public BoggleClone() { InitializeComponent(); // initialize the library, first run always uses a tree library for efficiency sake. lib = new TreeLibrary(); lib.BuildLibrary("lexicon.txt"); // initialize the dice dice = new Dice(); dice.rollDice(); // add the controls & buttons loader = new LibraryLoader(); this.Controls.Add(loader); //loader.loadTimeL.Text = ts.Milliseconds.ToString(); gameStatusController = new GameStatus(); this.Controls.Add(gameStatusController); // add the library loader button listener loader.libLoadB.Click += new System.EventHandler(this.libLoadB_Click); loader.resizeB.Click += new System.EventHandler(this.resizeB_Click); gameStatusController.submitB.Click += new EventHandler(this.submitB_Click); gameStatusController.solveB.Click += new EventHandler(solveB_Click); setupBoard(); // roll the dice //this.gameStatusController.startGame(); }
public CatelogController(LibraryInterface asset, CheckOutInterface checkout) { _asset = asset; _checkout = checkout; }
/// <summary> /// Create the dice given a library with a distribution of letters and a number of dice to represent it on /// </summary> /// <param name="lib">Already loaded library with info on letter distribution</param> /// <param name="count">The number of dice on the board</param> public Dice(LibraryInterface lib, int count) { }
private void libLoadB_Click(object sender, EventArgs e) { Stopwatch sw = new Stopwatch(); sw.Start(); switch (loader.libTypeLB.SelectedIndex) { case 0: this.lib = new TreeLibrary(); break; case 1: this.lib = new HashLibrary(); break; case 2: this.lib = new ArrayLibrary(); break; default: break; } this.lib.BuildLibrary(Strings.LexiconFile); sw.Stop(); this.loader.loadTimeL.Text = String.Format("{0} ms", sw.ElapsedMilliseconds); }
/// <summary> /// Given a library with a distribution of letters, create a 4X4 board layout /// </summary> /// <param name="lib">Already loaded library with info on letter distribution</param> public Dice(LibraryInterface lib) { }