public IEnumerable <Coordinate> pick_coordinates_from(MinefieldSize minefield_size, int number_of_coordinates_to_pick) { IList <Coordinate> _coordinates = new List <Coordinate>(); // create a list of coordinates populate_list_of_coordinates(minefield_size, _coordinates); // put in a random order _coordinates = _coordinates.OrderBy(a => Guid.NewGuid()).ToList <Coordinate>(); return(_coordinates.Take(number_of_coordinates_to_pick)); }
public IEnumerable<Coordinate> pick_coordinates_from(MinefieldSize minefield_size, int number_of_coordinates_to_pick) { IList<Coordinate> _coordinates = new List<Coordinate>(); // create a list of coordinates populate_list_of_coordinates(minefield_size, _coordinates); // put in a random order _coordinates = _coordinates.OrderBy(a => Guid.NewGuid()).ToList<Coordinate>(); return _coordinates.Take(number_of_coordinates_to_pick); }
private void populate_list_of_coordinates(MinefieldSize minefield_size, IList<Coordinate> _coordinates) { var row_count = 0; while (row_count < minefield_size.rows) { var column_count = 0; while (column_count < minefield_size.columns) { _coordinates.Add(new Coordinate(row_count, column_count)); column_count++; } row_count++; } }
private void populate_list_of_coordinates(MinefieldSize minefield_size, IList <Coordinate> _coordinates) { var row_count = 0; while (row_count < minefield_size.rows) { var column_count = 0; while (column_count < minefield_size.columns) { _coordinates.Add(new Coordinate(row_count, column_count)); column_count++; } row_count++; } }
private void create_grid(MinefieldSize minefield_size, ITileFactory tile_factory, Guid game_id) { _tiles = new List<ITile>(); var row_count = 0; while (row_count < minefield_size.rows) { var column_count = 0; while (column_count < minefield_size.columns) { _tiles.Add(tile_factory.create_for(new Coordinate(row_count, column_count),game_id)); column_count++; } row_count++; } }
private void create_grid(MinefieldSize minefield_size, ITileFactory tile_factory, Guid game_id) { _tiles = new List <ITile>(); var row_count = 0; while (row_count < minefield_size.rows) { var column_count = 0; while (column_count < minefield_size.columns) { _tiles.Add(tile_factory.create_for(new Coordinate(row_count, column_count), game_id)); column_count++; } row_count++; } }
public Grid(ITileFactory tile_factory, MinefieldSize minefield_size, Guid game_id) { create_grid(minefield_size, tile_factory, game_id); }
public IGrid create_grid_with_size_of(MinefieldSize minefield_size, Guid game_id) { var grid = new Grid(_tile_factory, minefield_size, game_id); return grid; }
public GameDifficulty(MinefieldSize minefield_size, int number_of_mines) { this.minefield_size = minefield_size; this.number_of_mines = number_of_mines; }
public IGrid create_grid_with_size_of(MinefieldSize minefield_size, Guid game_id) { var grid = new Grid(_tile_factory, minefield_size, game_id); return(grid); }