internal void Initialize(Canvas mainArea) { _dp = new DungeonParameters(); _assests = new AssetsFabric(_dp); Gen = new Generator(_dp); Drawer = new AreaDrawer(_dp, Gen, mainArea, _assests); _player = new Player(); InputManager = new KeysInputBehaviorFactory(Gen, Drawer); }
internal override void Execute(Generator gen, AreaDrawer drawer, Player player) { var nextpos = player.XPos + 1;; if (gen.CanMove(nextpos, player.YPos)) { player.XPos = nextpos; drawer.MovePlayer(player); } }
public Receiver(ViewModel viewModel) { this.ViewModel = viewModel; this._doorAvailablePoints = new List <Point>(); this._windowAvailableWalls = new List <Rect>(); this._areaDrawer = new AreaDrawer(this); this._cameraDrawer = new CameraDrawer(this); this._doorDrawer = new DoorDrawer(this, ref _doorAvailablePoints); this._windowAvailableWalls = new List <Rect>(); this._wallDrawer = new WallDrawer(this, ref _doorAvailablePoints, ref _windowAvailableWalls); this._windowDrawer = new WindowDrawer(this, ref _windowAvailableWalls); }
internal abstract void Execute(Generator gen, AreaDrawer drawer, Player player);
public KeysInputBehaviorFactory(Generator gen, AreaDrawer drawer) { _gen = gen; _drawer = drawer; InitializeMappings(); }
internal override void Execute(Generator gen, AreaDrawer drawer, Player player) { player.ChangeStance(); drawer.ChangePlayerStance(player); }