internal void Navigate(NavigationPaths direction) { Levels currentlevel = _room.Level; if (_room.RoomType == RoomTypes.Trophy) { _room = RoomFactory.GetRoom(currentlevel + 1, 0); //new level, 1st room } else //just a normal room { switch (direction) { case NavigationPaths.Up: _room = RoomFactory.GetRoom(currentlevel, _room.RoomUpIndex); break; case NavigationPaths.Straight: _room = RoomFactory.GetRoom(currentlevel, _room.RoomStraightIndex); break; case NavigationPaths.Down: _room = RoomFactory.GetRoom(currentlevel, _room.RoomDownIndex); break; } } IsDirty = true; }
/// <summary> /// This is the navigation screen that shows the player which direction he can go. /// There is no closing animation. (YET) /// Setting a parameter to false will disable that direction. /// function ShowNavigation( ///left:String, //boolean value. Accepts [true, TRUE, 1] and [false, FALSE, 0] ///middle:String, //boolean value. Accepts [true, TRUE, 1] and [false, FALSE, 0] ///right:String //boolean value. Accepts [true, TRUE, 1] and [false, FALSE, 0] ///):void /// </summary> /// <param name="status"></param> public void ShowNavigation(NavigationPaths pathsAvailable) { if (flashBackground.Movie != _playerstatusSwfFile) { _log.Error("Cannot ShowNavigation because current movie on background is " + flashBackground.Movie); return; } try { lock (_lock) { if (flashBackground.Movie != _playerstatusSwfFile) { _log.Error("Cannot ShowNavigation because current movie on background is " + flashBackground.Movie); return; } int up = pathsAvailable.HasFlag(NavigationPaths.Up) ? 1 : 0; int straight = pathsAvailable.HasFlag(NavigationPaths.Straight) ? 1 : 0; int down = pathsAvailable.HasFlag(NavigationPaths.Down) ? 1 : 0; callFlashString(flashBackground, "ShowNavigation", up, straight, down); } } catch (Exception ex) { _log.Error("Error ShowNavigation in background.", ex); } }
internal static void ShowNavigation(NavigationPaths pathsAvailable) { if (_instance._currentMode != DisplayConstants.Modes.ActiveGameMode.ACTIVEGAMEMODE) { return; } getInstance()._display.ShowNavigation(pathsAvailable); }
private void navigate(NavigationPaths direction) { //if we're here, it's because we can be (not blocked) PlayerStatus.CurrentPlayer.Navigate(direction); if (PlayerStatus.CurrentPlayer.RoomType != RoomTypes.Trophy) { enterRoom(); } else { enterTrophyRoom(); } }
internal static void ShowNavigation(NavigationPaths pathsAvailable) { if (_instance._currentMode != DisplayConstants.Modes.ActiveGameMode.ACTIVEGAMEMODE) return; getInstance()._display.ShowNavigation(pathsAvailable); }
private void InitCommands() { NavigateToAuthPageCommand = ReactiveCommand.CreateFromTask(() => _navigationService.GoToAsync(NavigationPaths.ToAuthPage())); NavigateToCloudMessagingPageCommand = ReactiveCommand.CreateFromTask(() => _navigationService.GoToAsync(NavigationPaths.ToCloudMessagingPage())); NavigateToRemoteConfigPageCommand = ReactiveCommand.CreateFromTask(() => _navigationService.GoToAsync(NavigationPaths.ToRemoteConfigPage())); NavigateToStoragePageCommand = ReactiveCommand.CreateFromTask(() => _navigationService.GoToAsync(NavigationPaths.ToStoragePage())); }
private void navigate(NavigationPaths direction) { //if we're here, it's because we can be (not blocked) PlayerStatus.CurrentPlayer.Navigate(direction); if (PlayerStatus.CurrentPlayer.RoomType != RoomTypes.Trophy) enterRoom(); else enterTrophyRoom(); }
/// <summary> /// This is the navigation screen that shows the player which direction he can go. /// There is no closing animation. (YET) /// Setting a parameter to false will disable that direction. /// function ShowNavigation( ///left:String, //boolean value. Accepts [true, TRUE, 1] and [false, FALSE, 0] ///middle:String, //boolean value. Accepts [true, TRUE, 1] and [false, FALSE, 0] ///right:String //boolean value. Accepts [true, TRUE, 1] and [false, FALSE, 0] ///):void /// </summary> /// <param name="status"></param> public void ShowNavigation(NavigationPaths pathsAvailable) { if (flashBackground.Movie != _playerstatusSwfFile) { _log.Error("Cannot ShowNavigation because current movie on background is " + flashBackground.Movie); return; } try { lock (_lock) { if (flashBackground.Movie != _playerstatusSwfFile) { _log.Error("Cannot ShowNavigation because current movie on background is " + flashBackground.Movie); return; } int up = pathsAvailable.HasFlag(NavigationPaths.Up) ? 1 : 0; int straight = pathsAvailable.HasFlag(NavigationPaths.Straight) ? 1 : 0; int down = pathsAvailable.HasFlag(NavigationPaths.Down) ? 1 : 0; callFlashString(flashBackground, "ShowNavigation", up, straight, down); } } catch (Exception ex) { _log.Error("Error ShowNavigation in background.", ex); } }
internal void Navigate(NavigationPaths direction) { Levels currentlevel = _room.Level; if (_room.RoomType == RoomTypes.Trophy) { _room = RoomFactory.GetRoom(currentlevel + 1, 0); //new level, 1st room } else //just a normal room { switch (direction) { case NavigationPaths.Up: _room = RoomFactory.GetRoom(currentlevel, _room.RoomUpIndex); break; case NavigationPaths.Straight: _room = RoomFactory.GetRoom(currentlevel, _room.RoomStraightIndex); break; case NavigationPaths.Down: _room = RoomFactory.GetRoom(currentlevel, _room.RoomDownIndex); break; } } IsDirty = true; }