static void chess_StatusChanged(object sender, GameStatusEventArgs e) { if (e.GameStatus != GameStatus.Normal && e.GameStatus != GameStatus.WhiteIsCheck && e.GameStatus != GameStatus.BlackIsCheck) { Console.WriteLine(e.GameStatus); } }
private void onGameOver(GameStatusEventArgs i_GameStatusEventArgs) { if (GameOver != null) { GameOver.Invoke(this, i_GameStatusEventArgs); } }
private void checkersLogic_GameOver(object i_Sender, GameStatusEventArgs i_GameStatusEventArgs) { if (i_GameStatusEventArgs.DataGameOver != null) { m_DataGameOver = i_GameStatusEventArgs.DataGameOver.Value; } m_GameForm.GameOver(); }
void mainMenuState_StatusChanged(object sender, GameStatusEventArgs e) { if (sender == mainMenuState && e.newStatus == GameStateStatus.Paused) { Debug.WriteLine("Gaming state was paused"); } String text = "State changed from " + e.oldStatus.ToString() + " to " + e.newStatus.ToString(); Debug.WriteLine(sender, text); }
public void TestStateStatusChanged(object sender, GameStatusEventArgs args) { if (sender == state2 && args.newStatus == GameStateStatus.Paused) { Debug.WriteLine("Gaming state was paused"); } String text = "State changed from " + args.oldStatus.ToString() + " to " + args.newStatus.ToString(); Debug.WriteLine(sender, text); }
private void OnGameStatusChanged(object sender, GameStatusEventArgs e) { if (e.NewStatus == GameStatus.PLAYING && e.OldStatus == GameStatus.MENU) { PlaySound("Waves"); } if (e.NewStatus != GameStatus.PLAYING && e.NewStatus != GameStatus.GAMEOVER && e.NewStatus != GameStatus.HIGHSCORE) { StopSound("Waves"); } }
private static void GameStatusChanged(object sender, GameStatusEventArgs e) { if (e.GameStatus == AC_STATUS.AC_LIVE) { // perhaps do something with it? } else { // perhaps do something with it? } }
private void OnGameStatusChanged(object sender, GameStatusEventArgs e) { Debug.Log("GameOverScreenController::OnGameStatusChanged"); if (e.NewStatus == GameStatus.GAMEOVER) { ShowGameOver(); } else { HideGameOver(); } }
private void HandleStateChangedEvent(object sender, GameStatusEventArgs e) { string message = ""; m_messagesGraphic.Clear(Color.White); switch (e.GameStatus) { case GameStatus.WhiteCheckmateVictory: message = Resources.WHITE_WIN + "\n" + Resources.BLACK_MATE; break; case GameStatus.BlackCheckmateVictory: message = Resources.BLACK_WIN + "\n" + Resources.WHITE_MATE; break; case GameStatus.WhiteTimeVictory: message = Resources.WHITE_WIN + "\n" + Resources.BLACK_TIME; break; case GameStatus.BlackTimeVictory: message = Resources.BLACK_WIN + "\n" + Resources.WHITE_TIME; break; case GameStatus.StalemateDraw: message = Resources.DRAW + "\n" + Resources.STALEMATE; break; case GameStatus.InsufficientPiecesDraw: message = Resources.DRAW + "\n" + Resources.INSUFFICIENT_PIECES; break; case GameStatus.MoveRepetitionDraw: message = Resources.DRAW + "\n" + Resources.MOVE_REPETITION; break; case GameStatus.FiftyMovesDraw: message = Resources.DRAW + "\n" + Resources.FIFTY_MOVE_RULE; break; case GameStatus.WhiteIsCheck: message = Resources.CHECK + "\n" + Resources.WHITE_CHECK; break; case GameStatus.BlackIsCheck: message = Resources.CHECK + "\n" + Resources.BLACK_CHECK; break; } m_messagesGraphic.DrawString(message, m_panelFont, m_blackBrush, 5, 5); pictureStateMessages.Refresh(); }
private void AC_GameStatusChanged(object sender, GameStatusEventArgs e) { this._gameStatus = e.GameStatus; }