I am developing a quiz in the visual studio with Windows Form but I have to put a timer with a countdown of 20s to appear on the screen and when it reaches 0 it takes to the last Form which is the "Game Over" how can I do that?
There are many ways to do this.
The samplist is you can add a timer(from Toolbox), set interval=1000, then enable a Tick function when the quiz started, count the seconds down, when the totalSeconds hits 0, display "Game Over".
private void startButton_Click(object sender, EventArgs e)
{
timer1.Enabled = true;
}
private void timer1_Tick(object sender, EventArgs e)
{
if(totalSeconds > 0)
{
totalSeconds--;
this.timeDisplay.Text = totalSeconds.ToString();
}
else
{
this.timer1.Stop();
this.timeDisplay.Text = "Game Over";
}
}
Related
NET C# ,
In my windows phone 7.5 application , I want to make visible the application bar if any item has selected .. So I am making it visible in selected change event. But what is happening in my code is when ever selection change it also triggers LostFocus event and in that event I am making selected index = 0.
Now the resultant of the code is when ever I select any item , application bar gets visible then automatically invisible ( because of lost focus event).
Following is the piece of code .
private void ShopingListItemDetails_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
if (ShopingListItemDetails.SelectedIndex != -1)
{
ApplicationBar.IsVisible = true;
int selind = ShopingListItemDetails.SelectedIndex;
}
}
private void ShopingListItemDetails_LostFocus(object sender, RoutedEventArgs e)
{
ApplicationBar.IsVisible = false;
ShopingListItemDetails.SelectedIndex = -1;
}
I am just at start with .NET C#(XAML) so assuming that selection change event is also triggering LostFocus event.
Please help me what is the real problem behind.Thanks
Zauk
You can use the following hack. Initialize a variable, say selectChanged to False initially in the xaml.cs. In SelectionChanged function change it to True. Now, in the LostFocus function do processing only if the selectChanged variable is false, and if it is true set it back to False
Boolean selectChanged=false;
private void ShopingListItemDetails_SelectionChanged(object sender, SelectionChangedEventArgs e)
{
if (ShopingListItemDetails.SelectedIndex != -1)
{
ApplicationBar.IsVisible = true;
int selind = ShopingListItemDetails.SelectedIndex;
selectChanged=true;
}
}
private void ShopingListItemDetails_LostFocus(object sender, RoutedEventArgs e)
{
if(!selectChanged)
{
ApplicationBar.IsVisible = false;
ShopingListItemDetails.SelectedIndex = -1;
}
selectChanged=false;
}
I think this should solve your problem.
WP7.5/Silverlight App...
On my page load, I play a Sound clip (e.g. Hello! Today is a wonderful day.)
private void PhoneApplicationPage_Loaded(object sender, RoutedEventArgs e)
{
seLoadInstance = seLoad.CreateInstance(); //I initialize this seLoad in Initialize method
seLoadInstance.Play();
}
Now I have 3-4 other elements on the page. When user click on any of them, a sound clip for that element plays.
private void ElementClick_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
seElementInstance = seElement.CreateInstance();
seElementInstance .Play();
}
What I want is:
When the page first loads and while the seLoadInstance is being played and user clicks the element, I don't want the seElementInstance to be played.
I can check the state of seLoadInstance like below to not play seElementInstance
private void ElementClick_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
if(seLoadTextInstance.State != SoundState.Playing)
{
seElementInstance = seElement.CreateInstance();
seElementInstance .Play();
}
}
But the problem with above is that I have another element that can play the seLoadInstance on it's click.
Problem: I don't know how to differentiate if the seLoadInstance being played is first time or upon element click.
Possible solution: One way I see is using different instances to play the same sound.
I was hoping some better way like I set a flag upon load but I couldn't find any explicit event for SoundInstance completed or Stopped that I can handle.
Any ideas??
Have not used sounds until now but what I have seen:
Why do you always create new instances when you want to play a sound?
Isn't it possible to create a instance for both "se"-elements and cust check if anyone is running before calling "play"?
For example:
private var seLoadInstance;
private var seElementInstance;
private void PhoneApplicationPage_Loaded(object sender, RoutedEventArgs e)
{
seLoadInstance = seLoad.CreateInstance();
seElementInstance = seElement.CreateInstance();
seLoadInstance.Play(); // no need to check if something is playing... nothing will be loaded
}
private void ElementClick_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
if(seLoadInstance.State != SoundState.Playing && seElementInstance.State != SoundState.Playing)
{
seElementInstance .Play();
}
}
I was able to find a way using flag. Instead of setting a flag upon the firsttime load complete, I set the flag from one of my element that plays the seLoadTextInstance.
Something like below:
private bool isElementLoadSoundPlaying = false; //I set this to true below in another handler
private void ElementClick_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
//This if means LoadTextInstance is playing and it is the first time play
if(seLoadTextInstance.State != SoundState.Playing && isElementLoadSoundPlaying == false )
{
return;
}
seElementInstance = seElement.CreateInstance();
seElementInstance .Play();
}
private void ElementLoadTextClick_MouseLeftButtonDown(object sender, MouseButtonEventArgs e)
{
isElementLoadSoundPlaying = true;
seLoadInstance = seLoad.CreateInstance();
seLoadInstance.Play();
}
i need to play a sound on the touch of screen, and it should remain in play state until user get his hands off from the screen. here is the code of mine,
private void OnMouseDown(object sender, Moenter code hereuseButtonEventArgs e)
{
clicked = true;
ColoringSound.Source = new Uri("Sounds/drawing.mp3", UriKind.Relative);
ColoringSound.Play();
}
private void OnMouseUp(object sender, MouseButtonEventArgs e)
{
clicked = false;
}
There is an MSDN article that describes how to loop MediaElements, all you have to do to stop a looped sound is invoke the Stop method.
I am trying to controll the snooze and dismiss button when the alarm sound in windows phone 7.
But i couldnt find any source code example on it.
Can anyone help me with it?
What i want is like when i clicked on the snooze or dimiss button it will do something such as the dismiss button will naviagte to another page.
And one more thing is that when the alarm is triggered can i set it to play some music??
Because the one that i have tried out does not play any music.
private static void CreateAlarm(string title, string time)
{
var alarm = new Alarm(title)
{
Content = "You have a meeting with your team now.",
BeginTime = Convert.ToDateTime(time),
};
ScheduledActionService.Add(alarm);
}
private static void ResetAlarm()
{
ScheduledActionService.Remove("MyAlarm");
}
private void SetAlarm_Click(object sender, RoutedEventArgs e)
{
string time = Convert.ToString(timePicker1.ValueString);
CreateAlarm(txtTitle.Text, time);
}
private void ResetAlarm_Click(object sender, RoutedEventArgs e)
{
ResetAlarm();
}
}
The Alarm class has a .Sound property to controls the sound file that is played.
To use it, say you have Alarm.mp3 in your project under the Sounds folder with it's build action set to Content.
var alarm = new Alarm() {
Sound = new Uri('Sounds/Alarm.mp3', UriKind.Relative)
}
There is no way to respond to snooze or dismiss that I have seen.
Is there a way I can detect this? I want to keep performing an action as long as the user is holding on an icon.
Instead of using the GestureListener for this you could instead use the mouse manipulation events to detect how long to perform your action. For instance:
Listen for MouseLeftButtonDown to know when the user has touched the icon
Keep performing the action until either MouseLeftButtonUp or MouseLeave fire indicating that the user is no longer touching that icon
You may also have to play with MouseEnter for initiating the action
Today only i did the same thing in my project.I'll tell you the basic logic what i implemented(assuming it has to be done on button).Step 1: On the button _ManipulationStarted_ event start a timer with the interval after which you want to fire the repeat action.
Step 2: On the button _ManipulationCompleted_ event stop the timer.
Step 3: If the timer is fired,stop the timer and start another timer with interval = the repeat interval for your action.And inside the second timer fire handler perform your operation only if the control has focus. In this case, where the control is a button, you can check if the button.IsPressed is true then perform action.
The code will look something like:
Button forward=new Button();
DispatcherTimer forwardHoldTimer = new DispatcherTimer() { Interval = TimeSpan.FromSeconds(2) };
forward.ManipulationStarted += (a, b) => { forwardHoldTimer.Start(); };
forward.ManipulationCompleted += (c, d) => { forwardHoldTimer.Stop(); };
forwardHoldTimer.Tick+=(s1,e1)=>
{
forwardHoldTimer.Stop();
DispatcherTimer t = new DispatcherTimer() { Interval = TimeSpan.FromMilliseconds(100) };
t.Tick += (x, y) =>
{
if (forward.IsPressed)
{
//Your action logic will go here
}
else
t.Stop();
};
t.Start();
};
Hope this helps.
NOTE: Amresh Kumar was correct in suggesting using the manipulation events. Also, I was given the same advice on the Windows Phone App Hubs forums so I've edited this post to reflect the code changes.
Before, the UX was flaky because lifting my finger off the screen didn't always trigger a cancellation. Not surprisingly, the GestureCompleted code in the toolkit appears to be better geared towards touchscreens than are mouse button events.
XAML:
<iconControls:iconUpDownArrow>
<toolkit:GestureService.GestureListener>
<toolkit:GestureListener Tap="RangeUpTap" Hold="RangeUpHold" GestureCompleted="RangeUpCancel" />
</toolkit:GestureService.GestureListener>
</iconControls:iconUpDownArrow>
code:
private void RangeUpTap(object sender, GestureEventArgs e)
{
RangeIncrementUp(sender, e);
}
private readonly TimeSpan _rangeIncrementTimeSpan = new TimeSpan(1500000);
private readonly DispatcherTimer _rangeIncrementTimer = new DispatcherTimer();
private void RangeUpHold(object sender, GestureEventArgs e)
{
_rangeIncrementTimer.Interval = _rangeIncrementTimeSpan;
_rangeIncrementTimer.Tick += RangeIncrementUp;
_rangeIncrementTimer.Start();
}
private void RangeUpCancel(object sender, GestureEventArgs e)
{
_rangeIncrementTimer.Stop();
_rangeIncrementTimer.Tick -= RangeIncrementUp;
}
private void RangeIncrementUp(object sender, EventArgs e)
{
int range = Convert.ToInt32(tBoxRange.Text);
if (range < 1000)
{
range += 10;
}
tBoxRange.Text = range.ToString();
}