public SorryMainViewModel(CommandContainer commandContainer, SorryMainGameClass mainGame, SorryVMData model, BasicData basicData, TestOptions test, IGamePackageResolver resolver, SorryGameContainer gameContainer, GameBoardProcesses gameBoard ) : base(commandContainer, mainGame, model, basicData, test, resolver) { _mainGame = mainGame; _gameContainer = gameContainer; _gameBoard = gameBoard; _gameContainer.SpaceClickedAsync = MakeMoveAsync; _gameContainer.DrawClickAsync = DrawAsync; _gameContainer.HomeClickedAsync = HomeAsync; }
//this is iffy. because there is no afterdraw interface (?) //may be forced to refer to candyland to see how i handled that situation. public SorryMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, SorryVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, SorryGameContainer container, DrawShuffleClass <CardInfo, SorryPlayerItem> shuffle, GameBoardProcesses gameBoard ) : base(resolver, aggregator, basic, test, model, state, delay, command, container) { _model = model; _command = command; _shuffle = shuffle; _gameBoard = gameBoard; _shuffle.AfterDrawingAsync = AfterDrawingAsync; _shuffle.CurrentPlayer = (() => SingleInfo !); _shuffle.AfterFirstShuffle = TestCardOnTop; }
public GameBoardGraphicsCP(SorryGameContainer gameContainer) : base(gameContainer.Resolver) { _gameContainer = gameContainer; DrawBoardEarly = true; }