private void btnSignIn_Click(object sender, EventArgs e) { me = CnC.Helpers.Cache.LoadObject<Player>(SETTINGSPATH); //Load from JSon if (me != null) { this.txtId.Text = me.UserId; // As received from game master (via email) this.txtName.Text = me.Name; // Whatever you like this.txtNickName.Text = me.NickName; //Whater you like this.txtAuthToken.Text = me.Token; // As received from game master (via email) this.txtKey.Text = me.Key; // unique fb key this.FAppPublic = new FirebaseApp(new Uri(FBPATHPUBLIC + this.txtGameTestEnvironment.Text + "/"), me.Token); // used for connecting with Firebase this.FAppPrivate = new FirebaseApp(new Uri(FBPATHPRIVATE + this.txtGameTestEnvironment.Text + "/"), me.Token); // used for connecting with Firebase } InitPlayer(); InitListeners(); }
private void btnAddPlayer_Click(object sender, EventArgs e) { var frank = new Player() { Name = "Frank Kroondijk", NickName = "FCOle" }; frank.Save(this.FAppPrivate); }
private void JoinGame(GameCommand cmdReceived, Player player, PlayerGame playerGame, Game game) { if (playerGame != null) { new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "User already joined game").Save(this.FAppPrivate); } else { if (game == null) { new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Game not found").Save(this.FAppPrivate); } else { if (game.PlayersInGame.Count >= game.MaxNumberOfPlayers) { new CommandFeedback(cmdReceived, enCommandStatus.Rejected, "Already too many players in the game").Save(this.FAppPrivate); } else { PlayerGame newPlayerGame = new PlayerGame(game, cmdReceived.UserId, player.NickName); foreach (MapTile tile in game.Map.MapTiles) { MapTile playerTile = new MapTile(); playerTile.TerrainType = -1;// tile.TerrainType; playerTile.UserId = newPlayerGame.UserId; playerTile.Xpos = tile.Xpos; playerTile.Ypos = tile.Ypos; newPlayerGame.Map.MapTiles.Add(playerTile); //set spawn, check if not occupied first if (newPlayerGame.Spawn == null && tile.IsSpawningPoint) { if (game.PlayersInGame.Where(c => c.Spawn.Xpos == tile.Xpos && c.Spawn.Ypos == tile.Ypos).Count() == 0) { //not used yet newPlayerGame.Spawn = playerTile; PlayerMapTile playerMapTile = new PlayerMapTile(game.Id, cmdReceived.UserId, playerTile); playerTile.TerrainType = 100; playerTile.IsSpawningPoint = true; playerTile.IsAccessible = true; playerMapTile.Save(this.FAppPrivate); } } } newPlayerGame.Save(this.FAppPrivate); game.PlayersInGame.Add(newPlayerGame); game.Save(this.FAppPublic); new CommandFeedback(cmdReceived, enCommandStatus.Accepted, "Joined the game").Save(this.FAppPrivate); } } } }
private void LoadPlayerFromUI() { //create me = new Player() { Id = this.txtId.Text, UserId = this.txtId.Text, Name = this.txtName.Text, NickName = this.txtNickName.Text, Token = this.txtAuthToken.Text, Key = this.txtKey.Text }; this.txtId.Text = me.UserId; this.txtGameTestEnvironment.Text = Guid.NewGuid().ToString(); this.FAppPrivate = new FirebaseApp(new Uri(FBPATHPRIVATE + this.txtGameTestEnvironment.Text + "/"), me.Token); //used to store data in and retrieve from firebase, path 1 this.FAppPublic = new FirebaseApp(new Uri(FBPATHPUBLIC + this.txtGameTestEnvironment.Text + "/"), me.Token); //used to store data in and retrieve from firebase, path 2 }