-
Notifications
You must be signed in to change notification settings - Fork 27
/
IGameController.cs
60 lines (52 loc) · 2.07 KB
/
IGameController.cs
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Threading.Tasks;
using Asteroids.Standard.Enums;
namespace Asteroids.Standard.Interfaces
{
/// <summary>
/// Asteroids game engine that will calculate the lines and polygons and react to control key events.
/// </summary>
public interface IGameController
{
/// <summary>
/// Start the game engine.
/// </summary>
/// <param name="container">Primary <see cref="IGraphicContainer"/> to draw on.</param>
/// <param name="frameRectangle">Initial game <see cref="Rectangle"/> dimensions to base calculations one.</param>
Task Initialize(IGraphicContainer container, Rectangle frameRectangle);
/// <summary>
/// Current state of the game.
/// </summary>
GameMode GameStatus { get; }
/// <summary>
/// Resize the game controller calculation rectangle.
/// </summary>
/// <param name="frameRectangle">New game <see cref="Rectangle"/> dimensions to base calculations one.</param>
void ResizeGame(Rectangle frameRectangle);
/// <summary>
/// Apply a key-down event to the game.
/// </summary>
/// <param name="key"><see cref="PlayKey"/> to apply.</param>
void KeyDown(PlayKey key);
/// <summary>
/// Apply a key-up event to the game.
/// </summary>
/// <param name="key"><see cref="PlayKey"/> to apply.</param>
void KeyUp(PlayKey key);
/// <summary>
/// Shutdown the game.
/// </summary>
void Dispose();
/// <summary>
/// Fires when the game calculation results in a sound stored in <see cref="ActionSounds"/> to be played by UI.
/// </summary>
event EventHandler<ActionSound> SoundPlayed;
/// <summary>
/// Collection (read-only) of <see cref="ActionSounds"/> used by the game engine and associated WAV <see cref="Stream"/>s.
/// </summary>
IDictionary<ActionSound, Stream> ActionSounds { get; }
}
}