public SuperDeck() { Cards = new List <GenericCard>(); var animalDeck = new AnimalDeck(); var playingCardDeck = new PlayingCardDeck(); foreach (var animalCard in animalDeck) { Cards.Add(animalCard); } foreach (var playingCard in playingCardDeck) { Cards.Add(playingCard); } }
public SuperDeck() { Cards = new List <Card>(); // This leverages the public card on Deck, a little naughty but hey ho //var animalDeck = new AnimalDeck(); //var playingCardDeck = new PlayingCardDeck(); //Cards = animalDeck.Cards; //Cards.AddRange(playingCardDeck.Cards); // This is a messy way of accessing the lengths on the deck. Would prefer to enumerate over /*for (int i = 0; i < animalDeck.GetCards().Length; i++) * { * var dealtAnimalCard = animalDeck.Deal(); * Cards.Add(dealtAnimalCard); * } * * for (int i = 0; i < playingCardDeck.GetCards().Length; i++) * { * var dealtPlayingCard = playingCardDeck.Deal(); * Cards.Add(dealtPlayingCard); * }*/ // Uses the enumerable interface on the deck var animalDeck = new AnimalDeck(); var playingCardDeck = new PlayingCardDeck(); foreach (var playingCard in playingCardDeck) { Cards.Add(playingCard); } foreach (var animalCard in animalDeck) { Cards.Add(animalCard); } }
public Snap(AnimalDeck deck) { this._deck = deck; this._deck.Shuffle(); }
public Snap(AnimalDeck deck) { _deck = deck; _deck.Shuffle(); }