public RogueskivInputHandler( UxContext uxContext, RogueskivGame game, IGameRenderer gameRenderer ) : base( uxContext, game, gameRenderer, controlsByKeys: new Dictionary <int, int> { { (int)SDL_Keycode.SDLK_q, (int)Controls.QUIT }, { (int)SDL_Keycode.SDLK_ESCAPE, (int)Controls.PAUSE }, { (int)SDL_Keycode.SDLK_UP, (int)Controls.UP }, { (int)SDL_Keycode.SDLK_DOWN, (int)Controls.DOWN }, { (int)SDL_Keycode.SDLK_LEFT, (int)Controls.LEFT }, { (int)SDL_Keycode.SDLK_RIGHT, (int)Controls.RIGHT }, { (int)SDL_Keycode.SDLK_w, (int)Controls.UP }, { (int)SDL_Keycode.SDLK_s, (int)Controls.DOWN }, { (int)SDL_Keycode.SDLK_a, (int)Controls.LEFT }, { (int)SDL_Keycode.SDLK_d, (int)Controls.RIGHT }, { (int)SDL_Keycode.SDLK_KP_8, (int)Controls.UP }, { (int)SDL_Keycode.SDLK_KP_2, (int)Controls.DOWN }, { (int)SDL_Keycode.SDLK_KP_4, (int)Controls.LEFT }, { (int)SDL_Keycode.SDLK_KP_6, (int)Controls.RIGHT }, { (int)SDL_Keycode.SDLK_n, (int)Controls.TOGGLE_SOUNDS }, { (int)SDL_Keycode.SDLK_m, (int)Controls.TOGGLE_MUSIC }, }, closeWindowControl: (int)Controls.CLOSE_WINDOW, toggleMusicControl: (int)Controls.TOGGLE_MUSIC ) { }
public GameScreen(IGameWorld gameWorld, INetworkManager networkManager) : base("GameScreen") { GameWorld = gameWorld; NetworkManager = networkManager; PacketManager.Initialize(networkManager); var gameScreenUserInterface = new GameScreenUserInterface(); _interfaceController = new GameScreenUserInterfaceController(gameScreenUserInterface); UserInterface = new MyraUserInterface(gameScreenUserInterface); _bluePrintManager = new BluePrintManager(this); var updateResolver = new CameraBoundsUpdateResolver(_camera); _gameRenderer = new GameRenderer( new PlayerRenderer(), new WorldRenderer(), new LightMapRenderer(), updateResolver); _playerCreator = new PlayerCreator( GameWorld, _interfaceController, _camera, updateResolver); }
/// <summary> /// This method initializes the GameEngine renderer. /// </summary> /// <param name="renderer">Object of type IGameRenderer.</param> /// <returns>New GameEngine instance holding the IGameRenderer object.</returns> public static GameEngine Instance(IGameRenderer renderer) { if (instance == null) { instance = new GameEngine(renderer); } return instance; }
// start a new gameform using the supplied queuemanager and renderer components public GameForm(IClientMessenger clientMessenger, IGameRenderer renderer) { InitializeComponent(); pbScreen.Image = new Bitmap(pbScreen.Width, pbScreen.Height); this.renderer = renderer; StartGameListener(clientMessenger); this.messenger = clientMessenger; }
public GameEngine(IGameRenderer renderer) { this.Renderer = renderer; this.Renderer.UIAction += UIActionHandler; this.GameObjects = new List <IGameObject>(); this.Bullets = new List <IBullet>(); this.Birds = new List <IBird>(); this.Items = new List <IGameObject>(); this.CollisionDetector = new SimpleCollisionDetector(); this.AffectableGameObjects = new List <IAffectableGameObject>(); this.Generator = new ItemGenerator(); }
public GameEngine( IGameContext gameContext, IInputHandler inputHandler, IGame <T> game, IGameRenderer renderer ) { GameContext = gameContext; InputHandler = inputHandler; Game = game; Renderer = renderer; }
public Engine(IMap map, IGameRenderer renderer) { this.gameMap = map; this.gameRenderer = renderer; this.bestScore = new HighScore(); this.isGameStarted = false; this.timer = new DispatcherTimer(); this.soundProvider = new SoundProvider(); this.dotFactory = new DotFactory(); this.gameRenderer.UIActionHappened += this.HandleUIActionHappened; this.StartGame(); }
public ISpaceshipGameObject Get(IGameRenderer renderer) { var spaceshipSize = new Size(SpaceshipWidth, SpaceshipHeight); int spaceshipLeft = 0; int spaceshipTop = (renderer.Height / 2) - (spaceshipSize.Height / 2); var spaceshipPosition = new Position(spaceshipLeft, spaceshipTop); ISpaceshipGameObject newSpaceship = new SpaceshipGameObject(spaceshipPosition, spaceshipSize, renderer); return newSpaceship; }
public PickableRenderer( IGameRenderer gameRenderer, UxContext uxContext, IRenderizable game, IntPtr texture, SDL_Rect textureRect ) : base( uxContext, game, new PickableSpriteProvider <T>(texture, textureRect) ) =>
public Player(string playerName, IGameRenderer renderer = null) { _playerName = playerName; if (renderer == null) { return; } PurseChanged += renderer.ShowPlayerPurses; InPenaltyChanged += renderer.ShowSentPlayerToPenality; IsGettingOutOfPenaltyChanged += renderer.ShowGettingOut; PlaceChanged += renderer.ShowNewPlace; }
public ClassicGameLauncher( IInputListener inputListener, ISentenceLoader sentenceLoader, ITimeService timeService, ITypingCalculator typingCalculator, ICommandInvoker commandInvoker, IGameRenderer gameRenderer) : base(inputListener) { _sentenceLoader = sentenceLoader; _timeService = timeService; _typingCalculator = typingCalculator; _commandInvoker = commandInvoker; _gameRenderer = gameRenderer; }
public GameManager(IGameRenderer renderer) { Random = new Random(); Board = new GameBoard(4); Board.BoardSlotChanged += OnBoardSlotChanged; Renderer = renderer; Renderer.Init(Board.Size, Board.Slots); Score = new Scoreboard(); Score.ScoreChanged += OnScoreChanged; State = GameState.IN_PROGRESS; }
public void Setup() { _typingCalculator = new TypingCalculator(); _commandInvoker = new CommandInvoker(); _gameRenderer = Substitute.For <IGameRenderer>(); _timeService = Substitute.For <ITimeService>(); _raceInstance = new ClassicTypingRaceInstance( title: gameTitle, sentence: sentence, duration: gameDuration, timeService: _timeService, typingCalculator: _typingCalculator, commandInvoker: _commandInvoker, gameRenderer: _gameRenderer); }
public TicTacToeGame( ITicTacToeBoard ticTacToeBoard, ITicTacToePlayer player1, ITicTacToePlayer player2, IGameJudge gameJudge, IGameRenderer gameRenderer, IGamePauser gamePauser ) { _ticTacToeBoard = ticTacToeBoard; _player1 = player1; _player2 = player2; _gameJudge = gameJudge; _gameRenderer = gameRenderer; _gamePauser = gamePauser; }
public GameEngine( IGameBoardBuilder gameBoardBuilder, IGameRenderer gameRenderer, IGameActionReader gameActionReader, IShipBuilder shipBuilder, IShipPlacementService shipPlacementService, IShotService shotService, ILogger <GameEngine> logger ) { _gameBoardBuilder = gameBoardBuilder; _gameRenderer = gameRenderer; _gameActionReader = gameActionReader; _shipBuilder = shipBuilder; _shipPlacementService = shipPlacementService; _shotService = shotService; _logger = logger; }
public TicTacToeGameTests() { TicTacToeBoard = Substitute.For<ITicTacToeBoard>(); Player1 = Substitute.For<ITicTacToePlayer>(); Player2 = Substitute.For<ITicTacToePlayer>(); GameJudge = Substitute.For<IGameJudge>(); GameRenderer = Substitute.For<IGameRenderer>(); GamePauser = Substitute.For<IGamePauser>(); Sut = new TicTacToeGame( TicTacToeBoard, Player1, Player2, GameJudge, GameRenderer, GamePauser ); }
public RogueskivMenuInputHandler( UxContext uxContext, RogueskivMenu game, IGameRenderer gameRenderer ) : base( uxContext, game, gameRenderer, controlsByKeys: new Dictionary <int, int> { { (int)SDL_Keycode.SDLK_ESCAPE, (int)Controls.QUIT }, { (int)SDL_Keycode.SDLK_q, (int)Controls.QUIT }, { (int)SDL_Keycode.SDLK_UP, (int)Controls.UP }, { (int)SDL_Keycode.SDLK_DOWN, (int)Controls.DOWN }, { (int)SDL_Keycode.SDLK_LEFT, (int)Controls.LEFT }, { (int)SDL_Keycode.SDLK_RIGHT, (int)Controls.RIGHT }, { (int)SDL_Keycode.SDLK_w, (int)Controls.UP }, { (int)SDL_Keycode.SDLK_s, (int)Controls.DOWN }, { (int)SDL_Keycode.SDLK_a, (int)Controls.LEFT }, { (int)SDL_Keycode.SDLK_d, (int)Controls.RIGHT }, { (int)SDL_Keycode.SDLK_KP_8, (int)Controls.UP }, { (int)SDL_Keycode.SDLK_KP_2, (int)Controls.DOWN }, { (int)SDL_Keycode.SDLK_KP_4, (int)Controls.LEFT }, { (int)SDL_Keycode.SDLK_KP_6, (int)Controls.RIGHT }, { (int)SDL_Keycode.SDLK_RETURN, (int)Controls.ENTER }, { (int)SDL_Keycode.SDLK_RETURN2, (int)Controls.ENTER }, { (int)SDL_Keycode.SDLK_KP_ENTER, (int)Controls.ENTER }, { (int)SDL_Keycode.SDLK_BACKSPACE, (int)Controls.BACKSPACE }, { (int)SDL_Keycode.SDLK_m, (int)Controls.TOGGLE_MUSIC }, }, closeWindowControl: (int)Controls.CLOSE_WINDOW, toggleMusicControl: (int)Controls.TOGGLE_MUSIC, allowRepeats: true ) { Game = game; ControlStates.Add((int)Controls.COPY, false); ControlStates.Add((int)Controls.PASTE, false); }
public void PlayGame(Arguments arguments) { var initialGameState = LoadInitialGameState(arguments); _renderer = _gameRendererFactory.CreateGameRenderer(initialGameState.Board.GetType()); initialGameState = _gameProcessor.StartNewGame(initialGameState); _renderer.Render(initialGameState); while (true) { var nextGameState = _gameProcessor.Tick(); _renderer.Render(nextGameState); if (ShouldSaveGame(nextGameState)) { _gamePersistence.SaveGame(nextGameState, _savePath); } } }
public FoodRenderer( IGameRenderer gameRenderer, UxContext uxContext, IRenderizable game, IntPtr boardTexture ) : base( gameRenderer, uxContext, game, boardTexture, new SDL_Rect { x = 0, y = 0, w = BoardComp.TILE_SIZE, h = BoardComp.TILE_SIZE } ) { }
protected override void OnEntered(object enterInformation) { Game.Cursor.IsActive = false; _gameSession = (GameSession)enterInformation; _stateChangeInformation = StateChangeInformation.Empty; //todo: reactivate 3d //var rendererType = Settings.Default.GameMode == "3D" ? GameRendererType.ThreeDe : GameRendererType.TwoDe; _gameRenderer = GameRendererFactory.CreateGameRenderer(GameRendererType.TwoDe, Game, _gameSession.CurrentLevel); _finishSlideAnimator = new Animator(); _finishSlideAnimator.AddAnimation("RotateText", new DeltaAnimation(1.0f, RotateAndSetAlphaText, false)); _finishSlideAnimator.AddAnimation("Wait", new WaitAnimation(1.5f)); _finishSlideAnimator.AddTransition("RotateText", "Wait"); _finishSlideAnimator.AnimationFinished += OnFinishSlideFinished; _finishedSprite = new Sprite(Game.Content.Load <Texture2D>("textures/headings")) { Position = new Vector2(Game.ScreenWidth * 0.5f, Game.ScreenHeight * 0.5f), Alpha = 0.0f }; }
public InputHandler( UxContext uxContext, T game, IGameRenderer gameRenderer, IDictionary<int, int> controlsByKeys, int closeWindowControl, int toggleMusicControl, bool allowRepeats = false ) { UxContext = uxContext; Game = game; GameRenderer = gameRenderer; ControlsByKeys = controlsByKeys; ControlStates = ControlsByKeys .Select(kc => kc.Value) .Distinct() .ToDictionary(kc => kc, _ => false); CloseWindowControl = closeWindowControl; ToggleMusicControl = toggleMusicControl; AllowRepeats = allowRepeats; }
public ClassicTypingRaceInstance( string title, string sentence, TimeSpan duration, ITimeService timeService, ITypingCalculator typingCalculator, ICommandInvoker commandInvoker, IGameRenderer gameRenderer) { _timeService = timeService; _typingCalculator = typingCalculator; _invoker = commandInvoker; _gameRenderer = gameRenderer; _gameRenderer.SetTypingRaceInstance(this); Title = title; Sentence = sentence; Duration = duration; ShouldExit = false; ShouldRestart = false; ChangeState(new InitializedState()); }
public Game(IGameRenderer renderer) { _renderer = renderer; _timer = new Timer(); _board = renderer.Board; _score = renderer.Score; _board.LinesCleared += delegate(object sender, LinesEventArgs args) { _score.Add(args.Lines); }; _board.GameEnd += delegate { New(); }; _score.NewLevel += delegate { _timer.Interval = _score.TimerInterval; }; _timer.Tick += delegate { DropPiece(); Invalidate(); }; _timer.Interval = _score.InitialInterval; _timer.Enabled = true; _keyBindings = CreateKeyBindings(); ClientSize = _renderer.Size; DoubleBuffered = true; KeyPreview = true; MaximizeBox = false; FormBorderStyle = FormBorderStyle.FixedSingle; Text = "Tetris"; }
public GameManager(DmGame game, InputHandler inputHandler, IGameRenderer renderer) { this.game = game; this.inputHandler = inputHandler; this.renderer = renderer; }
public Game(IGameRenderer renderer) { _renderer = renderer; CreateQuestions(); }
public GameEngine(IGameRenderer renderer) { this.renderer = renderer; this.renderer.Draw(); }
public GameEngine(IGameRenderer renderer) { this.renderer = renderer; this.renderer.Draw(); }
public void Render(IGameRenderer renderer) { renderer.Render(board); }
public void SetRenderer(IGameRenderer gameRenderer) { _gameRenderer = gameRenderer; }
public GameEngine(IGameRenderer renderer, IInputHandlerer inputHandlerer) { this._renderer = renderer; this._inputHandlerer = inputHandlerer; this._inputHandlerer.UiActionHappened += this.HandleUiActionHappend; }
public SpaceshipGameObject(Position position, Size size, IGameRenderer renderer) : base(position, size) { this.renderer = renderer; }
private GameEngine(IGameRenderer renderer) { this.renderer = renderer; }
public Game(IGameRenderer gameRenderer, IUserInputGetter userInputGetter) { _gameRenderer = gameRenderer; _userInputGetter = userInputGetter; }