public void createGrid(PuzzleArgs args) { /* Clear all the grid from prev elements */ this.BaseGrid.Children.Clear(); this.BaseGrid.RowDefinitions.Clear(); this.BaseGrid.ColumnDefinitions.Clear(); this.vm.setMazeValues(args); int rows = args.Rows; int cols = args.Cols; Level level = args.Level; for (int b = 0; b < rows; ++b) { RowDefinition r = new RowDefinition(); this.BaseGrid.RowDefinitions.Add(r); r.Height = new GridLength(1, GridUnitType.Star); } for (int a = 0; a < cols; ++a) { ColumnDefinition c = new ColumnDefinition(); this.BaseGrid.ColumnDefinitions.Add(c); c.Width = new GridLength(1, GridUnitType.Star); } createLabels(); }
public void setMazeValues(PuzzleArgs args) { VM_row = args.Rows; VM_col = args.Cols; VM_level = args.Level; this.model.generateMaze(); }
public MyTileGenerator(PuzzleArgs args) { this.rows = args.Rows; this.cols = args.Cols; this.level = args.Level; this.arr = new Tile[rows, cols]; this.tracker = new PuzzleProgressTracker(this.arr); TilesMoved += this.tracker.updateProgress; }
private void generatePuzzleFromAppConfig() { int rows = int.Parse(ConfigurationManager.AppSettings["Rows"]); int cols = int.Parse(ConfigurationManager.AppSettings["Cols"]); string level = ConfigurationManager.AppSettings["Level"]; PuzzleArgs args = new PuzzleArgs(rows, cols, LevelClass.getLevelFromString(level)); puzzle.createGrid(args); }