private void RollButton_Click(object sender, RoutedEventArgs e) { // Generate a random number between 1 and 6 per button click // Use system time as random seed Random rnd = new Random(System.DateTime.Now.Second); for (int i = 0; i < diceNum.Length; i++) { diceNum[i] = rnd.Next(1, 7); } DieValueText.Text = $"The values are {diceNum[0]}, {diceNum[1]}, {diceNum[2]}"; Die1.DisplayFace(diceNum[0]); Die2.DisplayFace(diceNum[1]); Die3.DisplayFace(diceNum[2]); score += Play_Game(); ScoreText.Text = $"{score}"; if (ScoreText.Visibility == Visibility.Collapsed || WinText.Visibility == Visibility.Collapsed) { ScoreText.Visibility = Visibility.Visible; PreScoreText.Visibility = Visibility.Visible; WinText.Visibility = Visibility.Visible; } }
private void RollButton_Click(object sender, RoutedEventArgs e) { for (int i = 0; i < Dice.Length; i++) { int DieValue = RandomGenerator.Next(1, 7); Dice[i] = DieValue; } Die1.DisplayFace(Dice[0]); Die2.DisplayFace(Dice[1]); Die3.DisplayFace(Dice[2]); ApplyGameRules(); }
private void RollButton_Click(object sender, RoutedEventArgs e) { // DieValueText.Text = "Button clicked!"; for (int i = 0; i < Dice.Length; i++) { int DieValue = RandomGenerator.Next(1, 7); Dice[i] = DieValue; } DieValueText.Text = $"The values are {Dice[0]}, {Dice[1]}, and {Dice[2]}."; Die1.DisplayFace(Dice[0]); Die2.DisplayFace(Dice[1]); Die3.DisplayFace(Dice[2]); ApplyGameRules(); }