public void Initialize() { OnMapKeyGroup = new ListKeyGroup(keyboard); OnMapKeyGroup.Brush = new SolidColorBrush(Color.Orange); OffMapKeyGroup = new ListKeyGroup(keyboard); OffMapKeyGroup.Brush = new SolidColorBrush(Color.Blue); BoardState = new bool[4, 10]; // add all of game map to key group for (int row = 0; row < 4; row++) { for (int col = 0; col < 10; col++) { OnMapKeyGroup.AddKey(GameMap[row, col]); BoardState[row, col] = true; } } ToggleKey(Random.Next(4), Random.Next(10)); MolesKeyGroup = new ListKeyGroup(keyboard); MolesKeyGroup.Brush = new SolidColorBrush(Color.Yellow); WinScreen = false; }
public void Initialize() { //clear the board keyboard.Brush = new SolidColorBrush(Color.Purple); keyboard.Update(); RedKeyGroup = new ListKeyGroup(keyboard); RedKeyGroup.Brush = new SolidColorBrush(Color.Red); BlueKeyGroup = new ListKeyGroup(keyboard); BlueKeyGroup.Brush = new SolidColorBrush(Color.Blue); YellowKeyGroup = new ListKeyGroup(keyboard); YellowKeyGroup.Brush = new SolidColorBrush(Color.Yellow); GreenKeyGroup = new ListKeyGroup(keyboard); GreenKeyGroup.Brush = new SolidColorBrush(Color.Green); for (int num = 0; num < 10; num++) { RedKeyGroup.AddKey(RedKeys[num]); GreenKeyGroup.AddKey(GreenKeys[num]); BlueKeyGroup.AddKey(BlueKeys[num]); YellowKeyGroup.AddKey(YellowKeys[num]); } keyboard.Update(); Level = 0; }
public void Initialize() { //clear the board keyboard.Brush = new SolidColorBrush(Color.DeepSkyBlue); keyboard.Update(); ActiveHealthKeyGroup = new ListKeyGroup(keyboard); ActiveHealthKeyGroup.Brush = new SolidColorBrush(Color.Red); InactiveHealthKeyGroup = new ListKeyGroup(keyboard); InactiveHealthKeyGroup.Brush = new SolidColorBrush(Color.White); GameMapKeyGroup = new ListKeyGroup(keyboard); GameMapKeyGroup.Brush = new SolidColorBrush(Color.ForestGreen); ScoreKeyGroup = new ListKeyGroup(keyboard); ScoreKeyGroup.Brush = new SolidColorBrush(Color.Purple); SingleScoreKeyGroup = new ListKeyGroup(keyboard); SingleScoreKeyGroup.Brush = new SolidColorBrush(Color.Purple); // add all of game map to key group for (int row = 0; row < 3; row++) { for (int col = 0; col < 10; col++) { GameMapKeyGroup.AddKey(GameMap[row, col]); } } MolesKeyGroup = new ListKeyGroup(keyboard); MolesKeyGroup.Brush = new SolidColorBrush(Color.Yellow); Moles = new List <Mole>(); SpawnMole(); Health = 10; Score = 0; LoseScreen = false; MoleSpawnTimer = 25; NextMole = 25; }
// Crazy long function to print a string private static void writeSentence(CorsairKeyboard keyboard, string message, Color color1, Color color2, int typingTime) { ListKeyGroup keyGroup1 = new ListKeyGroup(keyboard); List <MessageKey> activeKeys1 = new List <MessageKey>(); keyGroup1.Brush = new SolidColorBrush(color1); ListKeyGroup keyGroup2 = new ListKeyGroup(keyboard); List <MessageKey> activeKeys2 = new List <MessageKey>(); keyGroup2.Brush = new SolidColorBrush(color2); int messageIndex = 0; foreach (char c in message) { Char upperChar = Char.ToUpper(c); string c1 = modifyChar(upperChar); CorsairKey newKey = keyboard[GetKeyboardID(c1)]; // Change colors if repeating character // Check for space bar and characters. How to map charactes if (keyGroup1.ContainsKey(newKey)) { // Add this char to the secondary key group activeKeys2.Add(new MessageKey(c1, messageIndex)); keyGroup2.AddKey(newKey); // Remove Char from other keygroup list activeKeys1.RemoveAll(s => s.key == c1); keyGroup1.RemoveKey(newKey); } else { // Add this char to the primary key group activeKeys1.Add(new MessageKey(c1, messageIndex)); keyGroup1.AddKey(newKey); if (keyGroup2.ContainsKey(newKey)) { // Remove Key from other keygroup list activeKeys2.RemoveAll(s => s.key == c1); keyGroup2.RemoveKey(newKey); } } if (activeKeys1.Count > 0 && messageIndex - activeKeys1[0].index > 3) { // Remove this key! keyGroup1.RemoveKey(keyboard[GetKeyboardID(activeKeys1[0].key)]); activeKeys1.RemoveAt(0); } if (activeKeys2.Count > 0 && messageIndex - activeKeys2[0].index > 3) { // Remove this key! keyGroup2.RemoveKey(keyboard[GetKeyboardID(activeKeys2[0].key)]); activeKeys2.RemoveAt(0); } messageIndex++; keyboard.Update(); Wait(typingTime); } keyGroup1.Detach(); keyGroup2.Detach(); }