void processAnswer(string ans) { string key = getSoalCode(activePlayer) + noSoal.ToString(); if (answers.ContainsKey(key)) { if (isTiming) { if (ans == answers[key]) //success! { sfxSuccess1.Play(); sfxSuccess2.Play(); time = TimeSpan.FromMinutes(2); isTiming = false; MessageBoxScreen msgTrue = new MessageBoxScreen("Selamat, Anda benar!", false); msgTrue.Accepted += new EventHandler <PlayerIndexEventArgs>(msgTrue_Accepted); ScreenManager.AddScreen(msgTrue, ControllingPlayer); } else //fail! :( { sfxFail.Play(); time = TimeSpan.FromMinutes(2); isTiming = false; MessageBoxScreen msg = new MessageBoxScreen("Maaf, jawaban Anda salah!", false); msg.Accepted += new EventHandler <PlayerIndexEventArgs>(msg_Accepted); ScreenManager.AddScreen(msg, ControllingPlayer); } } //else: do nothing } }
void showSpinResult() { wheel.stop(); string action = partitionContent[activePlayer, wheel.choosenOption]; if (action.Contains("soal")) { //kalo soal belum pernah dipake if (soalPernah[activePlayer].IndexOf((int)(partitionContent[activePlayer, wheel.choosenOption][partitionContent[activePlayer, wheel.choosenOption].Length - 1] - 48)) == -1) { soalPernah[activePlayer].Add((int)(partitionContent[activePlayer, wheel.choosenOption][partitionContent[activePlayer, wheel.choosenOption].Length - 1] - 48)); MessageBoxScreen msgSoal = new MessageBoxScreen("Kamu dapat Soal!", false); msgSoal.Accepted += new EventHandler <PlayerIndexEventArgs>(msgSoal_Accepted); ScreenManager.AddScreen(msgSoal, ControllingPlayer); } else //soal udah pernah dipake, spin lagi { MessageBoxScreen msgPernah = new MessageBoxScreen("Sudah pernah dapat soal ini... Putar ulang ya...", false); msgPernah.Accepted += new EventHandler <PlayerIndexEventArgs>(msgPernah_Accepted); ScreenManager.AddScreen(msgPernah, ControllingPlayer); } } else if (action.Contains("hukuman")) { MessageBoxScreen msgHukum = new MessageBoxScreen("Kamu dapat Hukuman!", false); msgHukum.Accepted += new EventHandler <PlayerIndexEventArgs>(msgHukum_Accepted); ScreenManager.AddScreen(msgHukum, ControllingPlayer); } else if (action.Contains("extra")) { MessageBoxScreen msgExtra = new MessageBoxScreen("Kamu dapat extra spin!", false); msgExtra.Accepted += new EventHandler <PlayerIndexEventArgs>(msgHukum_Accepted); ScreenManager.AddScreen(msgExtra, ControllingPlayer); } else if (action.Contains("bonus")) { MessageBoxScreen msgExtra = new MessageBoxScreen("Kamu dapat bonus!", false); msgExtra.Accepted += new EventHandler <PlayerIndexEventArgs>(msgHukum_Accepted); ScreenManager.AddScreen(msgExtra, ControllingPlayer); if (activePlayer == 0) { skorPlayer1 += 100; } if (activePlayer == 1) { skorPlayer2 += 100; } if (activePlayer == 2) { skorPlayer3 += 100; } } }
/// <summary> /// When the user cancels the main menu, ask if they want to exit the sample. /// </summary> protected override void OnCancel(PlayerIndex playerIndex) { const string message = "Are you sure you want to exit this sample?"; MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message); confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted; ScreenManager.AddScreen(confirmExitMessageBox, playerIndex); }
/// <summary> /// Event handler for when the Quit Game menu entry is selected. /// </summary> void QuitGameMenuEntrySelected(object sender, PlayerIndexEventArgs e) { const string message = "Are you sure you want to quit this game?"; MessageBoxScreen confirmQuitMessageBox = new MessageBoxScreen(message); confirmQuitMessageBox.Accepted += ConfirmQuitMessageBoxAccepted; ScreenManager.AddScreen(confirmQuitMessageBox, ControllingPlayer); }
/// <summary> /// When the user cancels the main menu, ask if they want to exit the sample. /// </summary> protected override void OnCancel(PlayerIndex playerIndex) { const string message = "Yakin ingin keluar?"; MessageBoxScreen confirmExitMessageBox = new MessageBoxScreen(message); confirmExitMessageBox.Accepted += ConfirmExitMessageBoxAccepted; ScreenManager.AddScreen(confirmExitMessageBox, playerIndex); }
void buttonShow_Selected(object sender, PlayerIndexEventArgs e) { tabChoosable = true; wheel.isSpinnable = true; MessageBoxScreen msg = new MessageBoxScreen("Tekan enter bila sudah siap!", false, new Vector2(500, 300)); msg.Accepted += new EventHandler <PlayerIndexEventArgs>(msg_Accepted); soal = new SoalScreen(activePlayer, wheel.choosenOption); ScreenManager.AddScreen(soal, ControllingPlayer); ScreenManager.AddScreen(msg, ControllingPlayer); }
void invokeSoal() { tabChoosable = true; wheel.isSpinnable = true; MessageBoxScreen msg = new MessageBoxScreen("Tekan enter bila sudah siap!", false, new Vector2(500, 300)); msg.Accepted += new EventHandler <PlayerIndexEventArgs>(msg_Accepted); //soal = new SoalScreen(activePlayer, wheel.choosenOption); soal = new SoalScreen(activePlayer, (int)(partitionContent[activePlayer, wheel.choosenOption][partitionContent[activePlayer, wheel.choosenOption].Length - 1] - 48)); ScreenManager.AddScreen(soal, ControllingPlayer); ScreenManager.AddScreen(msg, ControllingPlayer); }
void showSpinResult() { wheel.stop(); string action = partitionContent[activePlayer, wheel.choosenOption]; if (action.Contains("soal")) { //kalo soal belum pernah dipake if (soalPernah[activePlayer].IndexOf((int)(partitionContent[activePlayer, wheel.choosenOption][partitionContent[activePlayer, wheel.choosenOption].Length - 1] - 48)) == -1) { soalPernah[activePlayer].Add((int)(partitionContent[activePlayer, wheel.choosenOption][partitionContent[activePlayer, wheel.choosenOption].Length - 1] - 48)); MessageBoxScreen msgSoal = new MessageBoxScreen("Kamu dapat Soal!", false); msgSoal.Accepted += new EventHandler<PlayerIndexEventArgs>(msgSoal_Accepted); ScreenManager.AddScreen(msgSoal, ControllingPlayer); } else //soal udah pernah dipake, spin lagi { MessageBoxScreen msgPernah = new MessageBoxScreen("Sudah pernah dapat soal ini... Putar ulang ya...", false); msgPernah.Accepted += new EventHandler<PlayerIndexEventArgs>(msgPernah_Accepted); ScreenManager.AddScreen(msgPernah, ControllingPlayer); } } else if (action.Contains("hukuman")) { MessageBoxScreen msgHukum = new MessageBoxScreen("Kamu dapat Hukuman!", false); msgHukum.Accepted += new EventHandler<PlayerIndexEventArgs>(msgHukum_Accepted); ScreenManager.AddScreen(msgHukum, ControllingPlayer); } else if (action.Contains("extra")) { MessageBoxScreen msgExtra = new MessageBoxScreen("Kamu dapat extra spin!", false); msgExtra.Accepted += new EventHandler<PlayerIndexEventArgs>(msgHukum_Accepted); ScreenManager.AddScreen(msgExtra, ControllingPlayer); } else if (action.Contains("bonus")) { MessageBoxScreen msgExtra = new MessageBoxScreen("Kamu dapat bonus!", false); msgExtra.Accepted += new EventHandler<PlayerIndexEventArgs>(msgHukum_Accepted); ScreenManager.AddScreen(msgExtra, ControllingPlayer); if (activePlayer == 0) { skorPlayer1 += 100; } if (activePlayer == 1) { skorPlayer2 += 100; } if (activePlayer == 2) { skorPlayer3 += 100; } } }
void invokeSoal() { tabChoosable = true; wheel.isSpinnable = true; MessageBoxScreen msg = new MessageBoxScreen("Tekan enter bila sudah siap!", false, new Vector2(500, 300)); msg.Accepted += new EventHandler<PlayerIndexEventArgs>(msg_Accepted); //soal = new SoalScreen(activePlayer, wheel.choosenOption); soal = new SoalScreen(activePlayer, (int)(partitionContent[activePlayer, wheel.choosenOption][partitionContent[activePlayer, wheel.choosenOption].Length - 1] - 48)); ScreenManager.AddScreen(soal, ControllingPlayer); ScreenManager.AddScreen(msg, ControllingPlayer); }
void buttonShow_Selected(object sender, PlayerIndexEventArgs e) { tabChoosable = true; wheel.isSpinnable = true; MessageBoxScreen msg = new MessageBoxScreen("Tekan enter bila sudah siap!", false, new Vector2(500, 300)); msg.Accepted += new EventHandler<PlayerIndexEventArgs>(msg_Accepted); soal = new SoalScreen(activePlayer, wheel.choosenOption); ScreenManager.AddScreen(soal, ControllingPlayer); ScreenManager.AddScreen(msg, ControllingPlayer); }
/// <summary> /// Updates the state of the game. This method checks the GameScreen.IsActive /// property, so the game will stop updating when the pause menu is active, /// or if you tab away to a different application. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, false); if (isTiming) { time = time.Subtract(TimeSpan.FromSeconds(gameTime.ElapsedGameTime.TotalSeconds)); } //Console.WriteLine("total seconds: " + time.TotalSeconds); if (time.TotalSeconds < 0) { time = TimeSpan.FromSeconds(5); isTiming = false; MessageBoxScreen msg = new MessageBoxScreen("Waktu habis! Tekan Enter untuk melanjutkan...", false); msg.Accepted += new EventHandler <PlayerIndexEventArgs>(msg_Accepted); ScreenManager.AddScreen(msg, ControllingPlayer); } newState = Mouse.GetState(); if (newState.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Released) { } if (newState.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Pressed) { } //Console.WriteLine("Distance: " + Vector2.Distance(initDist, curDist)); //Mouse Debugging //wheel.curRot = Vector2.Distance(initDist, curDist)/100; oldState = newState; foreach (TextureButton tb in buttons) { tb.Update(gameTime); } // Gradually fade in or out depending on whether we are covered by the pause screen. if (coveredByOtherScreen) { pauseAlpha = Math.Min(pauseAlpha + 1f / 32, 1); } else { pauseAlpha = Math.Max(pauseAlpha - 1f / 32, 0); } if (IsActive) { // Apply some random jitter to make the enemy move around. const float randomization = 10; // Apply a stabilizing force to stop the enemy moving off the screen. Vector2 targetPosition = new Vector2( ScreenManager.GraphicsDevice.Viewport.Width / 2 - gameFont.MeasureString("Insert Gameplay Here").X / 2, 200); // TODO: this game isn't very fun! You could probably improve // it by inserting something more interesting in this space :-) } }
void processAnswer(string ans) { string key = getSoalCode(activePlayer) + noSoal.ToString(); if (answers.ContainsKey(key)) { if(isTiming){ if (ans == answers[key]) //success! { sfxSuccess1.Play(); sfxSuccess2.Play(); time = TimeSpan.FromMinutes(2); isTiming = false; MessageBoxScreen msgTrue = new MessageBoxScreen("Selamat, Anda benar!", false); msgTrue.Accepted += new EventHandler<PlayerIndexEventArgs>(msgTrue_Accepted); ScreenManager.AddScreen(msgTrue, ControllingPlayer); } else { //fail! :( sfxFail.Play(); time = TimeSpan.FromMinutes(2); isTiming = false; MessageBoxScreen msg = new MessageBoxScreen("Maaf, jawaban Anda salah!", false); msg.Accepted += new EventHandler<PlayerIndexEventArgs>(msg_Accepted); ScreenManager.AddScreen(msg, ControllingPlayer); } } //else: do nothing } }
/// <summary> /// Updates the state of the game. This method checks the GameScreen.IsActive /// property, so the game will stop updating when the pause menu is active, /// or if you tab away to a different application. /// </summary> public override void Update(GameTime gameTime, bool otherScreenHasFocus, bool coveredByOtherScreen) { base.Update(gameTime, otherScreenHasFocus, false); if (isTiming) { time = time.Subtract(TimeSpan.FromSeconds(gameTime.ElapsedGameTime.TotalSeconds)); } //Console.WriteLine("total seconds: " + time.TotalSeconds); if (time.TotalSeconds < 0) { time = TimeSpan.FromSeconds(5); isTiming = false; MessageBoxScreen msg = new MessageBoxScreen("Waktu habis! Tekan Enter untuk melanjutkan...", false); msg.Accepted += new EventHandler<PlayerIndexEventArgs>(msg_Accepted); ScreenManager.AddScreen(msg, ControllingPlayer); } newState = Mouse.GetState(); if (newState.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Released) { } if (newState.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Pressed) { } //Console.WriteLine("Distance: " + Vector2.Distance(initDist, curDist)); //Mouse Debugging //wheel.curRot = Vector2.Distance(initDist, curDist)/100; oldState = newState; foreach (TextureButton tb in buttons) { tb.Update(gameTime); } // Gradually fade in or out depending on whether we are covered by the pause screen. if (coveredByOtherScreen) pauseAlpha = Math.Min(pauseAlpha + 1f / 32, 1); else pauseAlpha = Math.Max(pauseAlpha - 1f / 32, 0); if (IsActive) { // Apply some random jitter to make the enemy move around. const float randomization = 10; // Apply a stabilizing force to stop the enemy moving off the screen. Vector2 targetPosition = new Vector2( ScreenManager.GraphicsDevice.Viewport.Width / 2 - gameFont.MeasureString("Insert Gameplay Here").X / 2, 200); // TODO: this game isn't very fun! You could probably improve // it by inserting something more interesting in this space :-) } }