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Platforms, Frameworks & Libraries » Windows Presentation Foundation » General     Intermediate

WPF : The Classic Snakes WPF'ed

By Sacha Barber

WPF : The Classic Snakes WPF'ed
C# 3.0, C#, Windows, .NET, .NET 3.0, WPF, VS2008, Visual Studio, Dev

Posted: 16 Oct 2007
Updated: 24 Oct 2007
Views: 31,805
Bookmarked: 55 times
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Contents

Introduction

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.

Requirements

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
  • To be able to change the color of things like walls/food/snake
  • To be able to change the snake from one style to another fairly easily
  • To be able to create new level by drawing out the level
  • To be able to move the snake around the level (yeah I know not much of a game without this, is it)
  • To be able to run the game in different difficulty levels
  • To show some visual animation when the snake died
  • To show some visual message when the time expired or when the user completed the level or when the snake died

A Quick Peak At The Demo App

When the application is started there are basically 3 choices, Create a level, Start A Game and Set The Difficulty

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 2nd wizard page allows users to draw out the level using the mouse

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.

A Blow By Blow Design Explanation Of Each Of The Requirements

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
        /// <summary>

        /// A simple color picker control, with a 

    ///custom event that uses

        /// the standard RoutedEventArgs. 

        /// <br/>

        /// NOTE: I also tried to create a custom event with custom 

    ///inherited

        /// RoutedEventArgs, but this didnt seem to work, so this 

    ///event is commented

        /// out. BUt if anyone knows how to do this please let me 

    ///know, as as far as I know

        /// I am doing everything correctly

        /// </summary>

        public class ColorPickerControl : ListBox
        {
            #region InstanceFields
            //A RoutedEvent using standard RoutedEventArgs, 

        //event declaration

            //The actual event routing

            public static readonly RoutedEvent NewColorEvent =
                        EventManager.RegisterRoutedEvent
        ("NewColor", RoutingStrategy.Bubble,
                        typeof(RoutedEventHandler), 
        typeof(ColorPickerControl));
    
            //A RoutedEvent using standard custaom 

        //ColorRoutedEventArgs, event declaration

    
            ////the event handler delegate

            public delegate void NewColorCustomEventHandler
        (object sender, ColorRoutedEventArgs e);
    
            ////The actual event routing

            public static readonly RoutedEvent NewColorCustomEvent =
                        EventManager.RegisterRoutedEvent
        ("NewColorCustom", RoutingStrategy.Bubble,
                        typeof(NewColorCustomEventHandler), 
        typeof(ColorPickerControl));
            //************************************************************************

    
            //string array or colors

            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
            /// <summary>

            /// Constructor for ColorPickerControl, 

        ///which is a ListBox subclass

            /// </summary>

            public ColorPickerControl()
            {
                // Define a template for the Items, 

        //used the lazy FrameworkElementFactory

                // method

                FrameworkElementFactory fGrid = new
                    FrameworkElementFactory(
        typeof(System.Windows.Controls.
        Primitives.UniformGrid));
                fGrid.SetValue(System.Windows.Controls.
        Primitives.UniformGrid.ColumnsProperty, 10);
                //update the ListBox ItemsPanel with the new 

        ItemsPanelTemplate just created
                ItemsPanel = new ItemsPanelTemplate(fGrid);
    
    
                // Create individual items

                foreach (string clr in _sColors)
                {
                    // Creat bounding rectnagle for items data

                    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);
                    //add rectangle to ListBox Items

                    Items.Add(rItem);
    
                    //add a tooltip

                    ToolTip t = new ToolTip();
                    t.Content = clr;
                    rItem.ToolTip = t;
    
                }
                //Indicate that SelectedValue is Fill property of 

        //Rectangle item.

                //Kind of like an XPath query, this is the string 

        //name of the property 

                //to use as the the selected item value from the 

        //actual item data. The item

                //data being a Rectangle in this case

                SelectedValuePath = "Fill";
            }
            #endregion
            #region Events
            // Provide CLR accessors for the event

            public event RoutedEventHandler NewColor
            {
                add { AddHandler(NewColorEvent, value); }
                remove { RemoveHandler(NewColorEvent, value); }
            }
    
            // This method raises the NewColor event

            private void RaiseNewColorEvent()
            {
                RoutedEventArgs newEventArgs = new 
        RoutedEventArgs(NewColorEvent);
                RaiseEvent(newEventArgs);
            }
    
            // Provide CLR accessors for the event

            public event NewColorCustomEventHandler NewColorCustom
            {
                add { AddHandler(NewColorCustomEvent, value); }
                remove { RemoveHandler(NewColorCustomEvent, value); }
            }
    
            // This method raises the NewColorCustom event

            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
            /// <summary>

            /// Overrides the OnSelectionChanged 

        ///ListBox inherited method, and

            /// raises the NewColorEvent

            /// </summary>

            /// <param name="e">the event args</param>

            protected override void OnSelectionChanged
        (SelectionChangedEventArgs e)
            {
                base.OnSelectionChanged(e);
                //raise the event with standard 

        //RoutedEventArgs event args

                RaiseNewColorEvent();
                //raise the event with the custom 

        //ColorRoutedEventArgs event args

                RaiseNewColorCustomEvent();
            }
            #endregion
        }
        #endregion
        #region ColorRoutedEventArgs CLASS
        /// <summary>

        /// ColorRoutedEventArgs : a custom event argument class

        /// </summary>

        public class ColorRoutedEventArgs : RoutedEventArgs
        {
            #region Instance fields
            private string _ColorName = "";
            #endregion
            #region Consructor
            /// <summary>

            /// Constructs a new ColorRoutedEventArgs object

            /// using the parameters provided

            /// </summary>

            /// <param name="clrName">the color name string</param>

            public ColorRoutedEventArgs(string clrName)
            {
                this._ColorName = clrName;
            }
            #endregion
            #region Public properties
            /// <summary>

            /// Gets the stored color name 

            /// </summary>

            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:

    <!-- STANDARD WALL -->
    <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

    <!-- ELLIPSE STYLE -->
    <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

    //Set button 0,0 to a StandardCell and 

    //update its style to be the correct Style 

    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

    <!-- STANDARD WALL -->
    <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.

  //define a new command for the SettingsWizard object

  public static readonly RoutedCommand DrawWallCommand = 
    new RoutedCommand("DrawWall", typeof(SettingsWizard));
  //add the command to the command bindings for the 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, setIsAlive 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
    {
        /// <summary>

        /// Used in ControlTemplate that use a Freezable object that

        /// is animated.

        /// This deals with the cannot animate immutable object 

        /// error that will

        /// be seen if you dont clone the immutable object for use 

        ///in the ControlTemplate

        /// ready for it to be animated

        /// In this application the immutable object will be the 

        /// the <see cref="SnakeCell">

        /// SnakeCell</see> FillColor Brush which is animated 

        /// in the ControlTemplate

        /// </summary>

        /// 

        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;
    
            // Be sure to call the base class constructor.

            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.

    <!-- SNAKE CELL RECTANGULAR  -->
    <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"