/// <summary> /// Creates a new GameController object with the given machine type and logging infrastructure /// </summary> /// <param name="machineType">Machine type to use (WPC, STERN, PDB etc)</param> /// <param name="logger">The logger interface to use</param> public GameController(MachineType machineType, ILogger logger) { this.Logger = logger; this._machineType = machineType; this._proc = new ProcDevice(machineType, Logger); this._proc.reset(1); this._modes = new ModeQueue(this); this._bootTime = Time.GetTime(); this._coils = new AttrCollection <ushort, string, Driver>(); this._switches = new AttrCollection <ushort, string, Switch>(); this._lamps = new AttrCollection <ushort, string, Driver>(); this._gi = new AttrCollection <ushort, string, Driver>(); this._old_players = new List <Player>(); this._players = new List <Player>(); testFrame = new byte[128 * 32]; for (int i = 0; i < (128 * 32); i++) { testFrame[i] = 0; } }
/// <summary> /// Creates a new GameController object with the given machine type and logging infrastructure /// </summary> /// <param name="machineType">Machine type to use (WPC, STERN, PDB etc)</param> /// <param name="logger">The logger interface to use</param> public GameController(MachineType machineType, ILogger logger) { this.Logger = logger; this._machineType = machineType; this._proc = new ProcDevice(machineType, Logger); this._proc.reset(1); this._modes = new ModeQueue(this); this._bootTime = Time.GetTime(); this._coils = new AttrCollection<ushort, string, Driver>(); this._switches = new AttrCollection<ushort, string, Switch>(); this._lamps = new AttrCollection<ushort, string, Driver>(); this._gi = new AttrCollection<ushort, string, Driver>(); this._old_players = new List<Player>(); this._players = new List<Player>(); testFrame = new byte[128 * 32]; for (int i = 0; i < (128 * 32); i++) { testFrame[i] = 0; } }