public WinGameCommand(INotifier notifier, IScoreboard scoreboard, IDataState data) { this.Data = data; this.Data.PlayTime = (DateTime.Now - this.Data.StartTime).TotalMinutes; this.Notifier = notifier; this.Scoreboard = scoreboard; }
public async Task DisplayScoreboardAsync(IScoreboard scoreboard, ScoreboardPosition position) { var actualBoard = (Scoreboard)scoreboard; this.CurrentScoreboard = actualBoard; await this.client.QueuePacketAsync(new ScoreboardObjectivePacket { ObjectiveName = actualBoard.name, Mode = ScoreboardMode.Create, Value = actualBoard.Objective.Value, Type = actualBoard.Objective.DisplayType }); foreach (var(_, score) in actualBoard.scores) { await this.client.QueuePacketAsync(new UpdateScore { EntityName = score.DisplayText, ObjectiveName = actualBoard.name, Action = 0, Value = score.Value }); } await this.client.QueuePacketAsync(new DisplayScoreboard { ScoreName = actualBoard.name, Position = position }); }
/// <summary> /// Initializes a new instance of the CommandContext class. /// </summary> /// <param name="game">Command context's IGame.</param> /// <param name="scoreboard">Command context'sIScoreboard.</param> /// <param name="boardHistory">Command context's IMemento.</param> public CommandContext(IGame game, IScoreboard scoreboard, IMemento boardHistory) { this.Game = game; this.ScoreboardInfo = scoreboard; this.BoardHistory = boardHistory; this.Moves = 0; }
public TellrawObject(string text, string color, List <string> listFormats, IScoreboard scoreboards) { this.text = text; this.color = color; this.listFormats = listFormats; this.scoreboards = scoreboards; }
/// <summary> /// Prevents a default instance of the <see cref="GameFifteenEngine"/> class from being created /// </summary> public GameFifteenEngine( IMatrixField field, IScoreboard scoreboardProxy, IRandomNumberGenerator random) { this.field = field; this.scoreboard = scoreboardProxy; this.random = random; }
private LabyrinthEngine() { this.factory = new LabyrinthFactory(); this.playfield = this.factory.CreatePlayfield(); this.player = this.factory.CreatePlayer(); this.dialogs = this.factory.CreateDialogs(); this.scoreboard = this.factory.CreateScoreboard(); this.save = new SaveSystem(); }
public ActionsController(IDataState data, INotifier notifier, INumberGenerator numberGenerator, IScoreboard scoreboard, ICommandsFactory commandsFactory, IActionsReader reader) { this.Data = data; this.ActionsReader = reader; this.Notifier = notifier; this.Scoreboard = scoreboard; this.CommandsFactory = commandsFactory; this.NumberGenerator = numberGenerator; }
public Memento(ILabyrinthFactory factory, IPlayfield playfield, IPlayer player, IGameDialog dialogs, IScoreboard scoreboard, int numberOfMoves) { this.Factory = factory; this.Playfield = playfield; this.Player = player; this.Dialogs = dialogs; this.Scoreboard = scoreboard; this.NumberOfMoves = numberOfMoves; }
public CommandsFactory(IDataState data, INotifier notifier, INumberGenerator numberGenerator, IScoreboard scoreboard) { this.Data = data; this.Notifier = notifier; this.Scoreboard = scoreboard; this.NumberGenerator = numberGenerator; this.CommandsList = new Dictionary<string, ICommand>(); this.FourDigitNumberPattern = new Regex(FourDigitsPatternForRegex); }
public TestObjectsFactory() { this.factory = new LabyrinthFactory(); this.playfield = this.factory.CreatePlayfield(); this.player = this.factory.CreatePlayer(); this.dialogs = this.factory.CreateDialogs(); this.scoreboard = this.factory.CreateScoreboard(); this.save = new SaveSystem(); }
/// <summary> /// The methods put the creation of the initial game objects in the correct order. /// </summary> /// <param name="objectBuilder">Gets a concrete builder, which will provide the needed objects.</param> /// <returns>Instance of the game engine.</returns> public GameEngine SetupGame(IGameObjectBuilder objectBuilder) { this.renderer = objectBuilder.CreteRenderer(); this.player = objectBuilder.CreatePlayer(); this.scoreboard = objectBuilder.CreateScoreboard(); this.scoreBoardHandler = objectBuilder.CreteScoreBoardHanler(this.scoreboard); this.matrix = objectBuilder.CreateLabyrinthMatrix(); return GameEngine.Instance(this.player, this.renderer, this.scoreBoardHandler, this.matrix); }
public void LoadMemento(Memento restore) { Console.WriteLine("\nRestoring state --\n"); this.factory = restore.Factory; this.playfield = restore.Playfield; this.player = restore.Player; this.dialogs = restore.Dialogs; this.scoreboard = restore.Scoreboard; this.numberOfMoves = restore.NumberOfMoves; }
/// <summary> /// The constructor setting a dictionary of commands and corresponding actions /// </summary> /// <param name="board">The current playing board</param> /// <param name="scoreboard">The current scoreboard</param> public CommandOperator(IBoard board, IScoreboard scoreboard) { this.commandExecutor = new Dictionary<string, Action<string>>() { ["exit"] = new EndGameCommand(board).Execute, ["top"] = new ShowScoreboardCommand(board, scoreboard).Execute, ["restart"] = new RestartCommand(board).Execute, ["play"] = new PlayCommand(board).Execute, }; }
public Executor( IContestContextFactory factory, IServiceProvider serviceProvider, IJobFileProvider files) { _factory = factory; _serviceProvider = serviceProvider; _files = files; _scoreboard = serviceProvider.GetRequiredService <IScoreboard>(); }
public StandardOnePlayerMinesweeperEngine(IBoard board, IWpfInputProvider inputProvider, IRenderer renderer, ICommandOperator commandOperator, IScoreboard scoreboard, Player player) { this.board = board; this.inputProvider = inputProvider; this.renderer = renderer; this.commandOperator = commandOperator; this.scoreboard = scoreboard; this.currentPlayer = player; this.currentGameStateChange = new Notification(string.Empty, this.board.BoardState); }
public void TestMemento() { ILabyrinthFactory factory = new LabyrinthFactory(); IPlayfield playfield = factory.CreatePlayfield(); IPlayer player = factory.CreatePlayer(); IGameDialog dialogs = factory.CreateDialogs(); IScoreboard scoreboard = factory.CreateScoreboard(); int numberOfMoves = 5; Memento testMemento = new Memento(factory, playfield, player, dialogs, scoreboard, numberOfMoves); }
/// <summary> /// The methods put the creation of the initial game objects in the correct order. /// </summary> /// <param name="objectBuilder">Gets a concrete builder, which will provide the needed objects.</param> /// <returns>Instance of the game engine.</returns> public GameEngine SetupGame(IGameObjectBuilder objectBuilder) { this.renderer = objectBuilder.CreteRenderer(); this.player = objectBuilder.CreatePlayer(); this.scoreboard = objectBuilder.CreateScoreboard(); this.scoreBoardHandler = objectBuilder.CreteScoreBoardHanler(this.scoreboard); this.matrix = objectBuilder.CreateLabyrinthMatrix(); return(GameEngine.Instance(this.player, this.renderer, this.scoreBoardHandler, this.matrix)); }
/// <summary> /// Initializes the application /// </summary> public void Initialize() { this.Data = new Data(); this.ActionsReader = new ConsoleReader(); this.Notifier = new ConsoleNotifier(); this.NumberGenerator = new RandomNumberGenerator(); this.Scoreboard = new Scoreboard(this.Notifier, ScoreSerializer.GetSerializer(), new PlayerNameReader()); this.CommandsFactory = new CommandsFactory(this.Data, this.Notifier, this.NumberGenerator, this.Scoreboard); this.Controller = new ActionsController(this.Data, this.Notifier, this.NumberGenerator, this.Scoreboard, this.CommandsFactory, this.ActionsReader); this.ReadyToRun = true; }
public void TestLoadMememntoMethod() { ILabyrinthFactory factory = new LabyrinthFactory(); IPlayfield playfield = factory.CreatePlayfield(); IPlayer player = factory.CreatePlayer(); IGameDialog dialogs = factory.CreateDialogs(); IScoreboard scoreboard = factory.CreateScoreboard(); int numberOfMoves = 5; Memento testMemento = new Memento(factory, playfield, player, dialogs, scoreboard, numberOfMoves); Labyrinth.Engine.LabyrinthEngine.Instance.LoadMemento(testMemento); }
public void PrintWinMessage(uint mistakesCount, bool isHelpUsed, IScoreboard scoreboard, char[] wordToGuess) { this.PrintWordToGuess(wordToGuess); if (isHelpUsed) { Console.WriteLine(GlobalMessages.WinWithHelp, mistakesCount); } else { Console.WriteLine(GlobalMessages.Win, mistakesCount); } }
public void IntanceReturnsGameEngineObject() { this.localScoreBoard = new LocalScoreBoard(); this.scoreBoard = new ScoreBoardHandler(localScoreBoard); this.renderer = new ConsoleRenderer(); this.player = new Player("Goshou"); this.matrix = new LabyrinthMatrix(); this.game = GameEngine.Instance(this.player, this.renderer, this.scoreBoard, this.matrix); this.context = this.game.GetCurrentContext(); Assert.IsTrue(game is GameEngine); Assert.AreEqual(8, this.player.PositionRow); }
/* private Scoreboard scoreboard_press = new Scoreboard(ScoreboardTypes.NONE); * private Scoreboard scoreboard_guidance = new Scoreboard(ScoreboardTypes.NONE);*/ public TellrawForm() { InitializeComponent(); objects = new List <TellrawObject>(); scoreboards = new IScoreboard(); scoreboard_press = new Scoreboard(ScoreboardTypes.NONE); scoreboard_guidance = new Scoreboard(ScoreboardTypes.NONE); scoreboards.Scoreboard_Press = new Scoreboard(ScoreboardTypes.NONE); scoreboards.Scoreboard_Guidance = new Scoreboard(ScoreboardTypes.NONE); tellrawElementsForm = new List <List <Control> >(); this.controls = new List <Control>(); controls.Add(this.constructorGroupBox); controls.Add(this.elementsTellraw); }
public void Update(IPlayer player, IPlayfield playfield, int numberOfMoves, IScoreboard scoreboard, IGameDialog dialogs) { if (playfield.IsPlayerWinning(player)) { Console.Write(dialogs.WinnerMessage(numberOfMoves)); string name = Console.ReadLine(); try { scoreboard.AddTopScoreToScoreboard(name, numberOfMoves); } finally { } Console.WriteLine(); LabyrinthEngine.Instance.StartNewGame(); } }
public DefaultScoreKeeper(ITeamScore homeScore, ITeamScore awayScore, IScoreboard scoreboard) { _homeTeamScore = homeScore; _awayTeamScore = awayScore; _scoreboard = scoreboard; }
public IScoreBoardObserver CreteScoreBoardHanler(IScoreboard scoreboard) { return this.GameObjectBuilder.CreteScoreBoardHanler(scoreboard); }
/// <summary> /// Initializes a new instance of the <see cref="GameContext"/> class. /// </summary> /// <param name="wordProvider">The object that will provide the word.</param> /// <param name="scoreboard">The scoreboard where the result will be kept.</param> public GameContext(IWordProvider wordProvider, IScoreboard scoreboard) { this.randWordProvider = wordProvider; this.Word = this.randWordProvider.GetWord(); this.Scoreboard = scoreboard; this.CurrentMessage = GameContext.StartMessage; this.CurrentMistakes = 0; this.HasCheated = false; this.IsGameRunning = true; }
public EngineViewModel(IStartScreen startScreen, IGameplay gameplay, IScoreboard scoreboard) { this.StartScreen = startScreen; this.Gameplay = gameplay; this.Scoreboard = scoreboard; }
public ScoreboardManager(Server server) { this.server = server; this.DefaultScoreboard = this.CreateScoreboard("default"); }
/// <summary> /// Creates an object which will handle the relation with the database. /// </summary> /// <param name="scoreboard">A Scoreboard object to store the result.</param> public ScoreBoardHandler(IScoreboard scoreboard) { this.scoreboard = scoreboard; }
/// <summary> /// Registers a new scoreboard. /// </summary> /// <param name="orderName">Name of the scoreboard.</param> /// <param name="scoreboard">The scoreboard itself.</param> public void AddScoreboard(string orderName, IScoreboard scoreboard) => _scoreboards.Add(orderName, scoreboard);
public IntTeamScore(int score, IScoreboard scoreboard) { _score = score; _scoreboard = scoreboard; }
/// <summary> /// Creates a ShowScoreboard command instance /// </summary> /// <param name="board">The current playing board</param> /// <param name="scoreboard">The current scoreboard</param> public ShowScoreboardCommand(IBoard board, IScoreboard scoreboard) { this.board = board; this.scoreboard = scoreboard; }
public IScoreBoardObserver CreteScoreBoardHanler(IScoreboard scoreboard) { return new ScoreBoardHandler(scoreboard); }
public IScoreBoardObserver CreteScoreBoardHanler(IScoreboard scoreboard) { return(this.GameObjectBuilder.CreteScoreBoardHanler(scoreboard)); }
private void addTellraw_Click(object sender, EventArgs e) { List <string> word_orign = new List <string>(); List <string> word = new List <string>(); word.Add(""); word.Add("red"); word.Add("yellow"); word.Add("green"); word.Add("blue"); word.Add("white"); word.Add("black"); word.Add("aqua"); word.Add("gold"); word.Add("purple"); word.Add("dark_red"); word.Add("dark_yellow"); word.Add("dark_green"); word.Add("dark_blue"); word.Add("dark_purple"); word.Add("dark_aqua"); word.Add("gray"); int index = colorsTellraw.Items.IndexOf(colorsTellraw.Text); if (index == -1) { index = 0; } List <string> listFormatis = new List <string>(); foreach (int indexChecked in listFormats.CheckedIndices) { switch (indexChecked) { case 0: listFormatis.Add("bold"); break; case 1: listFormatis.Add("italic"); break; case 2: listFormatis.Add("underlined"); break; case 3: listFormatis.Add("strikethrough"); break; case 4: listFormatis.Add("obfuscated"); break; } } IScoreboard iSc = new IScoreboard(); iSc.Scoreboard_Press = scoreboard_press; iSc.Scoreboard_Guidance = scoreboard_guidance; TellrawObject tellrawObject = new TellrawObject(this.textTellraw.Text, word[index], listFormatis, iSc); objects.Add(tellrawObject); this.textTellraw.Text = ""; this.colorsTellraw.Text = "Цвет"; scoreboard_press = new Scoreboard(ScoreboardTypes.NONE); scoreboard_guidance = new Scoreboard(ScoreboardTypes.NONE); UpdateElementsPanel(); }
public IScoreBoardObserver CreteScoreBoardHanler(IScoreboard scoreboard) { return(new ScoreBoardHandler(scoreboard)); }
public DisplayScoreboardCommand(IScoreboard scoreboard) { this.Scoreboard = scoreboard; }