public void SetOrReset() { mazeGame = new MazeGame(); MazeFactorySingleton.ResetForNUnit(); mazeFactory = null; maze = null; }
public static MazeFactorySingleton Instance(string mazeStyle) { if (_instance == null) { if (mazeStyle == "bombed") { _instance = new BombedMazeFactory(); } else if (mazeStyle == "enchanted") { _instance = new EnchantedMazeFactory(); } else { _instance = new MazeFactorySingleton(); } } return(_instance); }
public Maze CreateMaze(MazeFactorySingleton mazeFactory) { var maze = mazeFactory.MakeMaze(); var room1 = mazeFactory.MakeRoom(1); var room2 = mazeFactory.MakeRoom(2); var door = mazeFactory.MakeDoor(room1, room2); maze.AddRoom(room1); maze.AddRoom(room2); room1.SetSide(Direction.North, mazeFactory.MakeWall()); room1.SetSide(Direction.East, door); room1.SetSide(Direction.South, mazeFactory.MakeWall()); room1.SetSide(Direction.West, mazeFactory.MakeWall()); room2.SetSide(Direction.North, mazeFactory.MakeWall()); room2.SetSide(Direction.East, mazeFactory.MakeWall()); room2.SetSide(Direction.South, mazeFactory.MakeWall()); room2.SetSide(Direction.West, door); return(maze); }
// defeats the purpose of a singleton, but needed in order to test in nunuit public static void ResetForNUnit() { _instance = null; }
public void Setup() { SetOrReset(); mazeFactory = MazeFactorySingleton.Instance(""); maze = mazeGame.CreateMaze(mazeFactory); }
public void ShouldAllowOnlyASingleInstanceOfMazeFactory() { mazeFactory = MazeFactorySingleton.Instance("bombed"); Assert.AreEqual("Singleton.MazeFactorySingleton", MazeFactorySingleton.GetInstanceType()); }
public void Setup() { SetOrReset(); mazeFactory = MazeFactorySingleton.Instance(""); }