public static void SetGameOverEventArgs(GameOverEventArgs e)
 {
     ScenarioContext.Current[GAME_OVER_EVENTARGS_KEY] = e;
 }
Пример #2
0
 private void RaiseGameOver(GameResult result)
 {
     var handler = this.GameOver;
     if (handler != null) {
         var eventArgs = new GameOverEventArgs(result);
         handler(this, eventArgs);
     }
 }
Пример #3
0
        // If we were testing against a real GUI instead of just a domain model,
        // the GUI might handle events/exceptions and update a UI element such as
        // a status bar to display a message. We mimic that here by storing a message
        // in the ScenarioContext.
        private void SetGameOverMessage(GameOverEventArgs e)
        {
            switch (e.Result) {

                case GameResult.BlackWin:
                    ScenarioContextUtils.SetChessBoardMessage(BLACK_KNIGHT_WINS_MESSAGE);
                    break;

                case GameResult.WhiteWin:
                    ScenarioContextUtils.SetChessBoardMessage(WHITE_PAWN_WINS_MESSAGE);
                    break;

                case GameResult.Draw:
                    ScenarioContextUtils.SetChessBoardMessage(COLLISION_DRAW_MESSAGE);
                    break;
            }
        }