public Sprite(int x, int y, ISpriteBehaviour spriteBehaviour) { X = x; Y = y; Behaviour = spriteBehaviour; CurrentDirection = Behaviour.GetNewDirection(CurrentDirection); SpriteDisplay = Behaviour.SetDisplayTile(CurrentDirection); }
public LevelFactory(ITileTypeFactory tileTypeFactory, IDisplay display, ISpriteFactory spriteFactory, IGameLogicValidator gameLogicValidator, IGameEngine gameEngine, IPlayerInput playerInput, ISpriteBehaviour pacmanBehaviour, ISpriteBehaviour ghostBehaviour) { _tileTypeFactory = tileTypeFactory; _display = display; _spriteFactory = spriteFactory; _gameLogicValidator = gameLogicValidator; _gameEngine = gameEngine; _playerInput = playerInput; _pacmanBehaviour = pacmanBehaviour; _ghostBehaviour = ghostBehaviour; }
public ISprite CreateSprite(int x, int y, ISpriteBehaviour behaviour) { return(new Sprite(x, y, behaviour)); }
public Level(ITileTypeFactory tileTypeFactory, IMaze maze, IDisplay display, ISpriteFactory spriteFactory, IGameLogicValidator gameLogicValidator, IGameEngine gameEngine, IPlayerInput playerInput, ISpriteBehaviour pacmanBehaviour, ISpriteBehaviour ghostBehaviour) { GameLogicValidator = gameLogicValidator; GameEngine = gameEngine; _tileTypeFactory = tileTypeFactory; _gameMaze = maze; _display = display; _playerInput = playerInput; Pacman = spriteFactory.CreateSprite(1, 1, pacmanBehaviour); Ghosts.Add(spriteFactory.CreateSprite(9, 9, ghostBehaviour)); Ghosts.Add(spriteFactory.CreateSprite(9, 10, ghostBehaviour)); _allSprites.Add(Pacman); _allSprites.AddRange(Ghosts); HasWon = false; LivesLeft = 3; }