/// <summary> /// This is called after all contents have been loaded /// </summary> private void secondInitialize() { //construct rooms _warRoom = new WarRoom(); _waitingRoom = new WaitingRoom(); _endGameRoom = new EndGameRoom(); //_currentRoom = _warRoom; _currentRoom = _waitingRoom; playWaitSong(); _waitingRoom.startGameCallback = goToWarRoom; _warRoom.endGameCallback = goToEndRoom; }
public async static Task run(HttpClient client) { IApiClient apiClient = new ApiClient(client); IGameAccess newAccess = await GameAccess.Create(apiClient, "Pinky and the Brain"); WarRoom board = new WarRoom(newAccess); Console.WriteLine($"Game: {newAccess.GameId}"); int waitCount = 0; while (waitCount < 10) { TurnStatus state = await board.TakeTurn(); switch (state) { case TurnStatus.TookTurn: Console.WriteLine("And so my watch has ended (for now)"); waitCount = 0; break; case TurnStatus.Waiting: Console.WriteLine("Waits patiently..."); waitCount++; break; case TurnStatus.LostGame: Console.WriteLine($"Valar Morghulis"); return; case TurnStatus.WonGame: Console.WriteLine($"Hail to the King!"); return; default: Console.WriteLine("Status Unavailable"); break; } Thread.Sleep(1000); //optimize } }
public WarRoomTests() { mockClient = new Mock <IApiClient>(); mockAccess = new Mock <IGameAccess>(); board = new WarRoom(mockAccess.Object); }