private static void JoinGame() { // Reseta os valores Chat.Order = new System.Collections.Generic.List <Chat.Structure>(); Chat.Lines_First = 0; Loop.Chat_Timer = Environment.TickCount + Chat.Sleep_Timer; TextBoxes.Get("Chat").Text = string.Empty; CheckBoxes.Get("Options_Sounds").Checked = Lists.Options.Sounds; CheckBoxes.Get("Options_Musics").Checked = Lists.Options.Musics; CheckBoxes.Get("Options_Chat").Checked = Lists.Options.Chat; Game.Need_Information = 0; Loop.Chat_Timer = Loop.Chat_Timer = Environment.TickCount + 10000; Player.Me.Party = new byte[0]; // Fecha os paineis Panels.Get("Menu_Character").Visible = false; Panels.Get("Menu_Inventory").Visible = false; Panels.Get("Menu_Options").Visible = false; Panels.Get("Chat").Visible = false; Panels.Get("Drop").Visible = false; Panels.Get("Party_Invitation").Visible = false; // Abre o jogo Audio.Music.Stop(); Tools.CurrentWindow = Tools.Windows.Game; }
private static void Connect_Ok() { // Salva o nome do usuário Lists.Options.Username = TextBoxes.Get("Connect_Username").Text; Write.Options(); // Conecta-se ao jogo Game.SetSituation(Game.Situations.Connect); }
public static void Register() { NetOutgoingMessage Data = Socket.Device.CreateMessage(); // Envia os dados Data.Write((byte)Packets.Register); Data.Write(TextBoxes.Get("Register_Username").Text); Data.Write(TextBoxes.Get("Register_Password").Text); Packet(Data); }
public static void Connect() { NetOutgoingMessage Data = Socket.Device.CreateMessage(); // Envia os dados Data.Write((byte)Packets.Connect); Data.Write(TextBoxes.Get("Connect_Username").Text); Data.Write(TextBoxes.Get("Connect_Password").Text); Data.Write(false); // Acesso pelo cliente Packet(Data); }
private static void Register_Ok() { // Regras de segurança if (TextBoxes.Get("Register_Password").Text != TextBoxes.Get("Register_Password2").Text) { MessageBox.Show("The password don't match."); return; } // Registra o jogador, se estiver tudo certo Game.SetSituation(Game.Situations.Registrar); }
public static void CreateCharacter() { NetOutgoingMessage Data = Socket.Device.CreateMessage(); // Envia os dados Data.Write((byte)Packets.CreateCharacter); Data.Write(TextBoxes.Get("CreateCharacter_Name").Text); Data.Write(Game.CreateCharacter_Class); Data.Write(CheckBoxes.Get("GenderMale").Checked); Data.Write(Game.CreateCharacter_Tex); Packet(Data); }
private static void CreateCharacter() { // Reseta os valores TextBoxes.Get("CreateCharacter_Name").Text = string.Empty; CheckBoxes.Get("GenderMale").Checked = true; CheckBoxes.Get("GenderFemale").Checked = false; Game.CreateCharacter_Class = 1; Game.CreateCharacter_Tex = 0; // Abre o painel de criação de personagem Panels.Menu_Close(); Panels.Get("CreateCharacter").Visible = true; }
private static void Drop_Confirm() { // Quantidade short.TryParse(TextBoxes.Get("Drop_Amount").Text, out short Amount); // Verifica se o valor digitado é válidp if (Amount == 0) { MessageBox.Show("Enter a valid value!"); return; } // Solta o item Send.DropItem(Game.Drop_Slot, Amount); Panels.Get("Drop").Visible = false; }
private static void Game_Chat() { Panels.Structure Tool = Panels.Get("Chat"); Tool.Visible = TextBoxes.Focused != null && ((TextBoxes.Structure)TextBoxes.Focused.Data).Name.Equals("Chat"); // Renderiza as mensagens if (Tool.Visible || (Chat.Text_Visible && Lists.Options.Chat)) { for (byte i = Chat.Lines_First; i <= Chat.Lines_Visible + Chat.Lines_First; i++) { if (Chat.Order.Count > i) { DrawText(Chat.Order[i].Text, 16, 461 + 11 * (i - Chat.Lines_First), Chat.Order[i].Color); } } } // Dica de como abrir o chat if (!Tool.Visible) { DrawText("Press [Enter] to open chat.", TextBoxes.Get("Chat").Position.X + 5, TextBoxes.Get("Chat").Position.Y + 3, SFML.Graphics.Color.White); } }
private static void Options() { // Cria o arquivo se ele não existir if (!Directories.Options.Exists) { Clear.Options(); Write.Options(); } // Lê os dados else { FileStream Stream = Directories.Options.OpenRead(); Lists.Options = (Lists.Structures.Options) new BinaryFormatter().Deserialize(Stream); Stream.Close(); } // Eventos CheckBoxes.Get("Connect_Save_Username").Checked = Lists.Options.SaveUsername; if (Lists.Options.SaveUsername) { TextBoxes.Get("Connect_Username").Text = Lists.Options.Username; } }
public static void Type() { TextBoxes.Structure Tool = TextBoxes.Get("Chat"); Panels.Structure Panel = Panels.Get("Chat"); // Somente se necessário if (!Player.IsPlaying(Player.MyIndex)) { return; } // Altera a visiblidade da caixa Panel.Visible = !Panel.Visible; // Altera o foco do digitalizador if (Panel.Visible) { Text_Visible = true; TextBoxes.Focused = Tools.Get(Tool); return; } else { TextBoxes.Focused = null; } // Dados string Message = Tool.Text; // Somente se necessário if (Message.Length < 3) { Tool.Text = string.Empty; return; } // Limpa a caixa de texto Tool.Text = string.Empty; // Separa as mensagens em partes string[] Parts = Message.Split(' '); // Comandos switch (Parts[0].ToLower()) { case "/party": if (Parts.Length > 1) { Send.Party_Invite(Parts[1]); } break; case "/partyleave": Send.Party_Leave(); break; default: // Mensagem lobal if (Message.Substring(0, 1) == "'") { Send.Message(Message.Substring(1), Game.Messages.Global); } // Mensagem particular else if (Message.Substring(0, 1) == "!") { // Previne erros if (Parts.GetUpperBound(0) < 1) { AddText("Use: '!' + Addressee + 'Message'", Color.White); } else { // Dados string Destiny = Message.Substring(1, Parts[0].Length - 1); Message = Message.Substring(Parts[0].Length + 1); // Envia a mensagem Send.Message(Message, Game.Messages.Private, Destiny); } } // Mensagem mapa else { Send.Message(Message, Game.Messages.Map); } break; } }