/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // Turn on chat mode if (InputEngine.IsKeyPressed(Keys.F1)) { // line represent the current line to be captured line = string.Empty; chatMode = !chatMode; } // if chatting then do not update game window if (chatMode) { if (InputEngine.IsKeyPressed(Keys.Enter)) { // replace connection id with name of logged in player chatproxy.Invoke("SendMess", new object[] { connection.ConnectionId, line }); line = string.Empty; //chatMessages.Add(line); } else { //if (InputEngine.PressedKeys.Length > 0) if (InputEngine.currentKey != Keys.None) { line += InputEngine.lookupKeys[InputEngine.currentKey]; } } } // update game window else { if (Keyboard.GetState().IsKeyDown(Keys.Space)) { proxy.Invoke("GetPoint"); } if (!(PlayerAuthentication.PlayerStatus == AUTHSTATUS.OK)) { Exitcount -= gameTime.ElapsedGameTime.TotalSeconds; if (Exitcount < 1) { Exit(); } } if (Keyboard.GetState().IsKeyDown(Keys.Enter)) { scores = PlayerAuthentication.getScores(5, "Battle Call"); if (scores != null) { _scoreboard = true; } } } // TODO: Add your update logic here base.Update(gameTime); }
static void Main(string[] args) { PlayerProfile currentPlayer; PlayerAuthentication.baseWebAddress = "http://*****:*****@itsligo.ie", "itsPaul$1"); if (logged) { currentPlayer = PlayerAuthentication.getPlayerProfile(); //Console.WriteLine("Token acquired {0}", PlayerAuthentication.PlayerToken); List <GameScoreObject> scores = PlayerAuthentication.getScores(4, "Battle Call"); foreach (var item in scores) { Console.WriteLine("Game {0} {1} Score for {1} is {3}", item.GameId, item.GameName, item.GamerTag, item.score); } if (currentPlayer != null) { PlayerAuthentication.PostScore(new PlayerScoreObject { GameId = scores.First().GameId, PlayerId = currentPlayer.id, score = r.Next(900, 1000) }); } Console.WriteLine("Top 4 scores After New score Added"); foreach (var item in PlayerAuthentication.getScores(4, "Battle Call")) { Console.WriteLine("After New score Game {0} {1} Score for {1} is {3}", item.GameId, item.GameName, item.GamerTag, item.score); } } else { Console.WriteLine("Failed to acquire Token "); } Console.ReadKey(); }
protected override void Initialize() { graphics.PreferredBackBufferHeight = 768; graphics.PreferredBackBufferWidth = 1280; graphics.ApplyChanges(); proxy = connection.CreateHubProxy("GameHub"); clientID = connection.ConnectionId; Action <string, Vector2> ReciveNewPosition = reciveNewPlayerPosition; proxy.On("updatePosition", ReciveNewPosition); try { bool valid = PlayerAuthentication.login("*****@*****.**", "itsPaul$1").Result; if (valid) { Message = "Player Logged in with Token " + PlayerAuthentication.PlayerToken; } else { Message = PlayerAuthentication.PlayerToken; } } catch (Exception ex) { Message = ex.Message; } base.Initialize(); }
public async Task BetrayCircle(BetrayCircleCommand command, PlayerAuthentication authentication) { command.BetrayedCircleId = Guid.NewGuid(); await _playerAuthenticationService.AuthenticateAndAuthorizePlayer(authentication, command.PlayerId); ICommandHandler <BetrayCircleCommand> handler = _commandHandlerProvider.GetCommandHandler <BetrayCircleCommand>(); await handler.HandleAsync(command); }
public MainViewModel() { PlayerAuthentication.baseWebAddress = "http://*****:*****@itsligo.ie", "itsPaul$1")) { currentPlayer = PlayerAuthentication.getPlayerProfile(); } list = PlayerAuthentication.getScores(4, "Battle Call"); }
public bool login(string username, string password) { if (PlayerAuthentication.login(username, password)) { _token = PlayerAuthentication.PlayerToken; currentPlayer = PlayerAuthentication.getPlayerProfile(); return(true); } return(false); }
public async Task <Guid> JoinCircle(JoinCircleCommand command, PlayerAuthentication authentication) { command.MemberId = Guid.NewGuid(); await _playerAuthenticationService.AuthenticateAndAuthorizePlayer(authentication, command.PlayerId); ICommandHandler <JoinCircleCommand> handler = _commandHandlerProvider.GetCommandHandler <JoinCircleCommand>(); await handler.HandleAsync(command); return(command.MemberId); }
public GamePlayerViewModel() { if (DesignerProperties.GetIsInDesignMode( new System.Windows.DependencyObject())) { return; } PlayerAuthentication.baseWebAddress = "http://localhost:50574/"; ScoreList = new ObservableCollection <GameScoreObject>(PlayerAuthentication.getScores(4, "Battle Call")); }
public PlayerInfoViewModel() { if (DesignerProperties.GetIsInDesignMode( new System.Windows.DependencyObject())) { return; } PlayerAuthentication.baseWebAddress = "http://*****:*****@itsligo.ie", "itsPaul$1")) { currentPlayer = PlayerAuthentication.getPlayerProfile(); } }
protected override void Initialize() { oldState = Keyboard.GetState(); graphics.PreferredBackBufferWidth = 800; //set the size of the window graphics.PreferredBackBufferHeight = 600; graphics.ApplyChanges(); proxy = connection.CreateHubProxy("GameHub"); clientID = connection.ConnectionId; Action <string, string> RecivePlayer = recivePlayerMessage; Action <string, Vector2[]> ReciveBarriersPositions = reciveBarriers; Action <Vector2> ReciveNewPosition = reciveNewPlayerPosition; Action <string, Vector2, Vector2> ReciveNewBullet = reciveNewEnemyBullet; Action <Vector2> ReciveNewSuperCollectable = reciveSupercollectable; Action <List <Vector2> > ReciveCollectablePositions = reciveCollectablePositions; Action <Vector2> ReciveDiffrentStartposition = reciveDiffrentStartposition; proxy.On("sendPositionCollectables", ReciveCollectablePositions); proxy.On("sendBarriers", ReciveBarriersPositions); proxy.On("otherStartpoint", ReciveDiffrentStartposition); proxy.On("sendPlayer", RecivePlayer); proxy.On("updatePosition", ReciveNewPosition); proxy.On("newBullet", ReciveNewBullet); proxy.On("newSuperCollectable", ReciveNewSuperCollectable); new InputEngine(this); setupChatViewPort(); // TODO: Add your initialization logic here //HubConnection connection = new HubConnection("http://cgmonogameserver2015.azurewebsites.net/"); connection = new HubConnection("http://*****:*****@itsligo.ie", "itsPaul$1"); t.Wait(); Action <string, string> ChatRecieved = ChatRecievedMessage; chatproxy.On("heyThere", ChatRecieved); chatMessages.Add("Chat-->"); connection.Start().Wait(); base.Initialize(); }
static void Main(string[] args) { PlayerProfile currentPlayer; //Added the URL for the Web App that is depolyed to Azure... PlayerAuthentication.baseWebAddress = "http://rtjjmonogameserver.azurewebsites.net/";// "http://*****:*****@itsligo.ie", "itsPaul$1"); if (logged) { currentPlayer = PlayerAuthentication.getPlayerProfile(); //Console.WriteLine("Token acquired {0}", PlayerAuthentication.PlayerToken); List <GameScoreObject> scores = PlayerAuthentication.getScores(4, "Battle Call"); foreach (var item in scores) { Console.WriteLine("Game {0} {1} Score for {1} is {3}", item.GameId, item.GameName, item.GamerTag, item.score); } if (currentPlayer != null) { PlayerAuthentication.PostScore(new PlayerScoreObject { GameId = scores.First().GameId, PlayerId = currentPlayer.Id, score = r.Next(900, 1000) }); } Console.WriteLine("Top 4 scores After New score Added"); foreach (var item in PlayerAuthentication.getScores(4, "Battle Call")) { Console.WriteLine("After New score Game {0} {1} Score for {1} is {3}", item.GameId, item.GameName, item.GamerTag, item.score); } } else { Console.WriteLine("Failed to acquire Token "); } ExternalGameObject gameInfo = PlayerAuthentication.getExtGame(1); Console.WriteLine(" Name: {0} \n Summary {1} \n Image URL : {2}", gameInfo.Name, gameInfo.Summary, gameInfo.Cover); Console.ReadKey(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { new InputEngine(this); setupChatViewPort(); // TODO: Add your initialization logic here //HubConnection connection = new HubConnection("http://cgmonogameserver2015.azurewebsites.net/"); connection = new HubConnection("http://*****:*****@itsligo.ie", "itsPaul$1"); t.Wait(); Action <string, string> ChatRecieved = ChatRecievedMessage; chatproxy.On("heyThere", ChatRecieved); chatMessages.Add("Chat-->"); connection.Start().Wait(); base.Initialize(); }
public List <GameScoreObject> getGameScores(int count, string GameName) { return(PlayerAuthentication.getScores(count, GameName)); }
protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { Exit(); } // Turn on chat mode if (InputEngine.IsKeyPressed(Keys.F1)) { // line represent the current line to be captured line = string.Empty; chatMode = !chatMode; } // if chatting then do not update game window if (chatMode) { if (InputEngine.IsKeyPressed(Keys.Enter)) { // replace connection id with name of logged in player chatproxy.Invoke("SendMess", new object[] { connection.ConnectionId, line }); line = string.Empty; //chatMessages.Add(line); } else { //if (InputEngine.PressedKeys.Length > 0) if (InputEngine.currentKey != Keys.None) { line += InputEngine.lookupKeys[InputEngine.currentKey]; } } } // update game window else { if (Keyboard.GetState().IsKeyDown(Keys.Space)) { proxy.Invoke("GetPoint"); } if (!(PlayerAuthentication.PlayerStatus == AUTHSTATUS.OK)) { Exitcount -= gameTime.ElapsedGameTime.TotalSeconds; if (Exitcount < 1) { Exit(); } } if (Keyboard.GetState().IsKeyDown(Keys.Enter)) { scores = PlayerAuthentication.getScores(5, "Battle Call"); if (scores != null) { _scoreboard = true; } } } newState = Keyboard.GetState(); //set the current keyboardState if (currentState == currentDisplay.Selection) { menu.CheckMouse(); player = createPlayer(clientID, menu.MenuAction, playerColor); if (player != null) { proxy.Invoke("SendPlayer", menu.MenuAction); sendBarriers(Barriers); } menu.MenuAction = null; //reset the selection } if (currentState == currentDisplay.Game) //if the game is running { if (gameStarted) { if (newState.IsKeyDown(Keys.Escape) && oldState != newState && gameStarted) { currentState = currentDisplay.LeaderBoard; } player.Move(newState); //check for the player movement proxy.Invoke("UpdatePosition", player._position); foreach (var item in Bullets) //check if bullet hit a barrier and destroy it { foreach (var bar in Barriers) { if (item.CollisiionDetection(bar.Rectangle)) { if (item.createdPlayerID != bar.createdClientID) { bar.GotHit(item); item.IsVisible = false; destroyBullets.Add(item); if (!bar.IsVisible) { destroyBarrier.Add(bar); } } } } if (item.CollisiionDetection(Enemy.Rectangle)) { Enemy.PlayerChar.GotShoot(item); } if (item.CollisiionDetection(player.Rectangle)) { player.PlayerChar.GotShoot(item); } } foreach (var item in Collectables) { if (player.CollisiionDetection(item.Rectangle)) { pickUp.Add(item); ammo += 100; item.IsVisible = false; player.Collect(item); } if (Enemy.CollisiionDetection(item.Rectangle)) { pickUp.Add(item); item.IsVisible = false; Enemy.Collect(item); } } if (newState.IsKeyDown(Keys.Space) && oldState != newState && gameStarted) { if (ammo > 0) { newBullet = player.PlayerChar.Shoot(player._position, player.FireDirection, playerColor); //create a bullet if (newBullet != null) { Bullets.Add(newBullet); //add the new bullet to the list proxy.Invoke("NewBullet", newBullet._position, newBullet.flyDirection); ammo -= 100; } } } //Bullets.Add(new Bullet(player.PlayerChar._texture, player.PlayerChar.strength, player.Position, player.FireDirection)); foreach (var item in Bullets) { item.Update(); //update the Bullets if (OutsideScreen(item)) { destroyBullets.Add(item); } } foreach (var item in destroyBarrier) { Barriers.Remove(item); } foreach (var item in pickUp) { Collectables.Remove(item); } foreach (var item in destroyBullets) { Bullets.Remove(item); } destroyBarrier.Clear(); pickUp.Clear(); destroyBullets.Clear(); if (Collectables.Count == 0) { currentState = currentDisplay.Score; } if (Enemy.PlayerChar.Health <= 0) { currentState = currentDisplay.Score; } if (player.PlayerChar.Health <= 0) { currentState = currentDisplay.Score; } if (currentState == currentDisplay.Score) { gameStarted = false; proxy.Invoke("StartGame", gameStarted); if (player.score > Enemy.score) { gameOutcome = endGameStatuses.Win; } if (player.score < Enemy.score) { gameOutcome = endGameStatuses.Lose; } if (player.score == Enemy.score) { gameOutcome = endGameStatuses.Draw; } } } } if (newState.IsKeyDown(Keys.Escape) && oldState != newState) // go back to the character selection { Exit(); } // TODO: Add your update logic here base.Update(gameTime); }