public static void beginMatch() // start a match's timer and will handle other match start events
 {
     if (matchState == 0)
     {
         if (doSend)
         {
             Console.WriteLine("Broadcasting previous match's data before clearing");
             Networking.sendData("0:0" + ":" + Display.team1 + ":" + Display.team2);
             //Send data like: "000:000:team1:team2"
         }
         else
         {
             Console.WriteLine("Do Send was false, still will send data so robin is updated but will send with scores of 0\n" +
                               "This usually happens when send was clicked or when the program first runs.");
             Networking.sendData("0:0" + ":" + Display.team1 + ":" + Display.team2);
             doSend = true;
         }
         Console.WriteLine("Game timer started since the match is starting");
         Display.team1Score = 0;
         Display.team2Score = 0;
         setRandomSong();
         music.Play();      // start the audio
         currentTime = gameTime;
         gameTimer.Start(); // start the game timer
         matchState = 1;
     }
 }
        } // resumes the match is it was paused

        public static void endMatch() // ends the match's timer and will handle other end match events
        {
            if (matchState != 0)             // this will run as long as the match state isnt already 0
            {
                gameTimer.Stop();            // stop the game timer
                Console.WriteLine("Game timer stopped since match is ending.");
                music.Stop();                // stop the audio from playing
                buzzer.Play();               // play that sicc buzzer sound
                matchState  = 0;             // set the match state to 0
                currentTime = 0.0f;          // set match time to 0
                lastTeam1   = Display.team1; // move the name of Team 1 to a internal variable within this class so that it is sent with the score data, since the user may change it before that happens
                lastTeam2   = Display.team2; // move the name of Team 2 to a internal variable within this class so that it is sent with the score data, since the user may change it before that happens
                if (doSend)
                {
                    Networking.sendData(Display.team1Score + ":" + Display.team2Score + ":" + lastTeam1 + ":" + lastTeam2);
                }
            }
        }
Example #3
0
 /// <summary>
 /// Overrides the send function, to be used in combination with the stop match button.
 /// Useful for overriding scores because of penalties or fouls
 /// </summary>
 /// <param name="sender"></param>
 /// <param name="e"></param>
 private void sendButton_Click(object sender, EventArgs e)
 {
     Networking.sendData(Display.team1Score + ":" + Display.team2Score + ":" + lastTeam1 + ":" + lastTeam2);
     GameUtility.doSend = false; // make the start button not send in order to prevent dupes
 } // used to force send data to the leaderboard