Esempio n. 1
0
        async Task IHandleAsync <NewGameEventModel> .HandleAsync(NewGameEventModel message)
        {
            if (NewGameVM == null)
            {
                throw new BasicBlankException("New game was not even active.  Therefore, I should not have received message for requesting new game");
            }
            if (AlwaysNewGame == false)
            {
                await CloseSpecificChildAsync(NewGameVM);

                NewGameVM = null;//forgot to set to null.
            }
            if (MainVM != null)
            {
                await CloseSpecificChildAsync(MainVM);
            }
            MainVM = null; //looks like i have to set to null manually.
            //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 _saves.DeleteSinglePlayerGameAsync(); //i think.

            await NewGameRequestedAsync();
            await StartNewGameAsync();
        }
        public async Task MakeMoveAsync(GameSpace thisSpace)
        {
            var thisList = MoveList(thisSpace);

            foreach (var item in thisList)
            {
                item.HasImage = false; //for now.
            }
            var nextSpace = _saveRoot.SpaceList[PreviousPiece];

            nextSpace.HasImage = false;
            GameSpace tempPiece = new GameSpace();

            tempPiece.Color    = cs.Blue;
            tempPiece.HasImage = true;
            await Aggregator.AnimateMovePiecesAsync(PreviousPiece, thisSpace.Vector, tempPiece);

            thisSpace.HasImage = true;
            PreviousPiece      = new Vector(); //i think
            int Manys = PiecesRemaining();

            if (Manys == 1)
            {
                await _thisState.DeleteSinglePlayerGameAsync();
                await ShowWinAsync();

                return;
            }
            await _thisState.SaveSimpleSinglePlayerGameAsync(_saveRoot);
        }
Esempio n. 3
0
        public async Task MakeMoveAsync(XPuzzleSpaceInfo thisSpace)
        {
            _results = EnumMoveList.None;
            if (IsValidMove(thisSpace) == false)
            {
                _results = EnumMoveList.TurnOver;
                return;
            }
            XPuzzleSpaceInfo previousSpace;

            previousSpace       = _games.SpaceList[PreviousOpen];
            previousSpace.Color = cs.Navy;
            thisSpace.Color     = cs.Black;
            previousSpace.Text  = thisSpace.Text;
            thisSpace.Text      = "";
            PreviousOpen        = thisSpace.Vector; //i think
            if (HasWon() == true)
            {
                _results = EnumMoveList.Won; //no saving of game.
                await _thisSave.DeleteSinglePlayerGameAsync();

                return;
            }
            await _thisSave.SaveSimpleSinglePlayerGameAsync(_games);

            _results = EnumMoveList.MadeMove;
        }
Esempio n. 4
0
        //private async Task RestoreGameAsync()
        //{
        //    _saveRoot = await _thisState.RetrieveSinglePlayerGameAsync<MinesweeperSaveInfo>();

        //}
        public async Task ShowWinAsync()
        {
            await UIPlatform.ShowMessageAsync("You Win");

            //ThisMod.NewGameVisible = true;
            await _thisState.DeleteSinglePlayerGameAsync();

            //send message to show win.
            await this.SendGameOverAsync();
        }
Esempio n. 5
0
        public async Task FinishRoundAsync()
        {
            _saveRoot !.ThisStats.Turn = "None";
            _saveRoot.PlayerList.ForEach(x =>
            {
                if (HasWon(x.Id) == true)
                {
                    x.WonPrevious = true;
                    x.Wins++;
                }
                else
                {
                    x.WonPrevious = false;
                    x.Losses++;
                }
                if (x.PlayerCategory == EnumPlayerCategory.Self)
                {
                    _saveRoot.ThisStats.Wins   = x.Wins;
                    _saveRoot.ThisStats.Losses = x.Losses;
                }
            });
            if (_saveRoot.WhatNumber < 6)
            {
                _saveRoot.WhatNumber += 1;
                //_thisMod.NewGameVisible = true;
                await ShowRoundAsync();

                _command.IsExecuting = false;
            }
            else
            {
                _saveRoot.WhatSet += 1;
                if (_saveRoot.WhatSet < 5)
                {
                    _saveRoot.WhatNumber = 1;
                    await ShowRoundAsync(); //iffy.

                    //_thisMod.NewGameVisible = true;
                    //_thisMod.CanEndTurn = true;
                    _command.IsExecuting = false;
                }
                else
                {
                    _saveRoot.ThisStats.Status = "Game is over";
                    await _thisState.DeleteSinglePlayerGameAsync();
                    await EndGameAsync();
                }
            }
        }