Check des barres sur l'application + full screen + r'ajout de l'anglais UK

master
Baptiste ARNAUD 5 years ago
parent 8818494ddc
commit 213a20abd1

@ -19,19 +19,21 @@ namespace TheGameExtreme.Droid
TabLayoutResource = Resource.Layout.Tabbar; TabLayoutResource = Resource.Layout.Tabbar;
ToolbarResource = Resource.Layout.Toolbar; ToolbarResource = Resource.Layout.Toolbar;
int uiOptions = (int)Window.DecorView.SystemUiVisibility; /*int uiOptions = (int)Window.DecorView.SystemUiVisibility;
uiOptions |= (int)SystemUiFlags.LowProfile; uiOptions |= (int)SystemUiFlags.LowProfile;
uiOptions |= (int)SystemUiFlags.Fullscreen; uiOptions |= (int)SystemUiFlags.Fullscreen;
uiOptions |= (int)SystemUiFlags.HideNavigation; uiOptions |= (int)SystemUiFlags.HideNavigation;
uiOptions |= (int)SystemUiFlags.ImmersiveSticky; uiOptions |= (int)SystemUiFlags.ImmersiveSticky;
Window.DecorView.SystemUiVisibility = (StatusBarVisibility)uiOptions; Window.DecorView.SystemUiVisibility = (StatusBarVisibility)uiOptions;*/
base.OnCreate(savedInstanceState); base.OnCreate(savedInstanceState);
Rg.Plugins.Popup.Popup.Init(this, savedInstanceState); Rg.Plugins.Popup.Popup.Init(this, savedInstanceState);
Xamarin.Essentials.Platform.Init(this, savedInstanceState); Xamarin.Essentials.Platform.Init(this, savedInstanceState);
global::Xamarin.Forms.Forms.Init(this, savedInstanceState); global::Xamarin.Forms.Forms.Init(this, savedInstanceState);
LoadApplication(new App()); LoadApplication(new App());
Window.SetStatusBarColor(Android.Graphics.Color.Argb(255, 0, 0, 0)); Window.SetStatusBarColor(Android.Graphics.Color.Argb(255, 0, 0, 0));
this.Window.AddFlags(WindowManagerFlags.Fullscreen | WindowManagerFlags.TurnScreenOn);
} }
public override void OnRequestPermissionsResult(int requestCode, string[] permissions, [GeneratedEnum] Android.Content.PM.Permission[] grantResults) public override void OnRequestPermissionsResult(int requestCode, string[] permissions, [GeneratedEnum] Android.Content.PM.Permission[] grantResults)
{ {

@ -1,44 +1,57 @@
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// <auto-generated> // <auto-generated>
// This code was generated by a tool. // Ce code a été généré par un outil.
// Runtime Version:4.0.30319.42000 // Version du runtime :4.0.30319.42000
// //
// Changes to this file may cause incorrect behavior and will be lost if // Les modifications apportées à ce fichier peuvent provoquer un comportement incorrect et seront perdues si
// the code is regenerated. // le code est régénéré.
// </auto-generated> // </auto-generated>
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
namespace TheGameExtreme.Resx { namespace TheGameExtreme.Resx {
using System; using System;
using System.Reflection;
[System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")] /// <summary>
[System.Diagnostics.DebuggerNonUserCodeAttribute()] /// Une classe de ressource fortement typée destinée, entre autres, à la consultation des chaînes localisées.
[System.Runtime.CompilerServices.CompilerGeneratedAttribute()] /// </summary>
// Cette classe a été générée automatiquement par la classe StronglyTypedResourceBuilder
// à l'aide d'un outil, tel que ResGen ou Visual Studio.
// Pour ajouter ou supprimer un membre, modifiez votre fichier .ResX, puis réexécutez ResGen
// avec l'option /str ou régénérez votre projet VS.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute("System.Resources.Tools.StronglyTypedResourceBuilder", "16.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
public class AppResources { public class AppResources {
private static System.Resources.ResourceManager resourceMan; private static global::System.Resources.ResourceManager resourceMan;
private static System.Globalization.CultureInfo resourceCulture; private static global::System.Globalization.CultureInfo resourceCulture;
[System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")] [global::System.Diagnostics.CodeAnalysis.SuppressMessageAttribute("Microsoft.Performance", "CA1811:AvoidUncalledPrivateCode")]
internal AppResources() { internal AppResources() {
} }
[System.ComponentModel.EditorBrowsableAttribute(System.ComponentModel.EditorBrowsableState.Advanced)] /// <summary>
public static System.Resources.ResourceManager ResourceManager { /// Retourne l'instance ResourceManager mise en cache utilisée par cette classe.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Resources.ResourceManager ResourceManager {
get { get {
if (object.Equals(null, resourceMan)) { if (object.ReferenceEquals(resourceMan, null)) {
System.Resources.ResourceManager temp = new System.Resources.ResourceManager("TheGameExtreme.Resx.AppResources", typeof(AppResources).Assembly); global::System.Resources.ResourceManager temp = new global::System.Resources.ResourceManager("TheGameExtreme.Resx.AppResources", typeof(AppResources).Assembly);
resourceMan = temp; resourceMan = temp;
} }
return resourceMan; return resourceMan;
} }
} }
[System.ComponentModel.EditorBrowsableAttribute(System.ComponentModel.EditorBrowsableState.Advanced)] /// <summary>
public static System.Globalization.CultureInfo Culture { /// Remplace la propriété CurrentUICulture du thread actuel pour toutes
/// les recherches de ressources à l'aide de cette classe de ressource fortement typée.
/// </summary>
[global::System.ComponentModel.EditorBrowsableAttribute(global::System.ComponentModel.EditorBrowsableState.Advanced)]
public static global::System.Globalization.CultureInfo Culture {
get { get {
return resourceCulture; return resourceCulture;
} }
@ -47,130 +60,196 @@ namespace TheGameExtreme.Resx {
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Pile ascendante.
/// </summary>
public static string StrAcendingStack { public static string StrAcendingStack {
get { get {
return ResourceManager.GetString("StrAcendingStack", resourceCulture); return ResourceManager.GetString("StrAcendingStack", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Jouer.
/// </summary>
public static string StrBtnPlay { public static string StrBtnPlay {
get { get {
return ResourceManager.GetString("StrBtnPlay", resourceCulture); return ResourceManager.GetString("StrBtnPlay", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à La pile n&apos;est pas disponnible.
/// </summary>
public static string StrCantGetStack { public static string StrCantGetStack {
get { get {
return ResourceManager.GetString("StrCantGetStack", resourceCulture); return ResourceManager.GetString("StrCantGetStack", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à La carte n&apos;existe pas .
/// </summary>
public static string StrCardDoesntExist { public static string StrCardDoesntExist {
get { get {
return ResourceManager.GetString("StrCardDoesntExist", resourceCulture); return ResourceManager.GetString("StrCardDoesntExist", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Vous devez jouer au minimum deux cartes par tour.
/// </summary>
public static string StrCardPlayedLessThanTwo { public static string StrCardPlayedLessThanTwo {
get { get {
return ResourceManager.GetString("StrCardPlayedLessThanTwo", resourceCulture); return ResourceManager.GetString("StrCardPlayedLessThanTwo", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Fermer.
/// </summary>
public static string StrCloseWind { public static string StrCloseWind {
get { get {
return ResourceManager.GetString("StrCloseWind", resourceCulture); return ResourceManager.GetString("StrCloseWind", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Pile descendante.
/// </summary>
public static string StrDownStack { public static string StrDownStack {
get { get {
return ResourceManager.GetString("StrDownStack", resourceCulture); return ResourceManager.GetString("StrDownStack", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Fin de tour.
/// </summary>
public static string StrEndTurn { public static string StrEndTurn {
get { get {
return ResourceManager.GetString("StrEndTurn", resourceCulture); return ResourceManager.GetString("StrEndTurn", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Entrez votre pseudo.
/// </summary>
public static string StrEnterPseudo { public static string StrEnterPseudo {
get { get {
return ResourceManager.GetString("StrEnterPseudo", resourceCulture); return ResourceManager.GetString("StrEnterPseudo", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à La partie est terminée.
/// </summary>
public static string String3 { public static string String3 {
get { get {
return ResourceManager.GetString("String3", resourceCulture); return ResourceManager.GetString("String3", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Bravo vous avez gagné!.
/// </summary>
public static string String4 { public static string String4 {
get { get {
return ResourceManager.GetString("String4", resourceCulture); return ResourceManager.GetString("String4", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Jeu en local.
/// </summary>
public static string StrLocalGame { public static string StrLocalGame {
get { get {
return ResourceManager.GetString("StrLocalGame", resourceCulture); return ResourceManager.GetString("StrLocalGame", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à .
/// </summary>
public static string StrLose { public static string StrLose {
get { get {
return ResourceManager.GetString("StrLose", resourceCulture); return ResourceManager.GetString("StrLose", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Multijoueur.
/// </summary>
public static string StrMultiplayer { public static string StrMultiplayer {
get { get {
return ResourceManager.GetString("StrMultiplayer", resourceCulture); return ResourceManager.GetString("StrMultiplayer", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Nombre de cartes :.
/// </summary>
public static string StrNbCards { public static string StrNbCards {
get { get {
return ResourceManager.GetString("StrNbCards", resourceCulture); return ResourceManager.GetString("StrNbCards", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Nombre de joueurs :.
/// </summary>
public static string StrNbPlayers { public static string StrNbPlayers {
get { get {
return ResourceManager.GetString("StrNbPlayers", resourceCulture); return ResourceManager.GetString("StrNbPlayers", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Nombre de piles en jeu :.
/// </summary>
public static string StrNbStacksInGame { public static string StrNbStacksInGame {
get { get {
return ResourceManager.GetString("StrNbStacksInGame", resourceCulture); return ResourceManager.GetString("StrNbStacksInGame", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Veuillez choisir un nombre de joueur ainsi que leur(s) nom(s).
/// </summary>
public static string StrPlayerSelections { public static string StrPlayerSelections {
get { get {
return ResourceManager.GetString("StrPlayerSelections", resourceCulture); return ResourceManager.GetString("StrPlayerSelections", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Entrez votre pseudo :.
/// </summary>
public static string StrPseudoGM { public static string StrPseudoGM {
get { get {
return ResourceManager.GetString("StrPseudoGM", resourceCulture); return ResourceManager.GetString("StrPseudoGM", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Rejouer.
/// </summary>
public static string StrRetry {
get {
return ResourceManager.GetString("StrRetry", resourceCulture);
}
}
/// <summary> /// <summary>
/// Recherche une chaîne localisée semblable à - L&apos;objectif est de battre la machine seul et/ou en coopération. /// Recherche une chaîne localisée semblable à - L&apos;objectif est de battre la machine seul et/ou en coopération.
/// ///
/// - Afin d&apos;atteindre l&apos;objectif, les joueurs disposent de 4 piles (par defaut) : deux ascendantes(Verte) et deux descendantes(Rouge). /// - Afin d&apos;atteindre l&apos;objectif, les joueurs disposent de 4 piles (par défaut): deux piles ascendantes vertes et deux piles descendantes rouges.
/// ///
/// - Sur les piles ascendantes, le joueur doit bien entendu poser des cartes plus grandes et inversement sur les piles descendantes. /// - Sur les piles ascendantes, le joueur doit poser des cartes plus grandes et inversement sur les piles descendantes.
/// ///
/// - Le but est de poser les 98 cartes du jeu sur les différentes piles à votre disposition. /// - Le but est de poser les 98 cartes du jeu sur les différentes piles à votre disposition.
/// (Pour ce faire confer les règles de tour de jeu ci-dessous) ///
/// [le reste de la chaîne a été tronqué]&quot;;. /// - Pour jouer, il suffit de faire glisser une carte sur la pil [le reste de la chaîne a été tronqué]&quot;;.
/// </summary> /// </summary>
public static string StrRules { public static string StrRules {
get { get {
@ -178,78 +257,117 @@ namespace TheGameExtreme.Resx {
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à OrderStacks.
/// </summary>
public static string StrTitle { public static string StrTitle {
get { get {
return ResourceManager.GetString("StrTitle", resourceCulture); return ResourceManager.GetString("StrTitle", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Règles.
/// </summary>
public static string StrTitleRules { public static string StrTitleRules {
get { get {
return ResourceManager.GetString("StrTitleRules", resourceCulture); return ResourceManager.GetString("StrTitleRules", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Jouer avec des valeurs :.
/// </summary>
public static string StrValueType { public static string StrValueType {
get { get {
return ResourceManager.GetString("StrValueType", resourceCulture); return ResourceManager.GetString("StrValueType", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Félicitation vous avez gagné.
/// </summary>
public static string StrWin { public static string StrWin {
get { get {
return ResourceManager.GetString("StrWin", resourceCulture); return ResourceManager.GetString("StrWin", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à La carte choisie ne convient pas.
/// </summary>
public static string StrWrongStack { public static string StrWrongStack {
get { get {
return ResourceManager.GetString("StrWrongStack", resourceCulture); return ResourceManager.GetString("StrWrongStack", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Fractionnées.
/// </summary>
public static string TypeValuefractionated { public static string TypeValuefractionated {
get { get {
return ResourceManager.GetString("TypeValuefractionated", resourceCulture); return ResourceManager.GetString("TypeValuefractionated", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Décimales (2 chiffres).
/// </summary>
public static string TypeValuehundredth { public static string TypeValuehundredth {
get { get {
return ResourceManager.GetString("TypeValuehundredth", resourceCulture); return ResourceManager.GetString("TypeValuehundredth", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Relatives.
/// </summary>
public static string TypeValueRelative { public static string TypeValueRelative {
get { get {
return ResourceManager.GetString("TypeValueRelative", resourceCulture); return ResourceManager.GetString("TypeValueRelative", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Décimales (1 chiffre).
/// </summary>
public static string TypeValueTens { public static string TypeValueTens {
get { get {
return ResourceManager.GetString("TypeValueTens", resourceCulture); return ResourceManager.GetString("TypeValueTens", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Décimales (3 chiffres).
/// </summary>
public static string TypeValuethousandth { public static string TypeValuethousandth {
get { get {
return ResourceManager.GetString("TypeValuethousandth", resourceCulture); return ResourceManager.GetString("TypeValuethousandth", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Entière.
/// </summary>
public static string TypeValueWhole { public static string TypeValueWhole {
get { get {
return ResourceManager.GetString("TypeValueWhole", resourceCulture); return ResourceManager.GetString("TypeValueWhole", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Thème clair :.
/// </summary>
public static string WhiteTheme { public static string WhiteTheme {
get { get {
return ResourceManager.GetString("WhiteTheme", resourceCulture); return ResourceManager.GetString("WhiteTheme", resourceCulture);
} }
} }
/// <summary>
/// Recherche une chaîne localisée semblable à Erreur pseudo :.
/// </summary>
public static string WrongPseudo { public static string WrongPseudo {
get { get {
return ResourceManager.GetString("WrongPseudo", resourceCulture); return ResourceManager.GetString("WrongPseudo", resourceCulture);

@ -174,6 +174,9 @@
<data name="StrPseudoGM" xml:space="preserve"> <data name="StrPseudoGM" xml:space="preserve">
<value>Enter pseudo :</value> <value>Enter pseudo :</value>
</data> </data>
<data name="StrRetry" xml:space="preserve">
<value>Retry</value>
</data>
<data name="StrRules" xml:space="preserve"> <data name="StrRules" xml:space="preserve">
<value>- Objective is to beat the machine alone and / or in cooperation. <value>- Objective is to beat the machine alone and / or in cooperation.

@ -0,0 +1,251 @@
<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="StrAcendingStack" xml:space="preserve">
<value>Ascending stack</value>
</data>
<data name="StrBtnPlay" xml:space="preserve">
<value>Play</value>
</data>
<data name="StrCantGetStack" xml:space="preserve">
<value>Stack doesn't exist</value>
</data>
<data name="StrCardDoesntExist" xml:space="preserve">
<value>Card doesn't exist</value>
</data>
<data name="StrCardPlayedLessThanTwo" xml:space="preserve">
<value>You must play at least two cards before finishing your turn</value>
</data>
<data name="StrCloseWind" xml:space="preserve">
<value>Close</value>
</data>
<data name="StrDownStack" xml:space="preserve">
<value>Descending stack</value>
</data>
<data name="StrEndTurn" xml:space="preserve">
<value>End turn</value>
</data>
<data name="StrEnterPseudo" xml:space="preserve">
<value>Please enter your username</value>
</data>
<data name="String3" xml:space="preserve">
<value>The game is over!</value>
</data>
<data name="String4" xml:space="preserve">
<value>Congratulation, you won</value>
</data>
<data name="StrLocalGame" xml:space="preserve">
<value>Local game</value>
</data>
<data name="StrLose" xml:space="preserve">
<value />
</data>
<data name="StrMultiplayer" xml:space="preserve">
<value>Multiplayer</value>
</data>
<data name="StrNbCards" xml:space="preserve">
<value>Number of cards :</value>
</data>
<data name="StrNbPlayers" xml:space="preserve">
<value>Numbers of players :</value>
</data>
<data name="StrNbStacksInGame" xml:space="preserve">
<value>Number of stacks :</value>
</data>
<data name="StrPlayerSelections" xml:space="preserve">
<value>Please choose a number of players and their name(s)</value>
</data>
<data name="StrPseudoGM" xml:space="preserve">
<value>Enter pseudo :</value>
</data>
<data name="StrRetry" xml:space="preserve">
<value>Retry</value>
</data>
<data name="StrRules" xml:space="preserve">
<value>- Objective is to beat the machine alone and / or in cooperation.
So that the user is 4 players (default): two ascending (Green) and two descendants (Red).
- Ascending piles.
- The goal is to put the 98 cards of the game on different piles at your disposal.
(To do this, the rules of the game turn below)
- To play, just slide a card on the pile that you have decided.
This card must be well understood.
There are two special cases to the rule above. Indeed, it is possible to put a smaller card on an ascending stack provided that it is a dozen lower. In the same way, if the card is bigger than a dozen, it is possible to put it on a falling battery.
- Ex: On a falling stack, we have 68 =&gt; We can then ask 78
On an ascending stack, we have again 68 =&gt; We can ask 58 or any numbers larger than 68.
- Each player must play at least two cards per turn.
There is therefore no maximum limit to the card to be played per round. However, it is advisable in most cases.
- One Time Tour, You are How to Buy "End of Tour" in order to pass to the next player.
- The end of the game occurs when all cards are played or when the player whose turn it is can not play.
- To the Preparing Party, Turning Display, Screen View Player Number of Player and Pseudo, The Type of Game.
- The type of game allows to define the cards with you will play: relative, decimal ...
The number of batteries corresponds to the initial number of batteries. Half of the piles are still ascending and the other half are still descending. Moreover, the more the number of piles is important, the easier the game is. "</value>
</data>
<data name="StrTitle" xml:space="preserve">
<value>OrderStacks</value>
</data>
<data name="StrTitleRules" xml:space="preserve">
<value>Rules</value>
</data>
<data name="StrValueType" xml:space="preserve">
<value>Playing with values :</value>
</data>
<data name="StrWin" xml:space="preserve">
<value>Congratulations, you won</value>
</data>
<data name="StrWrongStack" xml:space="preserve">
<value>The card does not fit in the cut pile!</value>
</data>
<data name="TypeValuefractionated" xml:space="preserve">
<value>fractionated</value>
</data>
<data name="TypeValuehundredth" xml:space="preserve">
<value>hundredth</value>
</data>
<data name="TypeValueRelative" xml:space="preserve">
<value>Relative</value>
</data>
<data name="TypeValueTens" xml:space="preserve">
<value>tenth</value>
</data>
<data name="TypeValuethousandth" xml:space="preserve">
<value>thousandth</value>
</data>
<data name="TypeValueWhole" xml:space="preserve">
<value>Whole</value>
</data>
<data name="WhiteTheme" xml:space="preserve">
<value>White theme :</value>
</data>
<data name="WrongPseudo" xml:space="preserve">
<value>Pseudo error :</value>
</data>
</root>

@ -174,6 +174,9 @@
<data name="StrPseudoGM" xml:space="preserve"> <data name="StrPseudoGM" xml:space="preserve">
<value>Entrez votre pseudo :</value> <value>Entrez votre pseudo :</value>
</data> </data>
<data name="StrRetry" xml:space="preserve">
<value>Rejouer</value>
</data>
<data name="StrRules" xml:space="preserve"> <data name="StrRules" xml:space="preserve">
<value> - L'objectif est de battre la machine seul et/ou en coopération. <value> - L'objectif est de battre la machine seul et/ou en coopération.

@ -55,6 +55,11 @@
<EmbeddedResource Include="Media\TrierImageBMax.png" /> <EmbeddedResource Include="Media\TrierImageBMax.png" />
<EmbeddedResource Include="Media\TrierImageBMin.png" /> <EmbeddedResource Include="Media\TrierImageBMin.png" />
</ItemGroup> </ItemGroup>
<ItemGroup>
<Reference Include="Mono.Android">
<HintPath>..\..\..\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\Common7\IDE\ReferenceAssemblies\Microsoft\Framework\MonoAndroid\v9.0\Mono.Android.dll</HintPath>
</Reference>
</ItemGroup>
<ItemGroup> <ItemGroup>
<EmbeddedResource Update="Resx\AppResources.en-US.resx"> <EmbeddedResource Update="Resx\AppResources.en-US.resx">
<Generator></Generator> <Generator></Generator>

@ -1,6 +1,7 @@
using System; using System;
using Xamarin.Forms; using Xamarin.Forms;
using TheGameExtreme.IO; using TheGameExtreme.IO;
using Android.Views;
namespace TheGameExtreme.view namespace TheGameExtreme.view
{ {
@ -23,6 +24,8 @@ namespace TheGameExtreme.view
{ {
await DisplayAlert("Mode en cours de développement", null, "Fermer"); await DisplayAlert("Mode en cours de développement", null, "Fermer");
//await Navigation.PushAsync(new MultiPlayerMode()); //await Navigation.PushAsync(new MultiPlayerMode());
} }
private async void Rules_Clicked(object sender, EventArgs args) private async void Rules_Clicked(object sender, EventArgs args)

@ -67,6 +67,7 @@
VerticalOptions="Center" VerticalOptions="Center"
BackgroundColor="{DynamicResource Gold}" BackgroundColor="{DynamicResource Gold}"
HeightRequest="35" HeightRequest="35"
CornerRadius="10"
Clicked="EndTurn"/> Clicked="EndTurn"/>
</StackLayout> </StackLayout>

@ -306,7 +306,8 @@ namespace TheGameExtreme.view
{ {
gameOption.Children.Clear(); gameOption.Children.Clear();
Button retryButton = new Button(); Button retryButton = new Button();
retryButton.Text = "Retry"; retryButton.Text = AppResources.StrRetry;
retryButton.CornerRadius = 10;
retryButton.Clicked += Retry; retryButton.Clicked += Retry;
retryButton.BackgroundColor = (Color)Application.Current.Resources["Gold"]; retryButton.BackgroundColor = (Color)Application.Current.Resources["Gold"];
gameOption.Children.Add(retryButton); gameOption.Children.Add(retryButton);

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