//when enterkey down or button clicked runs main logic of game. public async void AnswerSubmit() { timerProgress = 100; if (gameOver == false) { //Gives visual feedback of button click FlashButton(); if (AnswerBox.Text.Equals(word, StringComparison.OrdinalIgnoreCase)) { await AnswerCorrect(); } else { await AnswerIncorrect(); } comboTimer_NeedReset = true; //no point doing all the if statements if the player has no lives if (lives > 0) { await SetWord(); if (lives_NeedUpdate) { if (lives == 3) { Live1.Visibility = Visibility.Visible; Live2.Visibility = Visibility.Visible; Live3.Visibility = Visibility.Visible; } if (lives == 2) { Live1.Visibility = Visibility.Visible; Live2.Visibility = Visibility.Visible; Live3.Visibility = Visibility.Hidden; } if (lives == 1) { Live1.Visibility = Visibility.Visible; Live2.Visibility = Visibility.Hidden; Live3.Visibility = Visibility.Hidden; } } } else { gameOver = true; Live1.Visibility = Visibility.Hidden; Live2.Visibility = Visibility.Hidden; Live3.Visibility = Visibility.Hidden; GameOverScreen.Visibility = Visibility.Visible; GameOverScreen.BeginAnimation( UIElement.OpacityProperty, new DoubleAnimation(0d, 0.97d, TimeSpan.FromSeconds(0.5))); AnswerBox.IsEnabled = false; AnswerBox.IsEnabled = true; ComboCounter_Text.Visibility = Visibility.Hidden; ComboTimer_Bar.Visibility = Visibility.Hidden; GameOverPoints.Content = points; GameOverCombo.Content = comboCounter_highest; } AnswerBox.Text = ""; ComboCounter_Text.Content = comboCounter + "x"; } }