private void ButtonEndTurn_Click(object sender, RoutedEventArgs e) { /* * Ends the turn for the current player * Should reset the dice roll */ btnDice.Content = "Dice Roll"; Chatlog.Content = Chatlog.Content + "\n> " + player.getName() + "'s turn has ended. Player 2's turn begins."; Chatlog.ScrollToEnd(); }
private void ButtonDiceRoll_Click(object sender, RoutedEventArgs e) { /* * Generates a random value (1-n) * where n is the maximum value of the selected die * The value then changes the button text and sends * a message to the chat log */ int diceMax = 20; //Max value set to 20 as default, will change in the future Random rngDice = new Random(); diceRollVal = (int)(rngDice.NextDouble() * diceMax) + 1; btnDice.Content = diceRollVal; Chatlog.Content = Chatlog.Content + "\n> " + player.getName() + " has rolled a " + diceRollVal; Chatlog.ScrollToEnd(); }
/// <summary> /// Detects when user hits enter key to signal inpout of a command or text to the chat. Can be expanded on in the future. /// </summary> /// <param name="sender">Eventually will contain info about who the request is from for username information</param> /// <param name="e">The key that is pressed. We are looking for the enter key, others can be used here</param> private void Chatbox_KeyDown(object sender, KeyEventArgs e) { if (e.Key.Equals(Key.Enter) && Chatbox.Text != "") //User submitted request { if (Chatbox.Text.StartsWith("/")) //Request is a command { Chatlog.Content += ProcessCommand(Chatbox.Text.ToLower().Split()); } else //Request is a chat message { Chatlog.Content = Chatlog.Content + "\n" + Chatbox.Text; //TODO: @Ruiming this is where I moved your chat events to. Chatbox.Text = ""; } //TODO: @Noah - I want to allow users to hit up and be able to reselect old requests they entered during this session. This will require storing this info before clearning. Chatbox.Text = ""; //Clear chatbox after input is dealt with Chatlog.ScrollToEnd(); } }