//TODO: needs another screen here called OpeningScreen. //because at first, it needs the opening screen //so you can do the first options. public MinesweeperShellViewModel(IGamePackageResolver mainContainer , CommandContainer container , IGameInfo GameData , ISaveSinglePlayerClass saves ) : base(mainContainer, container, GameData, saves) { }
public MarthaSolitaireMainGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) : base(solitaireData1, thisState, aggregator, score) { }
public GrandfathersClockMainGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) : base(solitaireData1, thisState, aggregator, score) { }
public BlockElevenSolitaireMainGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) : base(solitaireData1, thisState, aggregator, score) { _score = score; }
public PokerMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IGamePackageResolver container ) { _thisState = thisState; Aggregator = aggregator; _saveRoot = container.ReplaceObject <PokerSaveInfo>(); //can't create new one. because if doing that, then anything that needs it won't have it. }
public PersianSolitaireMainGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) : base(solitaireData1, thisState, aggregator, score) { _model = (ScoreModel)score; aggregator.Subscribe(this); }
public ClockSolitaireMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IGamePackageResolver container ) { _thisState = thisState; Aggregator = aggregator; SaveRoot = container.ReplaceObject <ClockSolitaireSaveInfo>(); //can't create new one. because if doing that, then anything that needs it won't have it. SaveRoot.LoadMod(aggregator); }
public SolitaireBoardGameMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator, ISolitaireBoardEvents solitaireBoard, IGamePackageResolver mainContainer ) { _thisState = thisState; Aggregator = aggregator; MainContainer = mainContainer; _solitaireBoard = solitaireBoard; _saveRoot = mainContainer.ReplaceObject <SolitaireBoardGameSaveInfo>(); //i think should be this way for now just in case. LoadBoard(); }
public XPuzzleGameBoardClass(IGamePackageResolver container, XPuzzleSaveInfo saveroot, RandomGenerator random, ISaveSinglePlayerClass saves, IEventAggregator aggregator) { MainContainer = container; _games = saveroot; _rs = random; _thisSave = saves; _aggregator = aggregator; _games.SpaceList.SetContainer(container); }
//i may decide to make this abstract. //so when its a new game, then the overrided version has to handle deciding on the main view model. //this is single player game so its separate from multiplayer anyways. //once i get the simple parts to work, then can expand. //i don't think single player even have rounds. public SinglePlayerShellViewModel(IGamePackageResolver mainContainer, CommandContainer container, IGameInfo gameData, ISaveSinglePlayerClass saves ) { MainContainer = mainContainer; //the subscribe part is already done for me too. CommandContainer = container; GameData = gameData; _saves = saves; DisplayName = gameData.GameName; //for other shells, since we know whether its new game or new round, it can load the proper ui. //may need another interface that knows whether its game over or not for cases where its rounds. }
public BuncoDiceGameMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IGamePackageResolver container, RandomGenerator rs, CommandContainer command, GlobalClass global ) { _thisState = thisState; Aggregator = aggregator; _container = container; _rs = rs; _command = command; _global = global; _saveRoot = container.ReplaceObject <BuncoDiceGameSaveInfo>(); //can't create new one. because if doing that, then anything that needs it won't have it. }
public SolitaireGameClass(ISolitaireData solitaireData1, ISaveSinglePlayerClass thisState, IEventAggregator aggregator, IScoreData score ) //you need the main view model loaded first or will have overflow errors. { DeckList = new RegularCardsBasicShuffler <SolitaireCard>(); //i think this should be fine. _thisState = thisState; Aggregator = aggregator; _score = score; SaveRoot = new S(); //i think. SolitaireData1 = solitaireData1; //can't link then because we don't have the main view model yet. //LinkData(); }
public BuncoDiceGameMainViewModel(IEventAggregator aggregator, CommandContainer commandContainer, IGamePackageResolver resolver, ISaveSinglePlayerClass state, GlobalClass global ) { _aggregator = aggregator; _aggregator.Subscribe(this); CommandContainer = commandContainer; _resolver = resolver; _state = state; _global = global; CommandContainer.ManuelFinish = true; CommandContainer.IsExecuting = true; //not sure. _mainGame = resolver.ReplaceObject <BuncoDiceGameMainGameClass>(); //hopefully this works. means you have to really rethink. }
public GrandfathersClockShellViewModel(IGamePackageResolver mainContainer, CommandContainer container, IGameInfo GameData, ISaveSinglePlayerClass saves) : base(mainContainer, container, GameData, saves) { }
public XPuzzleMainGameClass(ISaveSinglePlayerClass thisState, IEventAggregator aggregator) { _thisState = thisState; Aggregator = aggregator; _saveRoot = new XPuzzleSaveInfo(); }
public BlockElevenSolitaireShellViewModel(IGamePackageResolver mainContainer, CommandContainer container, IGameInfo GameData, ISaveSinglePlayerClass saves) : base(mainContainer, container, GameData, saves) { }
public BeleaguredCastleShellViewModel(IGamePackageResolver mainContainer, CommandContainer container, IGameInfo GameData, ISaveSinglePlayerClass saves) : base(mainContainer, container, GameData, saves) { }