Esempio n. 1
0
        /// <summary>
        /// this is when the game is over.
        /// </summary>
        /// <param name="message"></param>
        /// <returns></returns>
        async Task IHandleAsync <GameOverEventModel> .HandleAsync(GameOverEventModel message) //done.
        {
            //i propose just having the extra button for new game that appears when the game is over.
            CommandContainer.ClearLists(); //try this too.
            ReplaceGame();                 //i think here it should replace the game. not so for rounds.
            //replacegame is where the problem is at.  for clients, that seems to happen as well.
            if (BasicData.MultiPlayer == true && BasicData.Client == true)
            {
                return; //because only host can choose new game unless its single player game.
            }
            await _save.DeleteGameAsync();

            if (MainVM == null)
            {
                throw new BasicBlankException("The main view model was not even available.  Rethink");
            }

            //get it fresh now.
            //this is one case where i have to replace the game.
            //also think about what else has to be replaced.

            //if there are other things that needs to be replaced that does not depend on the game processes, do here.

            //host has to decide if he even wants new game.
            if (_test.AlwaysNewGame)
            {
                //has to close so it can refresh agin.
                await CloseSpecificChildAsync(NewGameScreen !);

                NewGameScreen = null; //has to do again.  that is the best way to handle so i can click new game.
            }
            await ShowNewGameAsync();
        }
Esempio n. 2
0
        async Task IHandleAsync <GameOverEventModel> .HandleAsync(GameOverEventModel message)
        {
            CommandContainer.ClearLists(); //try this too.
            if (MainVM == null)
            {
                throw new BasicBlankException("The main view model was not even available.  Rethink");
            }
            await _saves.DeleteSinglePlayerGameAsync(); //just in case its forgotten, it will be deleted.

            await CloseSpecificChildAsync(MainVM);

            MainVM = null;
            if (NewGameVM != null)
            {
                return;
            }
            await GameOverScreenAsync();

            if (AutoStartNewGame == false)
            {
                await OpenStartingScreensAsync();
            }
            else
            {
                await ShowNewGameAsync(); //try this way (?)
            }
        }
Esempio n. 3
0
        private async Task StartNewGameAsync()
        {
            CommandContainer.ClearLists(); //try this too.  hopefully this simple.
            ClearSubscriptions();
            MainVM = GetMainViewModel();
            await LoadScreenAsync(MainVM);

            FinishInit();
        }
Esempio n. 4
0
        /// <summary>
        /// this is when somebody chooses new game.
        /// </summary>
        /// <param name="message"></param>
        /// <returns></returns>
        async Task IHandleAsync <NewGameEventModel> .HandleAsync(NewGameEventModel message)
        {
            await PrepNewGameAsync();

            if (_test.AlwaysNewGame)
            {
                CommandContainer.ClearLists(); //try this too.
                await _save.DeleteGameAsync(); //i think.

                ReplaceGame();                 //try this too.
                //other things are needed here too.
            }

            if (NewGameScreen == null)
            {
                throw new BasicBlankException("New game was not even active.  Therefore, I should not have received message for requesting new game");
            }

            await CloseMainAsync("Should have shown main game when showing new game.");

            //i think i should load it again anyways (?) and set the old to nothing.  so a fresh one will be created.
            //maybe we don't need the update code but we still need the load processes.
            //since we have code for closing, hopefully i am not forced to figure out how to delete controls (?)
            await _save.DeleteGameAsync(); //i think.

            await CloseSpecificChildAsync(NewGameScreen);

            NewGameScreen = null;//forgot to set to null.
            await NewGameOrRoundRequestedAsync();

            if (_mainGame == null)
            {
                throw new BasicBlankException("Failed to replace game when requesting new game.  Rethink");
            }
            //can't load here because it thinks you have the old file (wrong).

            //await LoadGameScreenAsync(); //i think in this case, should load here.

            IRequestNewGameRound gameRound = MainContainer.Resolve <IRequestNewGameRound>();
            await gameRound.RequestNewGameAsync();
        }