public GameBoardProcesses(AggravationGameContainer gameContainer, AggravationVMData model, GameBoardGraphicsCP graphicsCP) { _gameContainer = gameContainer; _model = model; _graphicsCP = graphicsCP; LoadBoard(); _gameContainer.IsValidMove = IsValidMove; }
public GameBoardGraphicsCP(AggravationGameContainer gameContainer) : base(gameContainer.Resolver) { _gameContainer = gameContainer; if (_gameContainer.BasicData !.IsXamarinForms) { _pos = _gameContainer.Resolver.Resolve <IBoardPosition>(); } DrawBoardEarly = true; }
public AggravationMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, AggravationVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, AggravationGameContainer container, StandardRollProcesses <SimpleDice, AggravationPlayerItem> roller, GameBoardProcesses gameBoard ) : base(resolver, aggregator, basic, test, model, state, delay, command, container, roller) { _model = model; _command = command; _gameBoard = gameBoard; container.MakeMoveAsync = HumanMoveAsync; }
public AggravationMainView(IEventAggregator aggregator, TestOptions test, AggravationVMData model, AggravationGameContainer gameContainer, GameBoardGraphicsCP graphicsCP, IGamePackageRegister register ) { _aggregator = aggregator; _model = model; _gameContainer = gameContainer; _aggregator.Subscribe(this); register.RegisterControl(_board.ThisElement, ""); graphicsCP.LinkBoard(); _ourPiece = new MarblePiecesXF <EnumColorChoice>(); _ourPiece.Margin = new Thickness(3, 3, 3, 3); _ourPiece.HorizontalOptions = LayoutOptions.Start; _ourPiece.VerticalOptions = LayoutOptions.Start; _ourPiece.Init(); //i think. StackLayout mainStack = new StackLayout(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer(nameof(AggravationMainViewModel.RestoreScreen)); } Button thisRoll; if (ScreenUsed == EnumScreen.SmallPhone) { thisRoll = GetSmallerButton("Roll Dice", nameof(AggravationMainViewModel.RollDiceAsync)); } else { thisRoll = GetGamingButton("Roll Dice", nameof(AggravationMainViewModel.RollDiceAsync)); thisRoll.FontSize += 20; } thisRoll.Margin = new Thickness(3, 3, 0, 0); thisRoll.HorizontalOptions = LayoutOptions.Start; thisRoll.VerticalOptions = LayoutOptions.Start; StackLayout otherStack = new StackLayout(); otherStack.Orientation = StackOrientation.Horizontal; _diceControl = new DiceListControlXF <SimpleDice>(); otherStack.Spacing = 2; var endButton = GetGamingButton("End Turn", nameof(AggravationMainViewModel.EndTurnAsync)); endButton.HorizontalOptions = LayoutOptions.Start; SimpleLabelGridXF firstInfo = new SimpleLabelGridXF(); firstInfo.AddRow("Turn", nameof(AggravationMainViewModel.NormalTurn)); firstInfo.AddRow("Instructions", nameof(AggravationMainViewModel.Instructions)); firstInfo.AddRow("Status", nameof(AggravationMainViewModel.Status)); otherStack.Children.Add(_ourPiece); otherStack.Children.Add(thisRoll); otherStack.Children.Add(_diceControl); mainStack.Children.Add(otherStack); mainStack.Children.Add(_board); mainStack.Children.Add(firstInfo.GetContent); if (restoreP != null) { //todo: figure out where to place the restore ui if there is a restore option. mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }
public AggravationMainView(IEventAggregator aggregator, TestOptions test, AggravationVMData model, AggravationGameContainer gameContainer, GameBoardGraphicsCP graphicsCP, IGamePackageRegister register ) { _aggregator = aggregator; _model = model; _gameContainer = gameContainer; _aggregator.Subscribe(this); register.RegisterControl(_board.ThisElement, ""); graphicsCP.LinkBoard(); _ourPiece = new MarblePiecesWPF <EnumColorChoice>(); _ourPiece.Width = 80; _ourPiece.Height = 80; _ourPiece.Init(); //i think. StackPanel mainStack = new StackPanel(); ParentSingleUIContainer?restoreP = null; if (test.SaveOption == EnumTestSaveCategory.RestoreOnly) { restoreP = new ParentSingleUIContainer() { Name = nameof(AggravationMainViewModel.RestoreScreen) }; } Grid tempGrid = new Grid(); mainStack.Children.Add(tempGrid); var thisRoll = GetGamingButton("Roll Dice", nameof(AggravationMainViewModel.RollDiceAsync)); StackPanel otherStack = new StackPanel(); otherStack.Orientation = Orientation.Horizontal; _diceControl = new DiceListControlWPF <SimpleDice>(); SimpleLabelGrid firstInfo = new SimpleLabelGrid(); firstInfo.AddRow("Turn", nameof(AggravationMainViewModel.NormalTurn)); firstInfo.AddRow("Instructions", nameof(AggravationMainViewModel.Instructions)); firstInfo.AddRow("Status", nameof(AggravationMainViewModel.Status)); //if we need to put to main, just change to main (?) StackPanel firstStack = new StackPanel(); firstStack.Margin = new Thickness(3, 3, 3, 3); firstStack.Children.Add(firstInfo.GetContent); firstStack.Children.Add(_ourPiece); otherStack.Children.Add(thisRoll); otherStack.Children.Add(_diceControl); firstStack.Children.Add(otherStack); tempGrid.Children.Add(firstStack); tempGrid.Children.Add(_board); if (restoreP != null) { //todo: figure out where to place the restore ui if there is a restore option. mainStack.Children.Add(restoreP); //default add to grid but does not have to. } Content = mainStack; }