private void Retry_Click(object sender, RoutedEventArgs e)//restart the game with the same difficulty and skin { Gamecontoller.ClearGame(); Retry.Visibility = Visibility.Hidden; Exit.Visibility = Visibility.Hidden; Gamecontoller.StartGame(); }
private void BoardUpdater_Tick(object sender, EventArgs e) { if (Gamecontoller.IsGameOver()) { //BoardUpdater.Stop(); Retry.Visibility = Visibility.Visible; Exit.Visibility = Visibility.Visible; } switch (DifficultySlider.Value) { case 0: TextBlockForDifficultyEasy.Visibility = Visibility.Visible; TextBlockForDifficultyMedium.Visibility = Visibility.Hidden; TextBlockForDifficultyHard.Visibility = Visibility.Hidden; break; case 1: TextBlockForDifficultyEasy.Visibility = Visibility.Hidden; TextBlockForDifficultyMedium.Visibility = Visibility.Visible; TextBlockForDifficultyHard.Visibility = Visibility.Hidden; break; case 2: TextBlockForDifficultyEasy.Visibility = Visibility.Hidden; TextBlockForDifficultyMedium.Visibility = Visibility.Hidden; TextBlockForDifficultyHard.Visibility = Visibility.Visible; break; } }
private void StartGame_Click(object sender, RoutedEventArgs e) { Gamecontoller.ClearGame(); StartSetup.Width = 0; StartSetup.Visibility = Visibility.Hidden; HPText.Visibility = Visibility.Visible; LevelText.Visibility = Visibility.Visible; Gamecontoller.StartGame(); }
private void Exit_Click(object sender, RoutedEventArgs e)//back to the main menu { Gamecontoller.ClearGame(); StartSetup.Width = 200; Retry.Visibility = Visibility.Hidden; Exit.Visibility = Visibility.Hidden; StartSetup.Visibility = Visibility.Visible; HPText.Visibility = Visibility.Hidden; LevelText.Visibility = Visibility.Hidden; }