/// <summary> /// Method for handling common code for playing levels /// </summary> private void PlayLevels() { PuzzlePlayer player = new PuzzlePlayer(mPuzzlePanel, sCurrentLvl); player.Play(mImage, this); mStatus = "In-Game"; mBtnPlay.Text = "Pause"; mBtnBrowse.Enabled = false; FlipCard(); sIsFixed = false; mCurrentMode = mMode; if (mMode == "Competitive") { mSwaps = 0; mTime = "00:00"; } else { mSwaps = -1; mTime = "∞"; } if (mMode == "Competitive") { mMin = mSec = mTimeInSeconds = 0; mTime = "00:00"; } mStatusTimer.Enabled = true; // Start the status timer StatusCardFrontFragment.TimeControl(mTime); mDrawer.SetDrawerLockMode(DrawerLayout.LockModeLockedClosed); // Lock the navigation drawer }
/// <summary> /// Handles the Timer Elipsed event of statusTimer /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void OnTimedEvent(object sender, ElapsedEventArgs e) { mTimeInSeconds++; if (mMode == "Competitive") { mSec++; if (mSec == 60) { mSec = 0; mMin++; } mTime = $"{ mMin.ToString("00") }:{ mSec.ToString("00") }"; RunOnUiThread(() => StatusCardFrontFragment.TimeControl(mTime)); // Basic validation if (mMin == 59 && mSec == 59) { mStatusTimer.Enabled = false; } } }
/// <summary> /// Handles BtnPlay click event /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void MBtnPlay_Click(object sender, EventArgs e) { PuzzlePlayer player = new PuzzlePlayer(mPuzzlePanel, sCurrentLvl); if (mBtnPlay.Text == "Play") { #region Play button click event player.Play(mImage, this); if (sCurrentLvl == LVL_1_NUM) { mLvl = "Level 1"; } else if (sCurrentLvl == LVL_2_NUM) { mLvl = "Level 2"; } else if (sCurrentLvl == LVL_3_NUM) { mLvl = "Level 3"; } else { mLvl = "Level 4"; } mStatus = "In-Game"; mBtnPlay.Text = "Pause"; Drawable img = ContextCompat.GetDrawable(this, Resource.Drawable.ic_pause_white); mBtnPlay.SetCompoundDrawablesWithIntrinsicBounds(img, null, null, null); // Set button icon mBtnBrowse.Enabled = false; mBtnBrowse.SetBackgroundResource(Resource.Drawable.btn_disabled_style); mStatusTimer.Enabled = true; // Start the status timer if (mMode == "Competitive") { mSwaps = 0; mMin = mSec = mTimeInSeconds = 0; mTime = "00:00"; } else { mSwaps = -1; } StatusCardFrontFragment.StatusVisibility(true); mDrawer.SetDrawerLockMode(DrawerLayout.LockModeLockedClosed); // Lock the navigation drawer #endregion } else if (mBtnPlay.Text == "Pause") { #region Pause button click event mPuzzlePanel.RemoveAllViews(); mPuzzlePanel.AddView(mLayoutProgress); mPuzzlePanel.AddView(mLayoutMessage); mPuzzlePanel.AddView(mPicBoxWhole); mStatus = "Paused"; mBtnPlay.Text = "Retry"; Drawable img = ContextCompat.GetDrawable(this, Resource.Drawable.ic_replay_white); mBtnPlay.SetCompoundDrawablesWithIntrinsicBounds(img, null, null, null); // Set button icon mBtnBrowse.Enabled = true; mBtnBrowse.SetBackgroundResource(Resource.Drawable.btn_orange_style); if (mShowingBack) { FlipCard(); } sIsFixed = false; mStatusTimer.Enabled = false; StatusCardFrontFragment.StatusVisibility(false); mDrawer.SetDrawerLockMode(DrawerLayout.LockModeUnlocked); // Unlock the navigation drawer #endregion } else if (mBtnPlay.Text == "Retry") { #region Retry button click event player.Play(mImage, this); if (sCurrentLvl == LVL_1_NUM) { mLvl = "Level 1"; } else if (sCurrentLvl == LVL_2_NUM) { mLvl = "Level 2"; } else if (sCurrentLvl == LVL_3_NUM) { mLvl = "Level 3"; } else { mLvl = "Level 4"; } mStatus = "In-Game"; mBtnPlay.Text = "Pause"; Drawable img = ContextCompat.GetDrawable(this, Resource.Drawable.ic_pause_white); mBtnPlay.SetCompoundDrawablesWithIntrinsicBounds(img, null, null, null); // Set button icon mBtnBrowse.Enabled = false; mBtnBrowse.SetBackgroundResource(Resource.Drawable.btn_disabled_style); mStatusTimer.Enabled = true; // Start the status timer if (mMode == "Competitive") { mSwaps = 0; mMin = mSec = mTimeInSeconds = 0; mTime = "00:00"; } else { mSwaps = -1; } StatusCardFrontFragment.StatusVisibility(true); mDrawer.SetDrawerLockMode(DrawerLayout.LockModeLockedClosed); // Lock the navigation drawer #endregion } mCurrentMode = mMode; StatusCardFrontFragment.StatusControl(mLvl, mCurrentMode, mStatus); StatusCardFrontFragment.SwapsControl(mSwaps); StatusCardFrontFragment.TimeControl(mTime); }
/// <summary> /// Method for flipping status card fragments /// </summary> public void FlipCard() { if (sIsFixed) { // Check whether the puzzle is fixed if (mShowingBack) { // Pop back to the last fragment on the stack (the front side fragment) FragmentManager.PopBackStack(); mShowingBack = false; // Set a timer to delay the execution til the flip is triggered Timer delayedTimer = new Timer { Interval = 1, Enabled = true }; delayedTimer.Start(); delayedTimer.Elapsed += (object sender, ElapsedEventArgs e) => { delayedTimer.Stop(); RunOnUiThread(() => { // Execute on UI thread if (mStatus != "Paused") { StatusCardFrontFragment.StatusVisibility(true); } StatusCardFrontFragment.StatusControl(mLvl, mCurrentMode, mStatus); StatusCardFrontFragment.SwapsControl(mSwaps); StatusCardFrontFragment.TimeControl(mTime); }); // Dispose time since it will no longer be used. delayedTimer.Dispose(); }; } else { // The front is showing, therefore flip to back FragmentTransaction transaction = FragmentManager.BeginTransaction(); // Set the custom animations transaction.SetCustomAnimations(Resource.Animation.card_flip_right_in, Resource.Animation.card_flip_right_out, Resource.Animation.card_flip_left_in, Resource.Animation.card_flip_left_out); // Replace the fragment transaction.Replace(Resource.Id.container, new StatusCardBackFragment()); transaction.AddToBackStack(null); transaction.Commit(); mShowingBack = true; // Set a timer to delay the execution til the flip is triggered Timer delayedTimer = new Timer { Interval = 1, Enabled = true }; delayedTimer.Start(); delayedTimer.Elapsed += (object sender, ElapsedEventArgs e) => { delayedTimer.Stop(); RunOnUiThread(() => { // Execute on UI thread StatusCardBackFragment.LvlControl(sCurrentLvl, mTimeInSeconds, mSwaps, mMode); }); // Dispose time since it will no longer be used. delayedTimer.Dispose(); }; } } }