public void NumCells_StoresCorrectly() { _sut = new GameGridService { NumCells = 3 }; Assert.Equal(3, _sut.NumCells); }
public void Given_When_I_Call_GetBoardValue_With_Negative_Values_Then_True_An_Exception_Is_Thrown() { //arrange _sut = new GameGridService(); // act and assert Assert.Throws<System.IndexOutOfRangeException>(() => _sut.GetBoardValue(-2, -2)); }
static void Main() { Application.SetHighDpiMode(HighDpiMode.SystemAware); Application.EnableVisualStyles(); Application.SetCompatibleTextRenderingDefault(false); IGameGridService gameGrid = new GameGridService(); Application.Run(new Form1(gameGrid)); }
public void Given_When_I_Call_GetBoardValue_With_Positive_Values_Then_True_Is_Returned(int row, int col) { //arrange and act var result = _sut = new GameGridService(); var boardValue = result.GetBoardValue(row, col); //assert Assert.NotNull(result); Assert.True(boardValue); }
public void Given_I_Call_GameGridService_Then_The_Correct_Methods_Are_Called_To_Start_A_New_Game() { //arrange //act _sut = new GameGridService(); //assert _gameGrid.Verify(v => v.StartNewGame(), Times.Once); }
public void Given_When_I_Call_StartNewGame_Then_The_A_GameGrid_with_5_cells_Is_SetUp() { //act var result = _sut = new GameGridService(); //assert _sut.StartNewGame(); Assert.NotNull(result); Assert.Equal(5, result.NumCells); }
public void Given_When_I_Call_GameWon_With_default_Grid_The_Game_Is_Not_Won() { //arrange _sut = new GameGridService(); // act and assert bool gameWon = _sut.GameWon(); Assert.False(gameWon); }
/// <summary> /// Checks the user has set a new complexity. /// </summary> /// <returns> /// True if new complexity is set, false otherwise. A new game grid /// is generated and the visual playing field is reset. /// </returns> private bool ReevalGameComplexity() { var complexity = NewGameCmplx_Combo.SelectedItem as GameDifficultyDefinition; if (complexity != prevGameComplexity) { prevGameComplexity = complexity; game = new GameGridService(complexity.Rows, complexity.Columns, complexity.Bombs); ClearPlayingField(); RestorePlayingField(); return(true); } return(false); }
/// <summary> /// TODO: Move into Models or Repository /// </summary> private void InitialiseComplexityOptions() { int defaultComplexity = GameDifficultyDefinition.DefaultOptionIndex; var difficulties = GameDifficultyDefinition.DifficultyOptions(); foreach (var option in difficulties) { complexityOptions.Add(option); } prevGameComplexity = complexityOptions[defaultComplexity]; game = new GameGridService(prevGameComplexity.Rows, prevGameComplexity.Columns, prevGameComplexity.Bombs); NewGameCmplx_Combo.SelectedIndex = defaultComplexity; }
public void Given_When_I_Call_GameWon_With_A_Winning_Grid_The_Game_Is_Won() { //arrange bool[,] _grid; _grid = new bool[5, 5]; //Create Grid _grid[0, 0] = false; _grid[0, 1] = false; _gameGrid = new Mock<IGameGridService>(); _gameGrid.Setup(b => b.NumCells).Returns(It.IsAny<int>()); var result = _sut = new GameGridService(); // act and assert //TO DO }