public StorePresenter(MapPresenter.IView mapPresenterView, IView view, GameContext gameContext, INotificationView notificationView)
 {
     _mapPresenterView = mapPresenterView;
     _view = view;
     _gameContext = gameContext;
     _notificationView = notificationView;
     _visibleStores = new List<StoreNode>();
     _gameContext.UserMoved += new EventHandler(_gameContext_UserMoved);
     _gameContext.HotZoneIdChanged += new EventHandler(_gameContext_HotZoneIdChanged);
     _gameContext.UserInventoryChanged += new EventHandler<UserInventoryChangedEventArgs>(_gameContext_UserInventoryChanged);
 }
 public HotZonePresenter(MapPresenter.IView mapPresenterView, IView view, GameContext gameContext)
 {
     _gameContext = gameContext;
     _gameContext.UserMoved += new EventHandler(_gameContext_UserMoved);
     _gameContext.ZombiePackDestroyed += new EventHandler<ZombiePackDestroyedEventArgs>(_gameContext_ZombiePackDestroyed);
     _gameContext.ZoomLevelChanged += new EventHandler<ZoomLevelChangedEventArgs>(_gameContext_ZoomLevelChanged);
     _gameContext.UserInitalized += new EventHandler(_gameContext_UserInitalized);
     _mapPresenterView = mapPresenterView;
     _zombiePackCounts = new List<KeyValuePair<Guid, int>>();
     _currentHotZoneId = Guid.Empty;
     _view = view;
 }
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="view"></param>
        /// <param name="gameContext"></param>
        public HuntPresenter(MapPresenter.IView mapPresenterView, IView view, GameContext gameContext, INotificationView notificationView)
        {
            //set the view and the game context
            _view = view;
            _mapPresenterView = mapPresenterView;
            _gameContext = gameContext;
            _currentZombiePackId = Guid.Empty;
            _notificationView = notificationView;
            _visibleZombiePacks = new List<Node>();


            //wire up to the user moved event for the game context
            _gameContext.UserAttackPowerChanged += new EventHandler(_gameContext_UserAttackPowerChanged);
            _gameContext.HotZoneIdChanged += new EventHandler(_gameContext_HotZoneIdChanged);
            _gameContext.UserMoved += new EventHandler(_gameContext_UserMoved);
        }