private void NextVideoStart(object sender, EventArgs e) { // by default we advance the position by 1 int nextStoryPosition = MainResources.GetPathPosition() + 1; switch (_prevButtonSchema.ButtonType) { case ButtonType.Default: MainResources.AdjustHP(_prevButtonSchema.ScoreAdjustment.HP); MainResources.AdjustPoints(_prevButtonSchema.ScoreAdjustment.Points); break; case ButtonType.End: // an "End" button type will end the game immidiately nextStoryPosition = -1; break; default: break; } // update the game resources MainResources.SetPathPosition(nextStoryPosition); // create new GameMenu instance GameMenu nextGameMenu = new GameMenu(_prevButtonSchema); DebugFunctions.DEBUG_output_list_of_videos("NextVideoStart function, line 398", _prevButtonSchema); MainResources.MainWindow.MainPanel.Children.Add(nextGameMenu); MainResources.MainWindow.MainPanel.Children.Remove(this); MainResources.SetPathPosition(nextStoryPosition); }
private void RetryButtonClicked(object sender, RoutedEventArgs e) { // create new GameMenu instance with previous game state RestorePoint load = MainResources.RestorePreviousState(); DebugFunctions.DEBUG_output_list_of_videos("LOADED RESTORE POINT", load.LastChoice); // we only want to show the last video played, not the whole list ButtonSchema loadedState = load.LastChoice; List <string> setupVideo = new List <string>(); // if there was more than 1 video played, just play the last video if (loadedState.VideoFilename.Count > 1) { // only add the last video to the list setupVideo.Add(loadedState.VideoFilename[loadedState.VideoFilename.Count - 1]); } else { // there's only one anyways, so just pass it along setupVideo = loadedState.VideoFilename; } // add the setup video to our loaded state loadedState.VideoFilename = setupVideo; GameMenu replayChoices = new GameMenu(loadedState); MainResources.MainWindow.MainPanel.Children.Add(replayChoices); MainResources.MainWindow.MainPanel.Children.Remove(this); }
private void PlayButtonClicked(object sender, RoutedEventArgs e) { // sets base path file location (root directory) MainResources.SetRootDirectory(_path); // confirm the scenario, loads the settings into mainresources MainResources.SetHP(_settings.StartingHP); MainResources.SetBranch(_settings.StartingBranch); MainResources.SetPathPosition(_settings.StartingPathPosition); MainResources.SetPoints(_settings.StartingPoints); // sets the folder path where we store all the ending videos MainResources.SetEndingPathRoot(Path.Combine(_path, "endings")); ButtonSchema buttonData = new ButtonSchema() { VideoFilename = new List <string>() { Path.Combine(_path, _introVideo) }, Endings = new List <Ending>() }; GameMenu gameMenu = new GameMenu(buttonData); MainResources.MainWindow.MainPanel.Children.Add(gameMenu); MainResources.MainWindow.MainPanel.Children.Remove(this); MainResources.MainWindow.RemoveBackground(); }
private void ButtonClicked(ButtonSchema buttonSchema) { DebugFunctions.DEBUG_output_list_of_videos("ButtonClicked", buttonSchema); // disable UI IsEnabled = false; if (buttonSchema.Path.Branch != MainResources.GetBranch()) { MainResources.SetBranch(buttonSchema.Path.Branch); MainResources.SetPathPosition(buttonSchema.Path.StartPosition - 1); } _prevButtonSchema = buttonSchema; _fadeInStoryboards.Stop(); _fadeOutStoryboards.Begin(); }
public GameMenu(ButtonSchema buttonData) { DebugFunctions.DEBUG_output_list_of_videos("GameMenu Constructor", buttonData); InitializeComponent(); // load root directory _scenarioPath = MainResources.GetRootDirectory(); // holds our buttons so we can iterate and enable/disable gameButtons = new List <GameButton>(); // load current path position (ie 1, 2, 3, -1) _storyPosition = MainResources.GetPathPosition(); // set default video to play (first video in list) string videoPath = buttonData.VideoFilename[_currentlyPlayingVideo]; // path for the current branch _branchPath = Path.Combine(_scenarioPath, MainResources.GetBranch() + _storyPosition.ToString()); // if we are at -1 story position or no HP, it's game over if (_storyPosition == -1 || isPlayerDead()) { ShowLoseScreen(buttonData); return; } // didn't lost the game, so save restore point MainResources.SaveCurrentState(buttonData); // callback to invoke after the video is played Action afterVideoPlayed = AfterChoiceVideoPlayed; // win conditions // 1. if there are no more folders along this story path // 2. if the button data has an ending if (!Directory.Exists(_branchPath) || buttonData.Endings.Count > 0) { // start by setting the ending video we will play string endVideoPath = videoPath; // determine which ending based on points foreach (Ending ending in buttonData.Endings) { // the first ending that matches the condition will be set as the ending (so consider the order of endings in the list) if (MainResources.GetPoints() >= ending.WhenPointsAreBetween[0] && MainResources.GetPoints() <= ending.WhenPointsAreBetween[1]) { _hasEndingVideo = true; // set this ending to play after the choice video endVideoPath = Path.Combine(_scenarioPath, "endings", ending.VideoFilename); // set the text to display on the ending screen depending on this ending buttonData.EndScreenMessage = ending.EndScreenMessage; // break on first match break; } } if (!_hasEndingVideo && buttonData.Endings.Count == 1) { // only 1 ending, play it (no point condition) _hasEndingVideo = true; endVideoPath = Path.Combine(_scenarioPath, "endings", buttonData.Endings[0].VideoFilename); } afterVideoPlayed = () => ShowWinScreen(buttonData, endVideoPath); // "just in case" there are no matches if (!_hasEndingVideo || buttonData.Endings.Count == 0) { // just show the regular win screen (no ending video) ShowWinScreen(buttonData, videoPath); return; } } // see if we have other videos to play after this one if (buttonData.VideoFilename.Count > 1) { // set the callback to invoke after ALL videos are played Action finalCallback = afterVideoPlayed; // set the immidiate callback to play other videos first afterVideoPlayed = () => PlayOtherVideosFirst(buttonData.VideoFilename, finalCallback); } _fadeInStoryboards = new Storyboard(); _fadeOutStoryboards = new Storyboard(); // setting fade in animations (not running them yet) var fadeIn = FindResource("FadeInStoryboard") as Storyboard; Storyboard.SetTarget(fadeIn, GameMenuGrid); var fadeIn2 = FindResource("FadeInStoryboard2") as Storyboard; Storyboard.SetTarget(fadeIn2, ChoiceMenuBorder); var fadeOut = FindResource("FadeOutStoryboard") as Storyboard; // sets the callback when storyboard (choices) have faded out fadeOut.Completed += NextVideoStart; Storyboard.SetTarget(fadeOut, GameMenuGrid); var fadeOut2 = FindResource("FadeOutStoryboard2") as Storyboard; Storyboard.SetTarget(fadeOut2, ChoiceMenuBorder); _fadeInStoryboards.Children.Add(fadeIn); _fadeInStoryboards.Children.Add(fadeIn2); _fadeOutStoryboards.Children.Add(fadeOut); _fadeOutStoryboards.Children.Add(fadeOut2); if (!_hasEndingVideo) { // if we are not playing the ending video, we must be continuing the game, so add the choice buttons AddButtons(); } // now play the video, and invoke the callback after it's played MainResources.MainWindow.PlayFile(videoPath, afterVideoPlayed); }
private void AddButtons() { gameButtons = new List <GameButton>(); // load the buttons from json file string branchPath = Path.Combine(_branchPath, "options.json"); using (StreamReader r = new StreamReader(branchPath)) { string json = r.ReadToEnd(); List <ButtonSchema> items = JsonConvert.DeserializeObject <List <ButtonSchema> >(json); foreach (var item in items) { // set default path progression StoryPath storyPath = new StoryPath { Branch = MainResources.GetBranch(), StartPosition = _storyPosition }; // set default score adjustments ScoreAdjustment scoreAdjustment = new ScoreAdjustment { HP = 0, Points = 0 }; // default empty ending list List <Ending> endings = new List <Ending>(); // will hold the list of videos to play when the button is pressed List <string> videoPaths = new List <string>() { }; // the video path is the CURRENT BRANCH PATH, even if the branch will be changed string videoFilepath = Path.Combine(_scenarioPath, storyPath.Branch + storyPath.StartPosition); // if we have conditional videos, they take priority over anything in VideoFilename if (item.Videos != null) { // loop through our conditional options foreach (ConditionalVideos cond in item.Videos) { // the first match will be used (so consider the order of endings in the list) if (MainResources.GetPoints() >= cond.WhenPointsAreBetween[0] && MainResources.GetPoints() <= cond.WhenPointsAreBetween[1]) { // add these videos to the list to be played foreach (string vid in cond.VideoFilename) { videoPaths.Add(Path.Combine(videoFilepath, vid)); } // break on first match break; } } // if we still have no videos to play, just get the first one from the ConditionalVideos if (videoPaths.Count == 0) { ConditionalVideos defaultVideos = item.Videos[0]; foreach (string video in defaultVideos.VideoFilename) { videoPaths.Add(Path.Combine(videoFilepath, video)); } } } else { // no conditional videos, just play the list of VideoFilename foreach (string vidPath in item.VideoFilename) { videoPaths.Add(Path.Combine(videoFilepath, vidPath)); } } // if item.Path is null, we stay on the same branch and advance 1 position (default behavior) if (item.Path != null) { // if we change the path, we set the branch and the start position on that branch storyPath.Branch = item.Path.Branch; storyPath.StartPosition = item.Path.StartPosition; } if (item.ScoreAdjustment != null) { scoreAdjustment.HP = item.ScoreAdjustment.HP; scoreAdjustment.Points = item.ScoreAdjustment.Points; } if (item.Endings != null) { endings = item.Endings; } ButtonSchema buttonData = new ButtonSchema() { ButtonType = item.ButtonType, VideoFilename = videoPaths, Path = storyPath, ScoreAdjustment = scoreAdjustment, Endings = endings, EndScreenMessage = item.EndScreenMessage }; GameButton gameButton = new GameButton(item.Label, buttonData, ButtonClicked); // disable the button by default gameButton.IsEnabled = false; // add the button to our global button container so we can re-enable them after the video is done gameButtons.Add(gameButton); } } gameButtons.Shuffle(); // making 2 columns with multiple rows for the buttons int buttonPos = 0; foreach (var gameButton in gameButtons) { if (buttonPos == 0 || buttonPos == 2 || buttonPos == 4) { ButtonStackPanel.Children.Add(gameButton); } else { ButtonStackPanel2.Children.Add(gameButton); } buttonPos += 1; } // Debug logging // display the current HP, points, branch and position on the choice menu HealthAndPositionLabel.Content = $"{MainResources.GetBranch()}{_storyPosition} | HP:{MainResources.GetHP()} Pts:{MainResources.GetPoints()}"; }
private bool isPlayerDead() { return(MainResources.GetHP() < 0); }