public GrowingTreeAlgorithm(IRandomPointGenerator randomPointGenerator, IRandomValueGenerator randomValueGenerator, IDirectionsFlagParser directionsFlagParser, IArrayHelper arrayHelper) { _randomPointGenerator = randomPointGenerator; _randomValueGenerator = randomValueGenerator; _directionsFlagParser = directionsFlagParser; _arrayHelper = arrayHelper; }
public RandomCarver(IRandomPointGenerator randomPointGenerator, IPointsAndDirectionsRetriever pointsAndDirectionsRetriever, IDirectionsFlagParser directionsFlagParser, IArrayHelper arrayHelper) { _randomPointGenerator = randomPointGenerator; _pointsAndDirectionsRetriever = pointsAndDirectionsRetriever; _directionsFlagParser = directionsFlagParser; _arrayHelper = arrayHelper; }
public void Setup() { _random = new RandomValueGenerator(); _mazePointFactory = new Mock <IMazePointFactory>(); _mazePointFactory.Setup(x => x.MakePoint(It.IsAny <int>(), It.IsAny <int>(), It.IsAny <int>())) .Returns((int x, int y, int z) => new MazePoint(x, y, z)); _randomPoint = new RandomPointGenerator(_random, _mazePointFactory.Object); }
public MazeModelFactory(IMovementHelper movementHelper, IDirectionsFlagParser parser, IMazePointFactory pointFactory, IMazeArrayBuilder mazeArrayBuilder, IRandomPointGenerator randomPointGenerator) { _movementHelper = movementHelper; _parser = parser; _pointFactory = pointFactory; _mazeArrayBuilder = mazeArrayBuilder; _randomPointGenerator = randomPointGenerator; }
public MazeFactory(IPointValidity pointValidity, IMovementHelper movementHelper, IDirectionsFlagParser directionsFlagParser, IRandomPointGenerator randomPointGenerator, IModelsWrapperFactory modelsWrapperFactory) { _pointValidity = pointValidity; _movementHelper = movementHelper; _directionsFlagParser = directionsFlagParser; _randomPointGenerator = randomPointGenerator; _modelsWrapperFactory = modelsWrapperFactory; }
public void Initialise(IModelsWrapper modelsWrapper, IDirectionsFlagParser directionsFlagParser, IMovementHelper movementHelper, IPointValidity pointValidity, IRandomPointGenerator randomPointGenerator, MazePoint startingPoint = null) { ModelsWrapper = modelsWrapper; DirectionsFlagParser = directionsFlagParser; MovementHelper = movementHelper; PointValidity = pointValidity; RandomPointGenerator = randomPointGenerator; CurrentPoint = startingPoint ?? randomPointGenerator.RandomPoint(Size); }
/// <summary> /// Handles the initialization of game-specific options. /// </summary> /// <param name="options">Contains the user's desired game options</param> public void Initialize(GameOptions options) { // Get the map size that will be used for the current game. mapSize = MapGenerator.SetMapSize(options.MapSize); // Configure the round timer and hook up the event handler. timer = new RoundTimer(options.Difficulty); timer.OnTick += (source, e) => ExecuteCycle(); // Set up collision detection. colDetector = new CollisionDetector(mapSize); // Initialize the random point and food generators. randomPointGenerator = RandomPointGenerator.Create(mapSize); foodGenerator = new FoodGenerator(randomPointGenerator); // Initialize the game map. map = MapGenerator.GenerateMap(mapSize, options.TileStyle); // Place the snek and food at their initial locations. snek = new Snekk(MapGenerator.GenerateStartingPoint(mapSize)); food = foodGenerator.Generate(snek.GetSegmentLocations()); }
public FoodGenerator(IRandomPointGenerator generator) { this.generator = generator; }
public BacktrackerAlgorithm(IDirectionsFlagParser directionsFlagParser, IRandomPointGenerator randomPointGenerator, IArrayHelper arrayHelper) { _directionsFlagParser = directionsFlagParser; _randomPointGenerator = randomPointGenerator; _arrayHelper = arrayHelper; }