static void Main(string[] args) { IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); ShooterEngine gameEngine = new ShooterEngine(renderer, keyboard, 500); keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(); }; keyboard.OnActionPressed += (sender, eventInfo) => { gameEngine.ShootPlayerRacket(); }; Initialize(gameEngine); CreateWalls(gameEngine); // WelcomeScreen(); gameEngine.Run(); }
static void Main(string[] args) { IRenderer renderer = new ConsoleRenderer(WorldRows, WorldCols); IUserInterface keyboard = new KeyboardInterface(); // Switched the constructor with the one where the thread sleep recives a value instead of having it hardcoded (TASK 02) // Also switched to ShooterEngine //===================================================================================================== Edit> ShooterEngine gameEngine = new ShooterEngine(renderer, keyboard, 150); //===================================================================================================== >Edit keyboard.OnLeftPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketLeft(); }; keyboard.OnRightPressed += (sender, eventInfo) => { gameEngine.MovePlayerRacketRight(); }; keyboard.OnActionPressed += (sender, eventInfo) => { gameEngine.ShootPlayerRacket(); }; Initialize(gameEngine); // gameEngine.Run(); }