public TicTacToe() { _symbols = new[] { 'X', 'O' }; _state = new BoardState(Width, Height, RowCount, _symbols.Length); _renderer = new BoardConsoleRenderer(_symbols, _state); _movers = new IMover[] { new Player(_state, _symbols[0]), new MinMax(_state, 1) }; }
public Board(IBoardCells boardCells, IBoardWinningRules boardWinningRules, IBoardRenderer boardRenderer) { _boardCells = boardCells; _boardRenderer = boardRenderer; _boardWinningRules = boardWinningRules; _random = new Random(DateTime.Now.Millisecond); //seed is current time's milliseconds, which is a simple way to get a random number _boardSize = _boardCells.Size(); }
public Board(IBoardCells boardCells, IBoardWinningRules boardWinningRules, IBoardRenderer boardRenderer) { _boardCells = boardCells; _boardRenderer = boardRenderer; _boardWinningRules = boardWinningRules; _random = new Random(DateTime.Now.Millisecond); //seed is current time's milliseconds, which is a simple way to get a random number _boardSize = _boardCells.Size(); }
/// <summary> /// Constructor used for unit testing /// </summary> /// <param name="board">The board</param> /// <param name="renderer">The board renderer</param> /// <param name="inputprovider">The input provider</param> /// <param name="outputProvider">The output provider</param> public GameManager(IBoard board, IBoardRenderer renderer, IInputProvider inputProvider, IOutputProvider outputProvider) { // validate the inputs this.board = board; this.renderer = renderer; this.inputProvider = inputProvider; this.outputProvider = outputProvider; // initialize the players list // set the game state to waiting to start }
public void SetUp() { _boardRenderer = new BoardRenderer(); }
void Start() { InitBoard(); _renderer = GetComponent <BoardRenderer2D>(); }
/// <summary> /// Draw the board using a specified renderer /// </summary> /// <param name="renderer">The board renderer</param> public void Draw(IBoardRenderer renderer) { renderer.Render(this); }
public void SetUp() { _boardRenderer = new BoardRenderer(); }