public TownController(GameWorld gameWorld, ISaveGameRepository saveGameRepository, IAsciiArtRepository asciiArtRepository, IDice dice) { _gameWorld = gameWorld; _saveGameRepository = saveGameRepository; _asciiArtRepository = asciiArtRepository; _dice = dice; }
public NewGameController(ISaveGameRepository saveGameRepository, IAsciiArtRepository asciiArtRepository, IStatsGenerator statsGenerator, GameWorld gameWorld) { _saveGameRepository = saveGameRepository; _asciiArtRepository = asciiArtRepository; _statsGenerator = statsGenerator; _gameWorld = gameWorld; }
public InnController(GameWorld gameWorld, ISaveGameRepository saveGameRepository, IAsciiArtRepository asciiArtRepository, IDice dice) { _gameWorld = gameWorld; _saveGameRepository = saveGameRepository; _asciiArtRepository = asciiArtRepository; _dice = dice; _title = "Welcome to the Tolbooth Tavern. The food ain't great and the beds aren't soft. But it's the only Inn in town."; }
private void Control_Loaded(object sender, RoutedEventArgs e) { this.model = new GameModel(); this.highscoreRepo = new HighscoreRepository(); Window win = Window.GetWindow(this); if ((win as MainWindow).AutoOrManual) { this.saveGameRepo = new ManualSaveGameRepository((win as MainWindow).LoadFilePath); } else { this.saveGameRepo = new AutoSaveGameRepository(); } this.loadigLogic = new LoadingLogic(this.model, this.saveGameRepo, this.highscoreRepo); this.model = this.loadigLogic.Play(); this.gameLogic = new GameLogic(this.model); this.renderer = new GameRenderer(this.model); if (win != null) { win.KeyDown += this.Win_KeyDown; win.MouseLeftButtonDown += this.Left_MouseButtonDown; win.MouseMove += this.Win_MouseMove; } this.updateTimer = new System.Timers.Timer(); this.updateTimer.Elapsed += new ElapsedEventHandler(this.UpdateScreen); this.updateTimer.Interval = 30; this.updateTimer.AutoReset = true; this.shootOnce = new DispatcherTimer(); this.shootOnce.Interval = TimeSpan.FromMilliseconds(this.rnd.Next(1000, 2000)); this.shootOnce.Tick += this.ShootingEnemies; this.moveOnce = new DispatcherTimer(); this.moveOnce.Interval = TimeSpan.FromMilliseconds(this.rnd.Next(200, 500)); this.moveOnce.Tick += this.MoveEnemies; this.moveBossTimer = new DispatcherTimer(); this.moveBossTimer.Interval = TimeSpan.FromMilliseconds(800); this.moveBossTimer.Tick += this.MoveBoss; this.levelTimer = new DispatcherTimer(); this.levelTimer.Interval = TimeSpan.FromMilliseconds(200); this.levelTimer.Tick += this.LevelTimer_Tick; if (!this.model.GameIsPaused) { this.updateTimer.Enabled = true; this.levelTimer.Start(); } this.InvalidateVisual(); }
public SaveGameDivisionService(ISaveGameRepository <Division> saveGameDivisionRepository) { _saveGameDivisionRepository = saveGameDivisionRepository; }
public CombatantDatabase(IEnumerable <CombatantReference> combatantReferences, ISaveGameRepository saveRepository) : this(combatantReferences, saveRepository.CurrentSave) { }
public LoadGameController(ISaveGameRepository saveGameRepository, IAsciiArtRepository asciiArtRepository, GameWorld gameWorld) { _saveGameRepository = saveGameRepository; _asciiArtRepository = asciiArtRepository; _gameWorld = gameWorld; }
public SaveGameManager(ISaveGameRepository saveGameRepository) { repository = saveGameRepository; this.Games = repository.GetAllSaveGames(); }
/// <summary> /// Initializes a new instance of the <see cref="LoadingLogic"/> class. /// </summary> /// <param name="gameModel">Defines a gamestate.</param> /// <param name="saveGameRepository">Defines the repository of the gamesaving.</param> /// <param name="highscoreRepository">Defines the repository of the highscore system.</param> public LoadingLogic(IGameModel gameModel, ISaveGameRepository saveGameRepository, IHighscoreRepository highscoreRepository) { this.gameModel = gameModel; this.saveGameRepository = saveGameRepository; this.highscoreRepository = highscoreRepository; }
public SaveGameSettingsService(ISaveGameRepository <Division> saveGameRepository) { _saveGameRepository = saveGameRepository; }
/// <summary> /// Initializes a new instance of the <see cref="GameOverWindow"/> class. /// </summary> /// <param name="logic">loadinglogic repo.</param> /// <param name="sgRepo">savegame repo.</param> public GameOverWindow(ILoadingLogic logic, ISaveGameRepository sgRepo) { this.logic = logic; this.sgRepo = sgRepo; this.InitializeComponent(); }