private void buttonTimed_Click(object sender, EventArgs e) { if (gameRunning == null) { settings = SettingsSystem.GetSettings(); TimeSpan span = (DateTime.Now - settings.lastTry); if (settings.waitToPlay < span) { timerTimedGame.Interval = (int)settings.timedGame.TotalMilliseconds; Game game = (Game)listBoxGames.SelectedItem; if (game == null) { return; } listBoxGames.Enabled = false; gameRunning = game.CheckOut(); timerCheckOut.Enabled = true; timerTimedGame.Enabled = true; label1.Visible = true; label2.Visible = true; progressBar1.Visible = true; } else { TimeSpan sp = (settings.waitToPlay - (DateTime.Now - settings.lastTry)); MessageBox.Show("You must wait at least " + span.Hours + ":" + span.Minutes + ":" + span.Seconds + " before you can play again"); } } }
private void buttonPlay_Click(object sender, EventArgs e) { //run the improbability drive imProbabilityDrive drive = new imProbabilityDrive(); Random rand = new Random(); TimeSpan span; if (gameRunning == null) { span = DateTime.Now - settings.lastTry; if (settings.waitToPlay <= span) { if (drive.ShowDialog() == DialogResult.OK) { if (drive.numericUpDownPicker.Value == rand.Next(settings.probability + 1)) { settings.lastTry = DateTime.Now; settings = SettingsSystem.GetSettings(); Game game = (Game)listBoxGames.SelectedItem; if (game == null) { return; } listBoxGames.Enabled = false; gameRunning = game.CheckOut(); timerCheckOut.Enabled = true; } else { span = settings.incorrectWait; MessageBox.Show("You have guessed incorrectly, you must wait " + span.Hours + ":" + span.Minutes + ":" + span.Seconds + " before trying again", "oops"); } } } else { span = settings.waitToPlay - (DateTime.Now - settings.lastTry); MessageBox.Show("Sorry, but you must wait at least " + span.Hours + ":" + span.Minutes + ":" + span.Seconds + " to try playing again", "Oops"); } } }
private void timerCheckOut_Tick(object sender, EventArgs e) { if (!gameRunning.hasExited()) { //game is still running refreshRunning(); } //on game exit, reset else { if (gameRunning.checkedout) { gameRunning.CheckIn(false); } timerCheckOut.Enabled = false; refreshList(); listBoxGames.Enabled = true; gameRunning = null; timerTimedGame.Enabled = false; progressBar1.Visible = false; label2.Visible = false; label1.Visible = false; } }
private void timerCheckOut_Tick(object sender, EventArgs e) { if (!gameRunning.hasExited()) { //game is still running refreshRunning(); } //on game exit, reset else { if (gameRunning.checkedout) gameRunning.CheckIn(false); timerCheckOut.Enabled = false; refreshList(); listBoxGames.Enabled = true; gameRunning = null; timerTimedGame.Enabled = false; progressBar1.Visible = false; label2.Visible = false; label1.Visible = false; } }