public Player() { BassNet.Registration("*****@*****.**", "2X1723201782018"); //engine initialization Bass.BASS_Init(-1, 44100, BASSInit.BASS_DEVICE_DEFAULT, System.IntPtr.Zero); //set default status curStatus = PLAYER_STATUS.PLAYER_STATUS_NOT_READY; }
public int points; /**< All the added points gain in the game.*/ /** * Constructor. * @param name The name of the player. * @param _id The id of the player. * @param _ip The ip of the player. * @param _port The port of the player. */ public Profile(string name, int _id, string _ip, int _port) { owner = name; id = _id; ip = _ip; port = _port; deck = new Deck(); status = PLAYER_STATUS.ONLINE; contract = null; win = new Deck(); ready = false; points = 0; }
void engine_StatusChanged(PLAYER_STATUS status, EventArgs e) { switch (status) { case PLAYER_STATUS.PLAYER_STATUS_ENDED: OnStatusEnded(); break; case PLAYER_STATUS.PLAYER_STATUS_NOT_READY: OnStatusNotReady(); break; case PLAYER_STATUS.PLAYER_STATUS_PAUSED: OnStatusPaused(); break; case PLAYER_STATUS.PLAYER_STATUS_PLAYING: OnStatusPlaying(); break; case PLAYER_STATUS.PLAYER_STATUS_READY_STOPPED: //This event will come immediately after the attachfile so we can say the playback is about to start OnStatusStopped(); break; } }
//Update the UI with new status of player private void UpdateStatus(PLAYER_STATUS status) { curStatus = status; StatusChanged(curStatus,null); }