public NewGamePoint(IUnityContainer unityContainer, IWriter writer, IReader reader, IPlayer player, ILevelFactory levelFactory) { this.reader = reader; this.writer = writer; this.unityContainer = unityContainer; this.levelFactory = levelFactory; this.player = player; }
public LevelManager(IEventAggregator eventAggregator, ILevelFactory levelFactory, ICollisionManager collisionManager, IParticleManager particleManager, IDrawer drawer) { _eventAggregator = eventAggregator; _collisionManager = collisionManager; _particleManager = particleManager; _level = levelFactory.CreateLevel(); _drawer = drawer; }
public MainLoop(ILogger <MainLoop> logger, IHubContext <Game> gameContext, WorldState state, ILevelFactory levelFactory, IServiceScopeFactory serviceScopeFactory) { _logger = logger; _gameContext = gameContext; _state = state; _levelFactory = levelFactory; _serviceScopeFactory = serviceScopeFactory; }
public Game(ILevelFactory levelFactory, IGameSettingLoader gameSettingLoader, IDisplay display, IMazeFactory mazeFactory, IPlayerInput playerInput) { _levelFactory = levelFactory; _gameSettingLoader = gameSettingLoader; _display = display; _mazeFactory = mazeFactory; _playerInput = playerInput; }
/// <summary> /// Loads all levels into the level manager. /// </summary> private void LoadLevels() { _levelManager = new LevelManager(); _meteorFactory = new MeteorFactory(_entityManager, _game); _levelFactory = new MeteorLevelFactory(_entityManager, _meteorFactory, _game); _levelManager.EnqueueLevel(_levelFactory.CreateLevel(LevelDifficulty.EASY)); _levelManager.EnqueueLevel(_levelFactory.CreateLevel(LevelDifficulty.NORMAL)); _levelManager.EnqueueLevel(_levelFactory.CreateLevel(LevelDifficulty.HARD)); }
public MainPage() { InitializeComponent(); var panels = SetupGamePanels(); _levelFactory = new TimeLevelFactory(panels); _timeFactory = new TimeFactory(); _level = _levelFactory.CreateLevel(1); SetTimes(_level); }
public Engine() { this.gameFactory = new GameFactory(); this.levelFactory = new LevelFactory(); this.questionFactory = new QuestionFactory(); this.reader = new Reader(); SetCountsAndPrizes(); this.Game = LoadGame(); }
/// <summary> /// Initializes a new instance of the <see cref="StartGameService"/> class. /// </summary> /// <param name="service">The board service.</param> public StartGameService(ITemplateBoardService service, ILevelFactory factory, IAvailableLevelsProvider levelsProvider, IRepository<PlayerDbModel> playerRepository, IRepository<PlayerBoardDbModel> boardRepository, IMapper mapper, IUnitOfWork unitOfWork) { this.service = service; this.factory = factory; this.levelsProvider = levelsProvider; this.playerRepository = playerRepository; this.boardRepository = boardRepository; this.mapper = mapper; this.unitOfWork = unitOfWork; }
public PlayGameState() { levelFactory = new RandomLevelFactory(); }
public PlayGameState(string levelConfigPath) { levelFactory = new FileLevelFactory(levelConfigPath); }
public LoadLevelState(GameStateMachine gameStateMachine, SceneLoader sceneLoader, ILevelFactory levelFactory) { this.gameStateMachine = gameStateMachine; this.sceneLoader = sceneLoader; this.levelFactory = levelFactory; }
public void LoadMenuScene() { factory = new MainMenuLevel(); factory.GetSceneProperties().SceneName(); SceneManager.LoadScene(0); }
public void LoadAtticScene() { factory = new TheAtticLevel(); factory.GetSceneProperties().SceneName(); SceneManager.LoadScene(1); }
public GameEngine(ILevelFactory levelFactory, IReader reader, IWriter writer) { this.levelFactory = levelFactory; this.reader = reader; this.writer = writer; }