//1. The top part
        private void btnIntroVideo_Click(object sender, RoutedEventArgs e)
        {
            eWindow.Content = eWObstacles;
            InitControl();
            foreach (Question question in questionList)
            {
                if (question.QuestionTypeID == "02")
                {
                    eWObstacles.MainObstacle = question.QuestionImageName;
                }
            }
            eWObstacles.InitEWControl();
            eWObstacles.HideAll();
            IntroMusic.Stop();
            eWObstacles.VideoIntro.Visibility = Visibility.Visible;
            eWObstacles.VideoIntro.Stop();
            eWObstacles.VideoIntro.Play();
            eWObstacles.VideoIntro.MediaEnded += VideoIntro_MediaEnded;
            for (int i = 0; i < server.ClientList.Count; i++)
            {
                server.Send(server.ClientList[i], "2_3");
            }

            System.IO.StreamWriter streamWriter = new System.IO.StreamWriter("Round.txt");
            streamWriter.Flush();
            streamWriter.Write("2");
            streamWriter.Close();

            server.SendTSInfo(currentRound, studentList);
        }
 private void btnIntroMusic_Click(object sender, RoutedEventArgs e)
 {
     IntroMusic.Stop();
     IntroMusic.Play();
 }
 private void IntroMusic_MediaEnded(object sender, RoutedEventArgs e)
 {
     IntroMusic.Stop();
 }
示例#4
0
        void setupOverworld()
        {
            setNodes();


            overworld.enter += () =>
            {
                // setup gui elements here

                // for now, these probably will just be buttons arranged on a map to spawn certain battles / narrative events

                //

                starNodeDraws.Clear();

                System.Diagnostics.Debug.WriteLine("Narr Bool 1: " + narrative1Resolved.ToString());
                System.Diagnostics.Debug.WriteLine("Narr Bool 2: " + narrative2Resolved.ToString());
                System.Diagnostics.Debug.WriteLine("Battle Bool 1: " + battle1Resolved.ToString());
                System.Diagnostics.Debug.WriteLine("Battle Bool 2: " + battle2Resolved.ToString());


                //Traverse through starNodes, and assign gray or regular textures based on which node it is

                #region music
                ThisIntroSong          = IntroMusic.CreateInstance();
                ThisIntroSong.IsLooped = true;
                ThisIntroSong.Play();
                #endregion
                for (int i = 0; i < starNodes.Count; i++)
                {
                    if (i == (int)NodeState.Narrative1 || i == (int)NodeState.Battle1)
                    {
                        starNodeDraws.Add(new Drawable(starTexture, starNodes[i]));
                    }
                    else if (i == (int)NodeState.Battle2 || i == (int)NodeState.Narrative2)
                    {
                        starNodeDraws.Add(new Drawable(starGreyedTexture, starNodes[i]));
                    }
                }
                //Reset the sprite textures of the stars based on the current state of the narrative and battle resolutions
                if (battle1Resolved == true)
                {
                    starNodeDraws[2].SpriteTexture = starGreyedTexture;
                }
                if (narrative1Resolved == true)
                {
                    starNodeDraws[0].SpriteTexture = starGreyedTexture;
                }
                if (battle1Resolved == true && narrative1Resolved == true)
                {
                    starNodeDraws[1].SpriteTexture = starTexture;
                }
                if (narrative2Resolved == true)
                {
                    starNodeDraws[1].SpriteTexture = starGreyedTexture;
                    starNodeDraws[3].SpriteTexture = starTexture;
                }
            };

            overworld.update += (GameTime gameTime) =>
            {
                #region input handling

                //Go to the next star node based on which key is pressed
                if (currentKeyState.IsKeyUp(Keys.Up) && previousKeyState.IsKeyDown(Keys.Up))
                {
                    traverseStarsUp();
                }
                else if (currentKeyState.IsKeyUp(Keys.Down) && previousKeyState.IsKeyDown(Keys.Down))
                {
                    traverseStarsDown();
                }
                else if (currentKeyState.IsKeyUp(Keys.Left) && previousKeyState.IsKeyDown(Keys.Left))
                {
                    traverseStarsLeft();
                }
                else if (currentKeyState.IsKeyUp(Keys.Right) && previousKeyState.IsKeyDown(Keys.Right))
                {
                    traverseStarsRight();
                }

                //Completely reset all of the stars when the user presses control.
                if (currentKeyState.IsKeyUp(Keys.LeftControl) && previousKeyState.IsKeyDown(Keys.LeftControl))
                {
                    resetNodes();
                }



                /*
                 * if (battle1Resolved && narrative1Resolved)
                 * {
                 *
                 * }
                 * if (narrative2Resolved)
                 * {
                 *  starNodeDraws[3].SpriteTexture = starTexture;
                 * }
                 * if (battle1Resolved)
                 * {
                 *  starNodeDraws[2].SpriteTexture = starGreyedTexture;
                 * }
                 * if (narrative1Resolved)
                 * {
                 *  starNodeDraws[0].SpriteTexture = starGreyedTexture;
                 * }
                 * if (narrative2Resolved)
                 * {
                 *  starNodeDraws[1].SpriteTexture = starGreyedTexture;
                 * }
                 * if (battle2Resolved)
                 * {
                 *  starNodeDraws[3].SpriteTexture = starGreyedTexture;
                 * }
                 */

                //Win condition
                if (narrative1Resolved && narrative2Resolved && battle1Resolved && battle2Resolved)
                {
                    //Generate you win message here
                }


                //Upon pressing Enter, transition to the necessary state based on which node is selected and whether or not they meet the criteria
                if (currentKeyState.IsKeyUp(Keys.Enter) && previousKeyState.IsKeyDown(Keys.Enter))
                {
                    if (starNodeSelectedIndex == (int)NodeState.Narrative1)
                    {
                        if (narrative1Resolved == false)
                        {
                            //Do some
                            //System.Diagnostics.Debug.WriteLine("Narrative1");

                            stateMachine.Transition(narrative.Name);
                        }
                    }
                    else if (starNodeSelectedIndex == (int)NodeState.Narrative2)
                    {
                        if (narrative1Resolved && battle1Resolved)
                        {
                            //Do some more  if narrative2
                            //System.Diagnostics.Debug.WriteLine("Narrative2");


                            stateMachine.Transition(narrative.Name);
                        }
                    }
                    else if (starNodeSelectedIndex == (int)NodeState.Battle1)
                    {
                        if (battle1Resolved == false)
                        {
                            //Battle some
                            //System.Diagnostics.Debug.WriteLine(",  and lollipops.  Unicorn on top.");


                            battle1Resolved = true;
                            stateMachine.Transition(battle.Name);
                        }
                    }
                    else if (starNodeSelectedIndex == (int)NodeState.Battle2)
                    {
                        if (narrative2Resolved)
                        {
                            //Battle some more
                            //System.Diagnostics.Debug.WriteLine(",  and lollipops.   just don't stop.");
                            gameStateUID    = 2;
                            battle2Resolved = true;
                            stateMachine.Transition(battle.Name);
                        }
                    }
                }


                #endregion


                cursorCoords = starNodes[starNodeSelectedIndex];
                overworldCursorDraw.MoveTo(cursorCoords);
            };

            overworld.leave += () =>
            {
                //Stop the music on exit
                ThisIntroSong.Stop();
                // remove gui elements here
            };
        }
示例#5
0
        void setupOverworld()
        {
            overworld.enter += () =>
            {
                // setup gui elements here

                // for now, these probably will just be buttons arranged on a map to spawn certain battles / narrative events

                //

                setNodes();

                #region music
                ThisIntroSong          = IntroMusic.CreateInstance();
                ThisIntroSong.IsLooped = true;
                ThisIntroSong.Play();
                #endregion

                for (int i = 0; i < starNodes.Count; i++)
                {
                    if (i == (int)NodeState.Narrative1 || i == (int)NodeState.Battle1)
                    {
                        starNodeDraws.Add(new Drawable(starTexture, starNodes[i]));
                    }
                    else if (i == (int)NodeState.Battle2 || i == (int)NodeState.Narrative2)
                    {
                        starNodeDraws.Add(new Drawable(starGreyedTexture, starNodes[i]));
                    }
                }

                /*
                 * foreach (Vector2 item in starNodes) {
                 *  starNodeDraws.Add(new Drawable(starTexture, item));
                 * }
                 * */
            };

            overworld.update += (GameTime gameTime) =>
            {
                #region input handling

                if (currentKeyState.IsKeyUp(Keys.Up) && previousKeyState.IsKeyDown(Keys.Up))
                {
                    traverseStarsUp();
                }
                else if (currentKeyState.IsKeyUp(Keys.Down) && previousKeyState.IsKeyDown(Keys.Down))
                {
                    traverseStarsDown();
                }
                else if (currentKeyState.IsKeyUp(Keys.Left) && previousKeyState.IsKeyDown(Keys.Left))
                {
                    traverseStarsLeft();
                }
                else if (currentKeyState.IsKeyUp(Keys.Right) && previousKeyState.IsKeyDown(Keys.Right))
                {
                    traverseStarsRight();
                }

                if (currentKeyState.IsKeyUp(Keys.LeftControl) && previousKeyState.IsKeyDown(Keys.LeftControl))
                {
                    resetNodes();
                }

                if (battle1Resolved && narrative1Resolved)
                {
                    starNodeDraws[1].SpriteTexture = starTexture;
                }
                if (narrative2Resolved)
                {
                    starNodeDraws[3].SpriteTexture = starTexture;
                }
                if (battle1Resolved)
                {
                    starNodeDraws[2].SpriteTexture = starGreyedTexture;
                }
                if (narrative1Resolved)
                {
                    starNodeDraws[0].SpriteTexture = starGreyedTexture;
                }
                if (narrative2Resolved)
                {
                    starNodeDraws[1].SpriteTexture = starGreyedTexture;
                }
                if (battle2Resolved)
                {
                    starNodeDraws[3].SpriteTexture = starGreyedTexture;
                }

                if (narrative1Resolved && narrative2Resolved && battle1Resolved && battle2Resolved)
                {
                    //Generate you win message here
                }


                //Upon Enter press, check if the
                if (currentKeyState.IsKeyUp(Keys.Enter) && previousKeyState.IsKeyDown(Keys.Enter))
                {
                    if (starNodeSelectedIndex == (int)NodeState.Narrative1)
                    {
                        if (narrative1Resolved == false)
                        {
                            //Do some shit
                            System.Diagnostics.Debug.WriteLine("Narrative1");
                            narrative1Resolved = true;
                        }
                    }
                    else if (starNodeSelectedIndex == (int)NodeState.Narrative2)
                    {
                        if (narrative1Resolved && battle1Resolved)
                        {
                            //Do some more shit if narrative2
                            System.Diagnostics.Debug.WriteLine("Narrative2");
                            narrative2Resolved = true;
                        }
                    }
                    else if (starNodeSelectedIndex == (int)NodeState.Battle1)
                    {
                        if (battle1Resolved == false)
                        {
                            //Battle some shit
                            System.Diagnostics.Debug.WriteLine("Penises, Penises and lollipops.  Unicorn on top.");
                            battle1Resolved = true;
                        }
                    }
                    else if (starNodeSelectedIndex == (int)NodeState.Battle2)
                    {
                        if (narrative2Resolved)
                        {
                            //Battle some more shit
                            System.Diagnostics.Debug.WriteLine("Penises, Penises and lollipops.  Big floppy penises, just don't stop.");
                            battle2Resolved = true;
                        }
                    }
                }


                //If user hits down, traverseStarsLeft
                //If user hits right, traverseStarsRight

                #endregion

                //This is where it would draw if it weren't dumb

                cursorCoords        = starNodes[starNodeSelectedIndex];
                overworldCursorDraw = new Drawable(overworldCursorTexture, cursorCoords);
            };

            overworld.leave += () =>
            {
                //Stop the music on exit
                ThisIntroSong.Stop();
                // remove gui elements here
            };
        }