/// <summary> /// Constructor creates the Model! /// </summary> public SBoardViewModel() { //Create ourselves a model _clientModel = new ClientModel(); //Subscribe to the Model's PropertyChanged event _clientModel.PropertyChanged += ClientModelChanged; //Create our two Command objects ConnectCommand = new DelegateCommand( a => _clientModel.Connect(), b => !_clientModel.Connected ); SendCommand = new DelegateCommand( a => _clientModel.Send("PressF"), b => _clientModel.Connected ); China2 = new DelegateCommand( a => _clientModel.Send("Bruh"), b => _clientModel.Connected ); BingBong2 = new DelegateCommand( a => _clientModel.Send("BingBong"), b => _clientModel.Connected ); GreatWall2 = new DelegateCommand( a => _clientModel.Send("Titanic"), b => _clientModel.Connected ); ReallyRich2 = new DelegateCommand( a => _clientModel.Send("AirHorn"), b => _clientModel.Connected ); FakeNews2 = new DelegateCommand( a => _clientModel.Send("FakeNews"), b => _clientModel.Connected ); Wrong2 = new DelegateCommand( a => _clientModel.Send("AnotherOne"), b => _clientModel.Connected ); BuildWall = new DelegateCommand( a => _clientModel.Send("Heyeyeya"), b => _clientModel.Connected ); Havana = new DelegateCommand( a => _clientModel.Send("TakeOnMe"), b => _clientModel.Connected ); Fired2 = new DelegateCommand( a => _clientModel.Send("DaWay"), b => _clientModel.Connected ); Random = new DelegateCommand( a => _clientModel.Send("ToBeContinued"), b => _clientModel.Connected ); }
/// <summary> /// Constructor creates the Model! /// </summary> public ClientViewModel() { //Create ourselves a model _clientModel = new ClientModel(); //Subscribe to the Model's PropertyChanged event _clientModel.PropertyChanged += ClientModelChanged; //Create our two Command objects ConnectCommand = new DelegateCommand( a => _clientModel.Connect(), b => !_clientModel.Connected ); SendCommand = new DelegateCommand( a => _clientModel.Send("PressF"), b => _clientModel.Connected ); China2 = new DelegateCommand( a => _clientModel.Send("China"), b => _clientModel.Connected ); BingBong = new DelegateCommand( a => _clientModel.Send("BingBong"), b => _clientModel.Connected ); GreatWall = new DelegateCommand( a => _clientModel.Send("GreatWall"), b => _clientModel.Connected ); ReallyRich = new DelegateCommand( a => _clientModel.Send("ReallyRich"), b => _clientModel.Connected ); FakeNews = new DelegateCommand( a => _clientModel.Send("FakeNews"), b => _clientModel.Connected ); Wrong = new DelegateCommand( a => _clientModel.Send("Wrong"), b => _clientModel.Connected ); BuildWall = new DelegateCommand( a => _clientModel.Send("BuildWall"), b => _clientModel.Connected ); }
/// <summary> /// Constructor creates the Model! /// </summary> public ClientViewModel() { //Create ourselves a model _clientModel = new ClientModel(); //Subscribe to the Model's PropertyChanged event _clientModel.PropertyChanged += ClientModelChanged; //Create our chat command objects ConnectCommand = new DelegateCommand( a => _clientModel.Connect(), b => !_clientModel.Connected ); SendCommand = new DelegateCommand( a => _clientModel.Send(), b => _clientModel.Connected ); TTTMove_1 = new DelegateCommand( a => _clientModel.TTT_Move("x0y0") ); TTTMove_2 = new DelegateCommand( a => _clientModel.TTT_Move("x1y0") ); TTTMove_3 = new DelegateCommand( a => _clientModel.TTT_Move("x2y0") ); TTTMove_4 = new DelegateCommand( a => _clientModel.TTT_Move("x0y1") ); TTTMove_5 = new DelegateCommand( a => _clientModel.TTT_Move("x1y1") ); TTTMove_6 = new DelegateCommand( a => _clientModel.TTT_Move("x2y1") ); TTTMove_7 = new DelegateCommand( a => _clientModel.TTT_Move("x0y2") ); TTTMove_8 = new DelegateCommand( a => _clientModel.TTT_Move("x1y2") ); TTTMove_9 = new DelegateCommand( a => _clientModel.TTT_Move("x2y2") ); //Create our game challenge objects }
static void Main(string[] args) { ClientModel client = ClientModel.Connect("127.0.0.1", 13000); Console.WriteLine("press any key to continue..."); Console.ReadKey(); bool playAgain = true; while (playAgain) { GuessNumberRequestData requestData = new GuessNumberRequestData(); requestData.NewGame = true; client.SendData(DataConvertor.ToString <GuessNumberRequestData>(requestData)); GuessNumberResponseData responseData = null; do { if (requestData.NewGame) { requestData.NewGame = false; } else { Console.WriteLine("Wrong guess."); } int number; Console.WriteLine("Guess number [0-9]:"); if (!int.TryParse(Console.ReadLine(), out number)) { Console.WriteLine("Wrong input!"); continue; } requestData.GuessedNumber = number; responseData = DataConvertor.FromString <GuessNumberResponseData>(client.SendData(DataConvertor.ToString <GuessNumberRequestData>(requestData))); } while (!responseData.RightNumber); Console.WriteLine("You did it! Wanna play again (press r to play again)."); if (Console.ReadKey().Key != ConsoleKey.R) { playAgain = false; } } Console.WriteLine("press any key to exit..."); Console.ReadKey(); }
/// <summary> /// Connect to server. /// </summary> public void Connect() { model.Connect(); }