Exemple #1
0
        internal bool RestoreGameGrid(Dictionary <string, Card> savedGrid)
        {
            try
            {
                foreach (var card in savedGrid)
                {
                    var backgroundImage = new Image
                    {
                        Source = card.Value.IsGone
                            ? new BitmapImage(new Uri(
                                                  $"{AppDomain.CurrentDomain.BaseDirectory}/Images/{LiveTheme.ThemeName}/{card.Value.Name}.png"))
                            : new BitmapImage(new Uri(
                                                  $"{AppDomain.CurrentDomain.BaseDirectory}/Images/{LiveTheme.ThemeName}/{LiveTheme.BackImageName}.png")),
                        Cursor = Cursors.Hand,
                        Name   = card.Key
                    };
                    if (!card.Value.IsGone)
                    {
                        backgroundImage.MouseDown += GridManager.Instance.ClickCard;
                    }

                    Grid.SetColumn(backgroundImage, card.Value.Column);
                    Grid.SetRow(backgroundImage, card.Value.Row);
                    GridManager.Instance.LiveGameGrid.Children.Add(backgroundImage);
                }


                return(true);
            }
            catch (Exception e)
            {
                AGCTools.LogException(e);
                return(false);
            }
        }
        /// <summary>
        /// Write a savegame
        /// </summary>
        /// <remarks>
        /// This clears the grid before loading
        /// </remarks>
        /// <param name="saveName">Name of the save to load</param>
        /// <returns>True if  successful, false if an error occurred</returns>
        internal bool LoadGame(string saveName)
        {
            try
            {
                var saveGame = $@"{_saveGamesPath}\memory-{saveName}.sav";
                if (!File.Exists(saveGame))
                {
                    AGCTools.Log($"memory-{saveName}.sav not found @ {_saveGamesPath}");
                    return(false);
                }

                GridManager.Instance.Clear();

                var save = File.ReadAllBytes(saveGame);
                var data = MessagePackSerializer.Deserialize <SingleGame>(save);
                GridManager.Instance.LiveGame            = data;
                GridManager.Instance.Player1Name.Content = $"{data.Player1Name}: {data.ScoreP1}";
                GridManager.Instance.Player2Name.Content = $"{data.Player2Name}: {data.ScoreP2}";
                return(GridFactory.Instance.RestoreGameGrid(data.Grid));
            }
            catch (Exception e)
            {
                AGCTools.LogException(e);
                return(false);
            }
        }
 internal void SaveToHighScoreList(HighScore s)
 {
     try
     {
         var hsl = GetHighScoreList() ?? new List <HighScore>();
         hsl.Add(s);
         var save = MessagePackSerializer.Serialize(hsl);
         File.WriteAllBytes($@"{AGCTools.GetGameFolder()}\highScores", save);
     }
     catch (Exception e)
     {
         AGCTools.LogException(e);
     }
 }
 internal List <HighScore> GetHighScoreList()
 {
     try
     {
         var highScores = $@"{AGCTools.GetGameFolder()}\highScores";
         if (!File.Exists(highScores))
         {
             return(null);
         }
         var hsd = File.ReadAllBytes(highScores);
         return(MessagePackSerializer.Deserialize <List <HighScore> >(hsd));
     }
     catch (Exception e)
     {
         AGCTools.LogException(e);
         return(null);
     }
 }
        /// <summary>
        /// Write a savegame
        /// </summary>
        /// <param name="saveName">Name of the save (will be saved as memory-{saveName}.sav)</param>
        /// <returns>True if  successful, false if an error occurred</returns>
        internal bool SaveGame(string saveName)
        {
            try
            {
                if (!Directory.Exists(_saveGamesPath))
                {
                    Directory.CreateDirectory(_saveGamesPath);
                }

                var data = GridManager.Instance.LiveGame;
                var save = MessagePackSerializer.Serialize(data);
                File.WriteAllBytes($@"{_saveGamesPath}\memory-{saveName}.sav", save);
                return(true);
            }
            catch (Exception e)
            {
                AGCTools.LogException(e);
                return(false);
            }
        }