public FriendController() { friendFactory = new FriendFactory(); }
public void Load(IRace selectedPlayerRace) { //TODO implement diff levels //-> pass as parameter in methed the level create sweatch for levels and set for mapPath diff map resourse var mapPath = AppSettings.MapLevel1; var frientFactory = new FriendFactory(); var enemyFactory = new EnemyFactory(); this.PlayerRace = selectedPlayerRace; var width = AppSettings.MapElementSize.Width; var height = AppSettings.MapElementSize.Height; try { using (var reader = new StreamReader(mapPath)) { for (var row = 0; row < AppSettings.MapElementsCountY; row++) { var top = (row*height)+AppSettings.MapPosition.Top; var line = reader.ReadLine(); for (var col = 0; col < AppSettings.MapElementsCountX; col++) { var left = col*width; var currentsymbol = line[col]; switch (currentsymbol) { case 'p': this.Player = new Player(this.PlayerRace) { Position = new Position (left, top), Size = new Size(width, height) }; break; case 'f': this.Friend = (Friend)frientFactory.Create(_friendRace); this.Friend.Position = new Position(left, top); this.Friend.Size = new Size(width, height); break; case 'e': var enemy = (Enemy)enemyFactory.Create(_enemyRace); enemy.Position = new Position (left, top); enemy.Size = new Size(width, height); this.Enemies.Add(enemy); break; case 'w': var mazeElement = new MazeItem() { Position = new Position(left, top), Size = new Size(width, height) }; this.Maze.Add(mazeElement); break; case 'b': var beer = new BeerItem() { Position = new Position(left, top), Size = new Size(width, height) }; this.ItemToCollect.Add(beer); break; case 'l': var itemLife = new LifeItem() { Position = new Position(left, top), Size = new Size(width, height) }; this.ItemToCollect.Add(itemLife); break; case 'h': var itemHealth = new LargeHealthItem() { Position = new Position(left, top), Size = new Size(width, height) }; this.ItemToCollect.Add(itemHealth); break; } } } } } catch (Exception ex) { MessageBox.Show(ex.Message, "BB Game MapLoader"); } }
public HomeController(UserFactory xconnect, FriendFactory fconnect) { _userfactory = xconnect; _friendfactory = fconnect; }