public GameBoardVM(MancalaMainGameClass mainGame, CommandContainer command, BasicData basicData, GameBoardProcesses gameBoard1 ) { _mainGame = mainGame; _command = command; _basicData = basicData; GameBoard1 = gameBoard1; _network = _basicData.GetNetwork(); }
public ChineseCheckersMainViewModel(CommandContainer commandContainer, ChineseCheckersMainGameClass mainGame, ChineseCheckersVMData model, BasicData basicData, TestOptions test, IGamePackageResolver resolver, GameBoardProcesses gameBoard ) : base(commandContainer, mainGame, model, basicData, test, resolver) { _gameBoard = gameBoard; }
public PassOutDiceGameMainViewModel(CommandContainer commandContainer, PassOutDiceGameMainGameClass mainGame, PassOutDiceGameVMData model, BasicData basicData, TestOptions test, IGamePackageResolver resolver, IStandardRollProcesses roller, PassOutDiceGameGameContainer gameContainer, GameBoardProcesses gameBoard ) : base(commandContainer, mainGame, model, basicData, test, resolver, roller) { _mainGame = mainGame; _gameBoard = gameBoard; gameContainer.MakeMoveAsync = MakeMoveAsync; }
public SorryMainViewModel(CommandContainer commandContainer, SorryMainGameClass mainGame, SorryVMData model, BasicData basicData, TestOptions test, IGamePackageResolver resolver, SorryGameContainer gameContainer, GameBoardProcesses gameBoard ) : base(commandContainer, mainGame, model, basicData, test, resolver) { _mainGame = mainGame; _gameContainer = gameContainer; _gameBoard = gameBoard; _gameContainer.SpaceClickedAsync = MakeMoveAsync; _gameContainer.DrawClickAsync = DrawAsync; _gameContainer.HomeClickedAsync = HomeAsync; }
public ChineseCheckersMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, ChineseCheckersVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, ChineseCheckersGameContainer container, GameBoardProcesses gameBoard ) : base(resolver, aggregator, basic, test, model, state, delay, command, container) { _gameContainer = container; _gameBoard = gameBoard; _gameContainer.Model = model; _gameContainer.CanMove = (() => !command.IsExecuting); _gameContainer.MakeMoveAsync = PrivateMoveAsync; SaveRoot.Init(_gameContainer); }
public RollEmMainViewModel(CommandContainer commandContainer, RollEmMainGameClass mainGame, RollEmVMData viewModel, BasicData basicData, TestOptions test, IGamePackageResolver resolver, IStandardRollProcesses roller, IEventAggregator aggregator, RollEmGameContainer gameContainer, GameBoardProcesses gameBoard ) : base(commandContainer, mainGame, viewModel, basicData, test, resolver, roller) { _mainGame = mainGame; _basicData = basicData; _aggregator = aggregator; _gameBoard = gameBoard; CommandContainer.ExecutingChanged += CommandContainer_ExecutingChanged; gameContainer.MakeMoveAsync = MakeMoveAsync; }
//this is iffy. because there is no afterdraw interface (?) //may be forced to refer to candyland to see how i handled that situation. public SorryMainGameClass(IGamePackageResolver resolver, IEventAggregator aggregator, BasicData basic, TestOptions test, SorryVMData model, IMultiplayerSaveState state, IAsyncDelayer delay, CommandContainer command, SorryGameContainer container, DrawShuffleClass <CardInfo, SorryPlayerItem> shuffle, GameBoardProcesses gameBoard ) : base(resolver, aggregator, basic, test, model, state, delay, command, container) { _model = model; _command = command; _shuffle = shuffle; _gameBoard = gameBoard; _shuffle.AfterDrawingAsync = AfterDrawingAsync; _shuffle.CurrentPlayer = (() => SingleInfo !); _shuffle.AfterFirstShuffle = TestCardOnTop; }
public ClueBoardGameMainViewModel(CommandContainer commandContainer, ClueBoardGameMainGameClass mainGame, ClueBoardGameVMData model, BasicData basicData, TestOptions test, IGamePackageResolver resolver, IStandardRollProcesses roller, ClueBoardGameGameContainer gameContainer, GameBoardProcesses gameBoard ) : base(commandContainer, mainGame, model, basicData, test, resolver, roller) { _mainGame = mainGame; _model = model; _basicData = basicData; _gameContainer = gameContainer; _gameBoard = gameBoard; _gameContainer.SpaceClickedAsync = MoveSpaceAsync; _gameContainer.RoomClickedAsync = MoveRoomAsync; _model.Pile.SendEnableProcesses(this, () => false); _model.HandList.ObjectClickedAsync += HandList_ObjectClickedAsync; _model.HandList.SendEnableProcesses(this, () => _mainGame.SaveRoot.GameStatus == EnumClueStatusList.FindClues); }