private void btnPlay_Click(object sender, RoutedEventArgs e) { Splash splash = new Splash(); splash.Show(); Level1 gameWindow = new Level1(); MainWindow main = new MainWindow(); for (int i = 0; i < 100; i++) { Thread.Sleep(i); } gameWindow.Show(); new Level1(); for (int i = 0; i < 5; i++) { Thread.Sleep(i); } splash.Close(); this.Close(); }
// Keydown functions public void Window_KeyDown(object sender, KeyEventArgs e) { switch (e.Key) { //TODO remove or something this //this was just for laughs, to test if we can rotate the whole canvas with Q case Key.Q: RotateTest += 45; cnvRotate.Angle = RotateTest; break; case Key.Space: IsGrounded = true; if (Config.Paused == true) { this.Cursor = Cursors.None; Config.Paused = false; cnvPause.Visibility = Visibility.Hidden; timer.Start(); } break; case Key.Escape: if (Config.Paused == false) { this.Cursor = Cursors.Arrow; mdePause.Play(); cnvPause.Visibility = Visibility.Visible; Config.Paused = true; timer.Stop(); } else { Config.Paused = false; } break; case Key.R: if (Config.Paused == true) { Level1 retry = new Level1(); retry.Show(); this.Close(); cnvPause.Visibility = Visibility.Hidden; mdePause.Stop(); Config.Paused = false; timer.Start(); } break; } }
//retry button public void Button_Click(object sender, RoutedEventArgs e) { // restart rctTargetng if (frmLevel.Content == null) { Level1 retry = new Level1(); frmLevel.Content = null; retry.Show(); Close(); } else {//resets the current level switch (Config.txtLevel) { case 1: frmLevel.Content = new Level2(); break; case 2: frmLevel.Content = new Level3(); break; case 3: frmLevel.Content = new Level4(); break; case 4: frmLevel.Content = new Level5(); break; default: break; } } cnvPause.Visibility = Visibility.Hidden; mdePause.Stop(); Config.Paused = false; timer.Start(); }