public void GivenIHaveAToad() { World world = new World(9, 9); ScenarioContext.Current["world"] = world; world.AddCells(new Cell(4, 4), new Cell(5, 4), new Cell(6, 4)); world.AddCells(new Cell(3, 5), new Cell(4, 5), new Cell(5, 5)); }
public void GivenIHaveAnEmptyCellWith3AdjacentCells(int numberOfAdjacentCells) { World world = new World(9, 9); ScenarioContext.Current["world"] = world; switch (numberOfAdjacentCells) { case 3: world.AddCells(new Cell(4, 4), new Cell(4, 6), new Cell(3, 5)); break; } }
public void GivenIHaveACellWith4AdjacentCells(int numberOfAdjacentCells) { World world = new World(9, 9); ScenarioContext.Current["world"] = world; switch (numberOfAdjacentCells) { case 1: world.AddCells(new Cell(4, 5), new Cell(4, 4)); break; case 2: world.AddCells(new Cell(4, 5), new Cell(4, 4), new Cell(4, 6)); break; case 3: world.AddCells(new Cell(4, 5), new Cell(4, 4), new Cell(4, 6), new Cell(3, 5)); break; case 4: world.AddCells(new Cell(4, 5), new Cell(4, 4), new Cell(4, 6), new Cell(3, 5), new Cell(3, 6)); break; default: ScenarioContext.Current.Pending(); break; } }
public void GivenIHaveABlinker() { World world = new World(9, 9); ScenarioContext.Current["world"] = world; world.AddCells(new Cell(4, 4), new Cell(4, 3), new Cell(4, 5)); }