protected override void OnCreate(Bundle savedInstanceState) { SetContentView(Resource.Layout.CreateGame); Button CreateTable = FindViewById <Button>(Resource.Id.CreateTable); EditText TableName = FindViewById <EditText>(Resource.Id.TName); EditText TablePass = FindViewById <EditText>(Resource.Id._password); TextView errors = FindViewById <TextView>(Resource.Id.errors); EditText NumOfPlayers = FindViewById <EditText>(Resource.Id.NumOfPlayers); string tn = ""; string tp = ""; int n = 0; CreateTable.Click += (object sender, EventArgs e) => { tp = TablePass.Text; tn = TableName.Text; try { n = int.Parse(NumOfPlayers.Text); } catch { errors.Text = "please enter a number in the number of players tab"; } if (tn != "" && tp != "" && n <= 10 && n >= 5) { comm c = new comm(); coll data = new coll(); if (!c.GETF("Games", "\"name\"", tn).Contains("total=0")) { errors.Text = "game name already exists please use a different one"; } else { data.name = tn; GlobalVariables.Gamename = tn; data.status = "login"; data.game_password = tp; data.NumberOfPlayers = n; data.players.Add(MainActivity.playername); c.POST("Games", data); coll d2 = new coll(); d2.active_game = tn; c.PATCH("Players", GlobalVariables.playername, d2); Intent Lobbyintent = new Intent(this, typeof(Ceremony)); StartActivity(Lobbyintent); } } else { errors.Text = "wrong inputs, please follow the instructions"; } }; }
protected override void OnCreate(Bundle savedInstanceState) { base.OnCreate(savedInstanceState); SetContentView(Resource.Layout.Main_Game); Button info = FindViewById <Button>(Resource.Id.info2); Button missions = FindViewById <Button>(Resource.Id.missions); Button Refresh = FindViewById <Button>(Resource.Id.refresh2); Button Submit = FindViewById <Button>(Resource.Id.submit); //decision buttons int approveCount = 0; int successCount = 0; // Button Approve = FindViewById<Button>(Resource.Id.Approve); // Button Reject = FindViewById<Button>(Resource.Id.Reject); Button Fail = FindViewById <Button>(Resource.Id.Fail); Button Success = FindViewById <Button>(Resource.Id.Succes); string decision = "", decision2 = ""; TextView feedback = FindViewById <TextView>(Resource.Id.feedback); comm c = new comm(); int nop = c.GET("Games", GlobalVariables.Gamename).NumberOfPlayers; string playrname = GlobalVariables.playername; List <string> votes = c.GET("Games", GlobalVariables.Gamename).previous_leaders; string gamename = GlobalVariables.Gamename; info.Click += (object sender, EventArgs e) => { Intent cer = new Intent(this, typeof(Ceremony)); StartActivity(cer); }; missions.Click += (object sender, EventArgs e) => { //TO DO: add mission intent }; if (c.GET("Games", gamename).status == "game") { if (playrname == c.GET("Games", gamename).leader) { feedback.Text = "you are the leader! taking you to pick a team..."; System.Threading.Thread.Sleep(2000); Intent sPlayers = new Intent(this, typeof(sPlayers)); StartActivity(sPlayers); } else { feedback.Text = "please refresh when you have been told the team has been picked then vote"; } } if (c.GET("Games", gamename).status == "appORrej" || c.GET("Players", playrname).online == true) { Fail.Text = "Reject"; Fail.Enabled = true; Success.Text = "Approve"; Success.Enabled = true; Success.Click += (object sender, EventArgs e) => { decision = "Approve"; feedback.Text = "you are approving"; }; Fail.Click += (object sender, EventArgs e) => { decision = "Reject"; feedback.Text = "you are rejecting"; }; } Submit.Click += (object sender, EventArgs e) => { if (decision != "") { approveCount++; Fail.Enabled = false; Success.Enabled = false; coll Data = new coll(); if (votes.Count != nop && approveCount == 1) { votes.Add(decision); } c.PATCH("Games", gamename, Data); Data.previous_leaders = votes; coll pD = new coll(); pD.online = false; c.PATCH("Games", gamename, Data); c.PATCH("Players", playrname, pD); feedback.Text = "when everyone has voted please press REFRESH"; } else { feedback.Text = "please select approve or reject"; } }; if (votes.Count == nop) { Fail.Enabled = false; Success.Enabled = false; Fail.Text = "Fail"; Success.Text = "Succes"; coll da = new coll(); int x = c.GET("Games", gamename).vote; int countA = 0; int countR = 0; for (int i = 0; i < nop; i++) { if (votes[i] == "Approve") { countA++; } else { countR++; } } if (countA > countR || x == 5) { string status = "FailOrSucc"; da.team_approved = true; da.status = status; int countTeam = c.GET("Games", gamename).team.Count; votes = new List <string>(); Fail.Enabled = false; Success.Enabled = false; if (c.GET("Game", gamename).team.Contains(playrname)) { Success.Enabled = true; if (c.GET("Players", playrname).member == "evil") { Fail.Enabled = true; } else { Fail.Text = "Fail (only evils can fail a mission)"; } Success.Click += (object sender, EventArgs e) => { decision2 = "Success"; feedback.Text = "you are voting success"; }; Fail.Click += (object sender, EventArgs e) => { decision2 = "Fail"; feedback.Text = "you are voting fail"; }; int mission = 0; Submit.Click += (object sender, EventArgs e) => { if (decision2 != "") { successCount++; Fail.Enabled = false; Success.Enabled = false; coll Data = new coll(); votes.Add(decision2); Data.previous_leaders = votes; mission = c.GET("Games", gamename).mission + 1;; Data.mission = mission; c.PATCH("Games", gamename, Data); feedback.Text = "please Refresh, results are on mission info "; decision2 = ""; feedback.Text = "when everyone has voted please press REFRESH"; if (successCount != 1) { feedback.Text = "you cant vote more than once"; } } else { feedback.Text = "please select Fail or Success"; } }; if (votes.Count == countTeam) { coll d = new coll(); string result = "Success"; int countF = 0, countS = 0; for (int i = 0; i < countTeam; i++) { if (votes[i] == "Fail") { countF++; result = "Fail"; } else { countS++; } } d.result = result; d.success = countS; d.failure = countF; d.name = gamename + mission; d.mission = mission; d.active_game = gamename; c.POST("Missions", d); } } if (x == 5) { coll d = new coll(); d.vote = 1; c.PATCH("Games", gamename, d); } coll pd2 = new coll(); pd2.online = true; c.PATCH("Players", playrname, pd2); } else { coll d = new coll(); d.vote = x + 1; d.team = new List <string>(); d.previous_leaders = new List <string>(); feedback.Text = "please refresh"; } } Refresh.Click += (object sender, EventArgs e) => { info.Click += (object s, EventArgs e2) => { Intent cer = new Intent(this, typeof(Ceremony)); StartActivity(cer); }; missions.Click += (object s, EventArgs e2) => { //TO DO: add mission intent }; if (c.GET("Games", gamename).status == "game") { if (playrname == c.GET("Games", gamename).leader) { feedback.Text = "you are the leader! taking you to pick a team..."; System.Threading.Thread.Sleep(2000); Intent sPlayers = new Intent(this, typeof(sPlayers)); StartActivity(sPlayers); } else { feedback.Text = "please refresh when you have been told the team has been picked then vote"; } } if (c.GET("Games", gamename).status == "appORrej" || c.GET("Players", playrname).online == true) { Fail.Text = "Reject"; Fail.Enabled = true; Success.Text = "Approve"; Success.Enabled = true; Success.Click += (object s, EventArgs e2) => { decision = "Approve"; feedback.Text = "you are approving"; }; Fail.Click += (object s, EventArgs e2) => { decision = "Reject"; feedback.Text = "you are rejecting"; }; } Submit.Click += (object s, EventArgs e2) => { if (decision != "") { approveCount++; Fail.Enabled = false; Success.Enabled = false; coll Data = new coll(); if (votes.Count != nop && approveCount == 1) { votes.Add(decision); } c.PATCH("Games", gamename, Data); Data.previous_leaders = votes; coll pD = new coll(); pD.online = false; c.PATCH("Games", gamename, Data); c.PATCH("Players", playrname, pD); feedback.Text = "when everyone has voted please press REFRESH"; } else { feedback.Text = "please select approve or reject"; } }; if (votes.Count == nop) { Fail.Enabled = false; Success.Enabled = false; Fail.Text = "Fail"; Success.Text = "Succes"; coll da = new coll(); int x = c.GET("Games", gamename).vote; int countA = 0; int countR = 0; for (int i = 0; i < nop; i++) { if (votes[i] == "Approve") { countA++; } else { countR++; } } if (countA > countR || x == 5) { string status = "FailOrSucc"; da.team_approved = true; da.status = status; int countTeam = c.GET("Games", gamename).team.Count; votes = new List <string>(); Fail.Enabled = false; Success.Enabled = false; if (c.GET("Game", gamename).team.Contains(playrname)) { Success.Enabled = true; if (c.GET("Players", playrname).member == "evil") { Fail.Enabled = true; } else { Fail.Text = "Fail (only evils can fail a mission)"; } Success.Click += (object s, EventArgs e2) => { decision2 = "Success"; feedback.Text = "you are voting success"; }; Fail.Click += (object s, EventArgs e2) => { decision2 = "Fail"; feedback.Text = "you are voting fail"; }; int mission = 0; Submit.Click += (object s, EventArgs e2) => { if (decision2 != "") { successCount++; Fail.Enabled = false; Success.Enabled = false; coll Data = new coll(); votes.Add(decision2); Data.previous_leaders = votes; mission = c.GET("Games", gamename).mission + 1;; Data.mission = mission; c.PATCH("Games", gamename, Data); decision2 = ""; feedback.Text = "when everyone has voted please press REFRESH"; if (successCount != 1) { feedback.Text = "you cant vote more than once"; } } else { feedback.Text = "please select Fail or Success"; } }; if (votes.Count == countTeam) { coll d = new coll(); string result = "Success"; int countF = 0, countS = 0; for (int i = 0; i < countTeam; i++) { if (votes[i] == "Fail") { countF++; result = "Fail"; } else { countS++; } } d.result = result; d.success = countS; d.failure = countF; d.name = gamename + mission; d.mission = mission; d.active_game = gamename; c.POST("Missions", d); feedback.Text = "please Refresh, results are on mission info "; } } if (x == 5) { coll d = new coll(); d.vote = 1; c.PATCH("Games", gamename, d); } coll pd2 = new coll(); pd2.online = true; c.PATCH("Players", playrname, pd2); } else { coll d = new coll(); d.vote = x + 1; d.team = new List <string>(); d.previous_leaders = new List <string>(); feedback.Text = "please refresh"; } } }; }
protected override void OnCreate(Bundle bundle) { base.OnCreate(bundle); // Set our view from the "main" layout resource SetContentView(Resource.Layout.Main); // Get our UI controls from the loaded layout: EditText NickName = FindViewById <EditText>(Resource.Id.nickname); EditText pass = FindViewById <EditText>(Resource.Id._pass); TextView error = FindViewById <TextView>(Resource.Id.errors); Button Enter = FindViewById <Button>(Resource.Id.Enter); // Add code to translate number string nickname, passW, errorM; Enter.Click += (object sender, EventArgs e) => { comm c = new comm(); nickname = NickName.Text; passW = pass.Text; if (nickname == "" || passW == "") { errorM = "Invalid inputs please try again, password or username can not be empty"; error.Text = errorM; } if (nickname.Contains(" ") || passW.Contains(" ")) { error.Text = "inputs can not include spcaes"; } if ((c.GET("Players", nickname).password) != null && c.GET("Players", nickname).password != passW) { error.Text = "username already exists, please choose a different one or enter a correct password for that username"; } else if ((c.GET("Players", nickname).password) != null && c.GET("Players", nickname).password == passW) { GlobalVariables.playername = nickname; string game = c.GET("Players", nickname).active_game; if (game.Length >= 1) { GlobalVariables.Gamename = game; Intent Cer = new Intent(this, typeof(Ceremony)); StartActivity(Cer); } else { Intent Lobbyintent = new Intent(this, typeof(Lobby)); StartActivity(Lobbyintent); } } else if (!(nickname.Contains(" ") || passW.Contains(" "))) { GlobalVariables.playername = nickname; coll data = new coll(); data.name = nickname; data.password = passW; string post = c.POST("Players", data); Intent Lobbyintent = new Intent(this, typeof(Lobby)); StartActivity(Lobbyintent); } }; }