private void Exit_Click(object sender, RoutedEventArgs e) { NewGameMessage?.Invoke(this, new GameMessage() { operation = GameOperation.DoExit, arg = false }); }
private void BtnConnect_Click(object sender, RoutedEventArgs e) { NewGameMessage?.Invoke(this, new GameMessage() { operation = GameOperation.GoConnect }); }
private void BtnNew_Click(object sender, RoutedEventArgs e) { NewGameMessage?.Invoke(this, new GameMessage() { operation = GameOperation.DoLoad, arg = new SaveGame(new CoinType[BoardSize + 1][], CoinType.Red, new Size(BoardSize + 1, BoardSize), "default") }); }
private void View_GameSelected(object sender, SaveGame e) { NewGameMessage?.Invoke(this, new GameMessage() { operation = GameOperation.DoLoad, arg = e }); }
private void GameConnection_GameConnected(object sender, EventArgs e) { NewGameMessage?.Invoke(this, new GameMessage() { operation = GameOperation.GoGame }); }
/// <summary> /// Turns off the AFK AI. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void BtnAIOff_Click(object sender, RoutedEventArgs e) { BtnAIOn.IsEnabled = true; BtnAIOff.IsEnabled = false; NewGameMessage?.Invoke(this, new GameMessage() { operation = GameOperation.DoSetAI, arg = false }); }
/// <summary> /// Saves the game with user choice for the name and exits the current game. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void SaveNExit_Click(object sender, RoutedEventArgs e) { AskSaveName askName = new AskSaveName(); askName.ShowDialog(); if (askName.DialogResult == System.Windows.Forms.DialogResult.OK) { NewGameMessage?.Invoke(this, new GameMessage() { operation = GameOperation.DoSave, arg = askName.NameText }); NewGameMessage?.Invoke(this, new GameMessage() { operation = GameOperation.DoExit, arg = false }); } }