public void GenerateSingleSide() { switch (NextToGenerate) { case 1: Behave.Generate(PositiveGenrate, PositiveArea); break; case -1: Behave.Generate(NegativeGenrate, NegativeArea); break; } NextToGenerate *= -1; }
protected Game() { Core = new Core(Properties.Settings.Default.GameSize); Move = new Movement(); Behave = new Behave(Move, Core); PositiveArea = new Rectangle(0, 0, Core.GameSize - 1, Core.GameSize - 1); NegativeArea = new Rectangle(Core.GameSize + 1, 0, Core.GameSize - 1, Core.GameSize - 1); DoorArea = new Rectangle(Core.GameSize, 0, 1, Core.GameSize); Door = new Door(Core, DoorArea, Move); // Door.SetValue(Properties.Settings.Default.DoorStatus); Door.Post(); InitialParametrs = new Dictionary <List <long>, Rectangle> { { PositiveGenrate, PositiveArea }, { NegativeGenrate, NegativeArea } }; }
public void NewGame() { Behave.Clear(0); Behave.NewGame(InitialParametrs, 1); }
public void GenerateBothSide() { Behave.Generate(PositiveGenrate, PositiveArea); Behave.Generate(NegativeGenrate, NegativeArea); }