public Maze CreateMaze(MazeFactory factory) { Maze maze = factory.MakeMaze(); Room r1 = factory.MakeRoom(1); Room r2 = factory.MakeRoom(2); Door door = factory.MakeDoor(r1, r2); maze.AddRoom(r1); maze.AddRoom(r2); return(maze); }
public Maze CreateMaze() { Maze maze = new Maze(); Room r1 = new Room(1); Room r2 = new Room(2); Door theDoor = new Door(r1, r2); maze.AddRoom(r1); maze.AddRoom(r2); r1.SetSide(Direction.North, new Wall()); r1.SetSide(Direction.East, theDoor); r1.SetSide(Direction.South, new Wall()); r1.SetSide(Direction.West, new Wall()); r2.SetSide(Direction.North, new Wall()); r2.SetSide(Direction.East, new Wall()); r2.SetSide(Direction.South, new Wall()); r2.SetSide(Direction.West, theDoor); return maze; }
public virtual void CreateMaze(IMazeFactory factory) { maze = factory.CreateMaze(); Room room1 = factory.CreateRoom1(); Room room2 = factory.CreateRoom2(); Portal portal1 = factory.CreatePortal(room1, new Vector3(0, 0, 2f)); Portal portal2 = factory.CreatePortal(room2, new Vector3(2f, 0, 0)); portal1.SetExit(portal2); portal2.SetExit(portal1); maze.AddRoom(room1); maze.AddRoom(room2); maze.Load(); }
public virtual void BuildRoom(int n) { if (_currentMaze.RoomNo(n) != null) { Room room = new Room(n); _currentMaze.AddRoom(room); room.SetSide(Direction.North, new Wall()); room.SetSide(Direction.South, new Wall()); room.SetSide(Direction.East, new Wall()); room.SetSide(Direction.West, new Wall()); } }
public override void BuildRoom(int roomNumber) { if (_CurrentMaze.RoomNumber(roomNumber) != null) { Room room = new Room(roomNumber); _CurrentMaze.AddRoom(room); room.SetSide(Sides.East, new Wall()); room.SetSide(Sides.North, new Wall()); room.SetSide(Sides.South, new Wall()); room.SetSide(Sides.West, new Wall()); } }
public override void BuildRoom(int roomNo) { if (_currentMaze.RoomNo(roomNo) == null) { Room room = new Room(roomNo); _currentMaze.AddRoom(room); room.SetSide(Direction.North, new Wall()); room.SetSide(Direction.South, new Wall()); room.SetSide(Direction.East, new Wall()); room.SetSide(Direction.West, new Wall()); } }
public override void BuildRoom(int n) { if (_maze.RoomNo(n) != null) { var room = new Room(n); _maze.AddRoom(room); room.SetSide(DirectionEnum.North, new Wall()); room.SetSide(DirectionEnum.South, new Wall()); room.SetSide(DirectionEnum.East, new Wall()); room.SetSide(DirectionEnum.West, new Wall()); } }
public virtual Maze CreateMaze() { var maze = new Maze(); Room rl = MakeRoom(1); Room r2 = MakeRoom(2); Door theDoor = MakeDoor(rl, r2); maze.AddRoom(rl); maze.AddRoom(r2); rl.SetSide(DirectionEnum.North, MakeWall); rl.SetSide(DirectionEnum.East, theDoor); rl.SetSide(DirectionEnum.South, MakeWall); rl.SetSide(DirectionEnum.West, MakeWall); r2.SetSide(DirectionEnum.North, MakeWall); r2.SetSide(DirectionEnum.East, MakeWall); r2.SetSide(DirectionEnum.South, MakeWall); r2.SetSide(DirectionEnum.West, theDoor); return(maze); }
public Maze CreateMaze() { var firstRoom = new Room(1); var secondRoom = new Room(2); var door = new Door(firstRoom, secondRoom); firstRoom[Direction.North] = new Wall(); firstRoom[Direction.East] = door; firstRoom[Direction.South] = new Wall(); firstRoom[Direction.West] = new Wall(); secondRoom[Direction.North] = new Wall(); secondRoom[Direction.East] = new Wall(); secondRoom[Direction.South] = new Wall(); secondRoom[Direction.West] = door; var maze = new Maze(); maze.AddRoom(firstRoom); maze.AddRoom(secondRoom); return(maze); }
public Maze CreateMaze() { var maze = new Maze(); var room1 = new Room(1); var room2 = new Room(2); var theDoor = new Door(room1, room2); maze.AddRoom(room1); maze.AddRoom(room2); room1.SetSide(Direction.North, new Wall()); room1.SetSide(Direction.East, theDoor); room1.SetSide(Direction.South, new Wall()); room1.SetSide(Direction.West, new Wall()); room2.SetSide(Direction.North, new Wall()); room2.SetSide(Direction.East, new Wall()); room2.SetSide(Direction.South, new Wall()); room2.SetSide(Direction.West, theDoor); return(maze); }
public static Maze CreateMaze() { var maze = new Maze(); var r1 = new Room(1); var r2 = new Room(2); var door = new Door(r1, r2); maze.AddRoom(r1); maze.AddRoom(r2); r1[Directions.North] = new Wall(); r1[Directions.East] = door; r1[Directions.South] = new Wall(); r1[Directions.West] = new Wall(); r2[Directions.North] = new Wall(); r2[Directions.East] = new Wall(); r2[Directions.South] = new Wall(); r2[Directions.West] = door; return(maze); }
/// <summary> /// Create simple maze without patterns /// </summary> /// <returns></returns> public Maze CreateMazeSimple() { Maze aMaze = new Maze(); Room r1 = new Room(1); Room r2 = new Room(2); Door theDoor = new Door(r1, r2); aMaze.AddRoom(r1); aMaze.AddRoom(r2); r1.SetSide(Direction.North, new Wall()); r1.SetSide(Direction.East, theDoor); r1.SetSide(Direction.South, new Wall()); r1.SetSide(Direction.West, new Wall()); r2.SetSide(Direction.North, new Wall()); r2.SetSide(Direction.East, new Wall()); r2.SetSide(Direction.South, new Wall()); r2.SetSide(Direction.West, theDoor); return(aMaze); }
internal Maze CreateMaze(MazeFactory factory) { Maze aMaze = factory.MakeMaze(); Room r1 = factory.MakeRoom(1); Room r2 = factory.MakeRoom(2); Door theDoor = factory.MakeDoor(r1, r2); aMaze.AddRoom(r1); aMaze.AddRoom(r2); r1.SetSide(Direction.North, factory.MakeWall()); r1.SetSide(Direction.East, theDoor); r1.SetSide(Direction.South, factory.MakeWall()); r1.SetSide(Direction.West, factory.MakeWall()); r2.SetSide(Direction.North, factory.MakeWall()); r2.SetSide(Direction.East, factory.MakeWall()); r2.SetSide(Direction.South, factory.MakeWall()); r2.SetSide(Direction.West, theDoor); return(aMaze); }
public Maze CreateMaze(MazeFactory factory) { Maze aMaze = factory.MakeMaze(); Room room1 = factory.MakeRoom(1); Room room2 = factory.MakeRoom(2); Door aDoor = factory.MakeDoor(room1, room2); aMaze.AddRoom(room1); aMaze.AddRoom(room2); room1.SetSide(Direction.North, factory.MakeWall()); room1.SetSide(Direction.East, aDoor); room1.SetSide(Direction.South, factory.MakeWall()); room1.SetSide(Direction.West, factory.MakeWall()); room2.SetSide(Direction.North, factory.MakeWall()); room2.SetSide(Direction.East, factory.MakeWall()); room2.SetSide(Direction.South, factory.MakeWall()); room2.SetSide(Direction.West, aDoor); return(aMaze); }
public Maze CreateMaze(MazeFactory mazeFactory) { Maze maze = mazeFactory.MakeMaze(); Room room1 = mazeFactory.MakeRoom(1); Room room2 = mazeFactory.MakeRoom(2); Door door = mazeFactory.MakeDoor(room1, room2); maze.AddRoom(room1); maze.AddRoom(room2); room1.SetSide(Sides.North, mazeFactory.MakeWall()); room1.SetSide(Sides.East, door); room1.SetSide(Sides.South, mazeFactory.MakeWall()); room1.SetSide(Sides.West, mazeFactory.MakeWall()); room2.SetSide(Sides.North, mazeFactory.MakeWall()); room2.SetSide(Sides.East, mazeFactory.MakeWall()); room2.SetSide(Sides.South, mazeFactory.MakeWall()); room2.SetSide(Sides.West, door); return(maze); }
public Maze CreateMaze() { Maze aMaze = this.MakeMaze(); Room room1 = this.MakeRoom(1); Room room2 = this.MakeRoom(2); Door aDoor = this.MakeDoor(room1, room2); aMaze.AddRoom(room1); aMaze.AddRoom(room2); room1.SetSide(Direction.North, this.MakeWall()); room1.SetSide(Direction.East, aDoor); room1.SetSide(Direction.South, this.MakeWall()); room1.SetSide(Direction.West, this.MakeWall()); room2.SetSide(Direction.North, this.MakeWall()); room2.SetSide(Direction.East, this.MakeWall()); room2.SetSide(Direction.South, this.MakeWall()); room2.SetSide(Direction.West, aDoor); return(aMaze); }
public Maze CreateMaze(MazeFactory mazeFactory) { Maze maze = mazeFactory.MakeMaze(); Room r1 = mazeFactory.MakeRoom(1); Room r2 = mazeFactory.MakeRoom(2); Door door = mazeFactory.MakeDoor(r1, r2); maze.AddRoom(r1); maze.AddRoom(r2); r1.SetSide(Direction.North, new Wall()); r1.SetSide(Direction.East, door); r1.SetSide(Direction.South, new Wall()); r1.SetSide(Direction.West, new Wall()); r2.SetSide(Direction.North, new Wall()); r2.SetSide(Direction.East, new Wall()); r2.SetSide(Direction.South, new Wall()); r2.SetSide(Direction.West, door); return(maze); }
public Maze CreateMaze() { Maze maze = MakeMaze(); Room r1 = MakeRoom(1); Room r2 = MakeRoom(2); Door door = MakeDoor(r1, r2); maze.AddRoom(r1); maze.AddRoom(r2); r1.SetSide(Direction.North, MakeWall()); r1.SetSide(Direction.East, door); r1.SetSide(Direction.South, MakeWall()); r1.SetSide(Direction.West, MakeWall()); r2.SetSide(Direction.North, MakeWall()); r2.SetSide(Direction.East, MakeWall()); r2.SetSide(Direction.South, MakeWall()); r2.SetSide(Direction.West, door); return(maze); }
public Maze CreateMazeFactoryMethod() { Maze aMaze = MakeMaze(); Room r1 = MakeRoom(1); Room r2 = MakeRoom(2); Door theDoor = MakeDoor(r1, r2); aMaze.AddRoom(r1); aMaze.AddRoom(r2); r1.SetSide(Direction.North, MakeWall()); r1.SetSide(Direction.East, theDoor); r1.SetSide(Direction.South, MakeWall()); r1.SetSide(Direction.West, MakeWall()); r2.SetSide(Direction.North, MakeWall()); r2.SetSide(Direction.East, MakeWall()); r2.SetSide(Direction.South, MakeWall()); r2.SetSide(Direction.West, theDoor); return(aMaze); }
public Maze CreateMazePrototype(MazePrototypeFactory protoFactory) { Maze aMaze = protoFactory.MakeMaze(); Room r1 = protoFactory.MakeRoom(1); Room r2 = protoFactory.MakeRoom(2); Door theDoor = protoFactory.MakeDoor(r1, r2); aMaze.AddRoom(r1); aMaze.AddRoom(r2); r1.SetSide(Direction.North, protoFactory.MakeWall()); r1.SetSide(Direction.East, theDoor); r1.SetSide(Direction.South, protoFactory.MakeWall()); r1.SetSide(Direction.West, protoFactory.MakeWall()); r2.SetSide(Direction.North, protoFactory.MakeWall()); r2.SetSide(Direction.East, protoFactory.MakeWall()); r2.SetSide(Direction.South, protoFactory.MakeWall()); r2.SetSide(Direction.West, theDoor); return(aMaze); }
public override void BuildRoom(int roomNo) { Console.WriteLine($"BuildRoom {roomNo}"); if (_currentMaze.RoomNo(roomNo) == null) { var room = new Room(roomNo); _currentMaze.AddRoom(room); room.SetSide(Direction.North, new Wall()); room.SetSide(Direction.South, new Wall()); room.SetSide(Direction.East, new Wall()); room.SetSide(Direction.West, new Wall()); } }
public override void BuildRoom(int number) { if (_currentMaze.GetRoom(number) != null) { return; } var room = new Room(number) { [Direction.North] = new Wall(), [Direction.East] = new Wall(), [Direction.South] = new Wall(), [Direction.West] = new Wall() }; _currentMaze.AddRoom(room); }
public void BuildRoom(int number) { var room = new Room(number); switch (number) { case 1: room.SetSide(Direction.North, _factory.MakeWall()); room.SetSide(Direction.East, _factory.MakeWall()); room.SetSide(Direction.South, _factory.MakeWall()); room.SetSide(Direction.West, _factory.MakeWall()); break; case 2: room.SetSide(Direction.North, _factory.MakeWall()); room.SetSide(Direction.East, _factory.MakeWall()); room.SetSide(Direction.South, _factory.MakeWall()); room.SetSide(Direction.West, _factory.MakeWall()); break; } _maze.AddRoom(room); }