//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(); }
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 }; }
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 }; }