private void CoolDownStart() { CountDownBar.Value = 100; CountDownBar.Foreground = new SolidColorBrush(Colors.Turquoise); GameDescTextBlock.Text = $"Round {++_roundNum} is coming..."; CountDownAnimation.Begin(); _gameStatus = true; }
private async Task GameStarted() { ClearSongInfo(); CountDownBar.Value = 100; CountDownBar.Foreground = new SolidColorBrush(Colors.HotPink); GameDescTextBlock.Text = $"Round {_roundNum} "; await PlaySong(); CountDownAnimation.Begin(); _gameStatus = false; }
//private void StartButton_Click(object sender, RoutedEventArgs e) //{ // CoolDownStart(); //} private async void AfterSongStoped(object sender, RoutedEventArgs e) { if (SongPlayer.CurrentState != MediaElementState.Stopped || _gameStatus == true) { return; } // Show Song info SongNameText.Text = CurrentSong.Name; AlbumTest.Text = CurrentSong.Album.Name; ArtistText.Text = CurrentSong.Artist; ScoreText.Text = _ttlScore.ToString(); if (_roundNum > 4) // wether go on game or not? { CountDownAnimation.Stop(); CountDownBar.Value = 100; GetSongButton.Visibility = Visibility.Visible; string result = "correct songs: "; var correctSongs = SongList.Where(song => song.GameMark == true); foreach (var song in correctSongs) { result += $" [{song.Name}] "; song.AfterPlayed(); } GameDescTextBlock.Text = "Game finished!" + $" You got {correctSongs.Count()} " + result; foreach (var song in SongList) { song.ReInitialize(); } await SongManager.SaveDataToXmlAsync(_correctSongs); return; } CoolDownStart(); }