Button objects which have the appropriate Style applied to them. But how does the Button know which Style to use. Well thats down to the mouse movement. This is captured on the main window (Window1) and then the movement is sent to the CellCollection to determine what should happen, the logic is as follows:
- If the cell is blank and not food, turn it into a snake and turn tail into blank (done by applying appropriate
Style to buttons at new location)
- If the cell is wall, for all snake styled buttons, set
IsAlive to false so that the attached SnakeCell Style will animate the snakes death
- If the cell is blank and is food, turn it into a snake and keep tail as a snake (done by applying appropriate
Style to buttons at new location)
This is all good so far. But how do we do this updating. We need to do it automatically based on the last move, which implies we need some sort of game timer that applies the last direction until the user changes it. So in comes a WPF Timer, the DispatchTimer. Which expected a time interval and a enabled state to be true in order for it to tick. Basically for each tick the game state is updated using the last registered move direction.
Thats it essentially.
One interesting thing that I did find along the way was that, because the cell objects held internal Brush objects that I am trying to animate (well only for the SnakeCell objects actually) and that these internal Brush objects are classed as being Freezable objects (immutable, not able to change once created) the animations were not working. A little bit of messing about and I got the animations working using a clone type converter, which simply clones the original databound object within the styles databinding and uses the clone to animate. The relevant section of the SnakeCell Style is shown below.
<Rectangle x:Name="rect" RenderTransformOrigin="0.5,0.5"
Fill="{Binding Path=FillColor,
Converter={x:Static local:CloneConverter.Instance}}"
Stroke="{Binding Path=FillColor,
Converter={x:Static local:CloneConverter.Instance}}"
Width="Auto" Height="Auto" Margin="2,2,2,2">
And the value convertor that does the clone for the databinding is as follows:
using System;
using System.Globalization;
using System.Windows;
using System.Windows.Data;
namespace WPF_Snakes
{
public class CloneConverter : IValueConverter
{
#region Instance Fields
public static CloneConverter Instance = new
CloneConverter();
#endregion
#region Public Methods
public object Convert(object value, Type targetType,
object parameter, CultureInfo culture)
{
if (value is Freezable)
{
value = (value as Freezable).Clone();
}
return value;
}
public object ConvertBack(object value, Type targetType,
object parameter, CultureInfo culture)
{
throw new NotSupportedException
("Can't convert back");
}
#endregion
}
}
I could have probably changed the properties in the cell objects to be dependancy properties and all would have been well, but then I never would have worked this code out now would I.
The last thing of note when dealing with the snake movement is they position of the head. If both the tail and head look the same which was should the user move? I needed something to make the head look different. I could have had a special head Style but I opted for a head Adorner which is applied to the current head Button layer (basically an adorner draws stuff on a layer above the element it associated with). This adorner is called SnakeHeadAdorner and is simply reponsable for drawing the snakes eyes on the Styled Button dependant on the current movement direction. The SnakeHeadAdorner is actually shown below
using System;
using System.Collections.Generic;
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.Globalization;
namespace WPF_Snakes
{
public class SnakeHeadAdorner : Adorner
{
private string _moveDirection;
private Brush _bgBrushColor;
public SnakeHeadAdorner(UIElement adornedElement,
string moveDirection, Brush bgBrushColor)
: base(adornedElement)
{
this._moveDirection = moveDirection;
this._bgBrushColor = bgBrushColor;
}
protected override void OnRender(DrawingContext
drawingContext)
{
Rect adornedElementRect = new Rect(
this.AdornedElement.RenderSize);
Pen renderPen = new Pen(_bgBrushColor, 1.0);
double eyeWidth;
double eyeHeight;
Point eye1PointStart;
Point eye2PointStart;
switch (_moveDirection)
{
case "Up":
eyeWidth = adornedElementRect.Width / 5;
eyeHeight = eyeWidth;
eye1PointStart = new Point(eyeWidth-2, 10);
drawingContext.DrawRectangle(_bgBrushColor,
renderPen, new Rect(eye1PointStart,
new Size(eyeWidth, eyeHeight)));
eye2PointStart=new Point((eyeWidth*3)+2, 10);
drawingContext.DrawRectangle(
_bgBrushColor, renderPen, new Rect(
eye2PointStart, new Size(eyeWidth,
eyeHeight)));
break;
case "Down":
eyeWidth = (int)adornedElementRect.Width/5;
eyeHeight = (int)eyeWidth;
eye1PointStart = new Point(eyeWidth - 2,
adornedElementRect.Height - (10 + eyeHeight));
drawingContext.DrawRectangle(_bgBrushColor,
renderPen, new Rect(eye1PointStart,
new Size(eyeWidth, eyeHeight)));
eye2PointStart = new Point((eyeWidth * 3)
+ 2, adornedElementRect.Height - (10 +
eyeHeight));
drawingContext.DrawRectangle(
_bgBrushColor, renderPen, new
Rect(eye2PointStart, new Size(eyeWidth,
eyeHeight)));
break;
case "Left":
eyeHeight = adornedElementRect.Height / 5;
eyeWidth = eyeHeight;
eye1PointStart = new Point(10, eyeHeight);
drawingContext.DrawRectangle(_bgBrushColor,
renderPen, new Rect(eye1PointStart,
new Size(eyeWidth, eyeHeight)));
eye2PointStart = new Point(10, eyeHeight*3);
drawingContext.DrawRectangle(_bgBrushColor,
renderPen, new Rect(eye2PointStart,
new Size(eyeWidth, eyeHeight)));
break;
case "Right":
eyeHeight = adornedElementRect.Height / 5;
eyeWidth = eyeHeight;
eye1PointStart = new Point(
adornedElementRect.Width - (eyeWidth+10),
eyeHeight);
drawingContext.DrawRectangle(_bgBrushColor,
renderPen, new Rect(eye1PointStart,
new Size(eyeWidth, eyeHeight)));
eye2PointStart = new Point(
adornedElementRect.Width - (eyeWidth+10),
eyeHeight*3);
drawingContext.DrawRectangle(_bgBrushColor,
renderPen, new Rect(eye2PointStart,
new Size(eyeWidth, eyeHeight)));
break;
}
}
}
}
And to apply and remove this SnakeHeadAdorner the following code is used
private void SnakeAdornerEvent(object sender,
SnakeAdornerEventArgs e)
{
string moveDirection = "";
switch (e.MoveDirection)
{
case CellCollection.MoveDirection.Up:
moveDirection = "Up";
break;
case CellCollection.MoveDirection.Down:
moveDirection = "Down";
break;
case CellCollection.MoveDirection.Left:
moveDirection = "Left";
break;
case CellCollection.MoveDirection.Right:
moveDirection = "Right";
break;
}
SnakeHeadAdorner sa = new SnakeHeadAdorner(e.
SnakeButtons[0], moveDirection, mainGrid.Background);
if (alSingle == null)
{
alSingle = AdornerLayer.GetAdornerLayer(
e.SnakeButtons[0]);
alSingle.Add(sa);
_snakesToClear.Add(e.SnakeButtons[0]);
}
else
{
try
{
alSingle.Remove(alSingle.GetAdorners(
e.SnakeButtons[1])[0]);
alSingle = AdornerLayer.GetAdornerLayer(
e.SnakeButtons[0]);
alSingle.Add(sa);
_snakesToClear.Add(e.SnakeButtons[0]);
_snakesToClear.Add(e.SnakeButtons[1]);
}
catch
{
}
}
}
private void ClearAdorners()
{
foreach (Button btn in _snakesToClear)
{
alSingle = AdornerLayer.GetAdornerLayer(btn);
Adorner[] ads = alSingle.GetAdorners(btn);
foreach (Adorner ad in ads)
alSingle.Remove(ad);
}
}
This is SnakeHeadAdorner results in the following rendering:

To be able to run the game in different difficulty levels
I wanted to be able to run the game at various levels of difficulty. As mentioned earlier the basis of moving the snake around the level is based on a DispatchTimer, which is just a timer that has an interval at the end of the day. So couldnt we make the level harder if we shortened the time between automatically calculated move. Well yes we could. In fact lets look at that. We have a timer that we want to effect somehow. We could have some sort of UI element to allow the difficulty to be ramped up or down. Perhaps a Slider may be what we are looking for here. We could then use the value of the slider to adjust the interval for the main level time (the DispatchTimer).
So in the XAML we could have a Slider something like
<Slider x:Name="sliDifficulty" HorizontalAlignment="Center"
VerticalAlignment="Center" LargeChange="100" Maximum="600"
Minimum="300" SmallChange="100" AutoToolTipPlacement="TopLeft"
TickFrequency="100" TickPlacement="BottomRight" Margin="15,0,0,0"
Width="177" Height="23"/>
<Label HorizontalAlignment="Center" VerticalAlignment="Center"
Width="100" Height="Auto" Content="{Binding Path=Value,
ElementName=sliDifficulty, Mode=Default,
Converter={x:Static local:DifficultyConvertor.Instance}}"
Margin="5,0,0,0" Background="#00474242" Foreground="#FF000000"
FontFamily="Agency FB" FontSize="14" />
And then in the code behind we could use the value of the slider to adjust the main level timers interval, just like
private void sliDifficulty_ValueChanged(object sender,
RoutedPropertyChangedEventArgs<double> e)
{
_TimerInterval = new TimeSpan(0, 0, 0, 0,
(int)sliDifficulty.Value);
_timer.Interval = _TimerInterval;
}
But wait the actual slider is showing some text telling the user exactly (in words) how hard the level is. Hows that?
The answer is a value convertor. It can be seen in the following line that the label content is bound to the Slider, but that should be a number and we are seeing a text value. mmmm.
<Label ..... Content="{Binding Path=Value,
ElementName=sliDifficulty, Mode=Default,
Converter={x:Static local:DifficultyConvertor.Instance}}" ... />
The interesting thing here is the Converter part. This tells the XAML that there is a special DataBinding converter that is used to translate the bound value. Lets have a look at the converter shall we?
using System;
using System.Globalization;
using System.Windows;
using System.Windows.Data;
namespace WPF_Snakes
{
public class DifficultyConvertor : IValueConverter
{
#region Instance Fields
public static DifficultyConvertor Instance =
new DifficultyConvertor();
#endregion
#region Public Methods
public object Convert(object value, Type targetType,
object parameter, CultureInfo culture)
{
double doubleValue = (double)value;
if (doubleValue >= 300 && doubleValue < 400)
return "Hard";
else if (doubleValue >= 400 && doubleValue < 500)
return "Medium";
else if (doubleValue >= 500)
return "Easy";
else
return "Not recognized";
}
public object ConvertBack(object value, Type
targetType, object parameter, CultureInfo culture)
{
throw new NotSupportedException
("Can't convert back");
}
#endregion
}
}
Simply huh. But very powerful.
To show some visual animation when the snake died
Recall earlier I stated that we were using Button controls with different Style applied dependant on the cell type, and that I also gave the user the choice of a Rectangular or Elliptical SnakeCell and that snakes can actually die when they hit things. Well lets see how all that is achieved shall we. Well this time its all in XAML really.
<!---->
<Style x:Key="SnakeCellRectangular" TargetType="{x:Type Button}">
<Setter Property="Template">
<Setter.Value>
<ControlTemplate TargetType="{x:Type Button}">
<ControlTemplate.Resources>
<Storyboard x:Key="Timeline1">
<DoubleAnimationUsingKeyFrames BeginTime="00:00:00"
Storyboard.TargetName="rect"
Storyboard.TargetProperty=
"(UIElement.RenderTransform).
(TransformGroup.Children)[0].
(ScaleTransform.ScaleX)">
<SplineDoubleKeyFrame KeyTime="00:00:00"
Value="6.0"/>
<SplineDoubleKeyFrame KeyTime="00:00:00.5000000"
Value="4.0"/>
<SplineDoubleKeyFrame KeyTime="00:00:01"
Value="2.0"/>
<SplineDoubleKeyFrame KeyTime="00:00:01.5000000"
Value="0.5"/>
<SplineDoubleKeyFrame KeyTime="00:00:02"
Value="0"/>
</DoubleAnimationUsingKeyFrames>
<DoubleAnimationUsingKeyFrames BeginTime="00:00:00"
Storyboard.TargetName="rect"
Storyboard.TargetProperty=
"(UIElement.RenderTransform).
(TransformGroup.Children)[0].
(ScaleTransform.ScaleY)">
<SplineDoubleKeyFrame KeyTime="00:00:00"
Value="6.0"/>
<SplineDoubleKeyFrame KeyTime="00:00:00.5000000"
Value="4.0"/>
<SplineDoubleKeyFrame KeyTime="00:00:01"
Value="2.0"/>
<SplineDoubleKeyFrame KeyTime="00:00:01.5000000"
Value="0.5"/>
<SplineDoubleKeyFrame KeyTime="00:00:02"
Value="0"/>
</DoubleAnimationUsingKeyFrames>
<ColorAnimationUsingKeyFrames BeginTime="00:00:00"
Storyboard.TargetName="rect"
Storyboard.TargetProperty="(Shape.Fill).
(SolidColorBrush.Color)">
<SplineColorKeyFrame KeyTime="00:00:00"
Value="#00FFFFFF"/>
<SplineColorKeyFrame KeyTime="00:00:00.5000000"
Value="#FFE50404"