public void GivenIHaveAToad()
 {
     World world = new World(9, 9);
     ScenarioContext.Current["world"] = world;
     world.AddCells(new Cell(4, 4), new Cell(5, 4), new Cell(6, 4));
     world.AddCells(new Cell(3, 5), new Cell(4, 5), new Cell(5, 5));
 }
 public void GivenIHaveAnEmptyCellWith3AdjacentCells(int numberOfAdjacentCells)
 {
     World world = new World(9, 9);
     ScenarioContext.Current["world"] = world;
     switch (numberOfAdjacentCells)
     {
         case 3:
             world.AddCells(new Cell(4, 4), new Cell(4, 6), new Cell(3, 5));
             break;
     }
 }
 public void GivenIHaveACellWith4AdjacentCells(int numberOfAdjacentCells)
 {
     World world = new World(9, 9);
     ScenarioContext.Current["world"] = world;
     switch (numberOfAdjacentCells)
     {
         case 1:
             world.AddCells(new Cell(4, 5), new Cell(4, 4));
             break;
         case 2:
             world.AddCells(new Cell(4, 5), new Cell(4, 4), new Cell(4, 6));
             break;
         case 3:
             world.AddCells(new Cell(4, 5), new Cell(4, 4), new Cell(4, 6), new Cell(3, 5));
             break;
         case 4:
             world.AddCells(new Cell(4, 5), new Cell(4, 4), new Cell(4, 6), new Cell(3, 5), new Cell(3, 6));
             break;
         default:
             ScenarioContext.Current.Pending();
             break;
     }
 }
 public void GivenIHaveABlinker()
 {
     World world = new World(9, 9);
     ScenarioContext.Current["world"] = world;
     world.AddCells(new Cell(4, 4), new Cell(4, 3), new Cell(4, 5));
 }