private void btn_startGame_Click(object sender, RoutedEventArgs e) { try{ client.StartGame(SingletonAccount.getSingletonAccount().User, idGame); } catch (Exception ex) { MessageBox.Show(Properties.Resources.server_connection_error); Console.WriteLine("Error en startGame " + ex.Message); } }
public void RemovePowerSpeed(object sender, EventArgs e) { if (timerValidation == 1) { client.RemovePower(SingletonAccount.getSingletonAccount().User); timePower.Stop(); timerValidation = 0; } else { timerValidation = 1; } }
public void Reconnection(object sender, EventArgs e) { try { client.Reconntection(SingletonAccount.getSingletonAccount().User); ConnectionStatus.Text = "Connected"; } catch (Exception ex) { ConnectionStatus.Text = "Diconnected"; Logger.log.Error(ex); } }
private void button_joinGame_Click(object sender, RoutedEventArgs e) { LismanService.GameManagerClient client = new LismanService.GameManagerClient(); int idGame = client.JoinGame(SingletonAccount.getSingletonAccount().User); if (idGame > 0) { Lobby lobby = new Lobby(idGame); lobby.Show(); this.Close(); } else { MessageBox.Show(Properties.Resources.message_nogames_found); } }
/// <summary> /// Función que une al jugador al chat del juego al crear la ventana Lobby /// </summary> /// <param name="idGame"> Identificador del juego al cual el jugador se unirá </param> public Lobby(int idGame) { InitializeComponent(); instance = new InstanceContext(this); this.idGame = idGame; client = new ChatManagerClient(instance); try { client.JoinChat(SingletonAccount.getSingletonAccount().User, idGame); textBlock_name_player.Text = SingletonAccount.getSingletonAccount().User; btn_startGame.IsEnabled = false; } catch (Exception ex) { MessageBox.Show(Properties.Resources.server_connection_error); Logger.log.Warn("Function Lobby " + ex.Message); } }
private void btn_exitGame_Click(object sender, RoutedEventArgs e) { MultiplayerHome homeMultiplayer = new MultiplayerHome(); LismanService.GameManagerClient clientGame = new LismanService.GameManagerClient(); try { clientGame.LeaveGame(SingletonAccount.getSingletonAccount().User, idGame); client.LeaveChat(SingletonAccount.getSingletonAccount().User, idGame); homeMultiplayer.Show(); this.Close(); } catch (Exception ex) { MessageBox.Show(Properties.Resources.server_connection_error); Logger.log.Warn("Error en funcion exit game " + ex.Message); } }
private void button_newGame_Click(object sender, RoutedEventArgs e) { LismanService.GameManagerClient client = new LismanService.GameManagerClient(); try { int idGame = client.CreateGame(SingletonAccount.getSingletonAccount().User); if (idGame > 0) { Lobby lobby = new Lobby(idGame); lobby.Show(); this.Close(); } } catch (Exception ex) { MessageBox.Show("Error de conexión con el servidor, por favor intente mas tarde"); Logger.log.Error("Function new game" + ex.Message); } }
/// <summary> /// Obtiene el mensaje que escribio el jugador en el campo de texto y lo envia al servicio para que lo muestre en pantalla /// de los jugadores que estan en el lobby mediante callback /// </summary> public void SendMessage() { if (textBox_message.Text != String.Empty) { Message message = new Message { Text = textBox_message.Text, userName = SingletonAccount.getSingletonAccount().User }; try { client.SendMessage(message, idGame); textBox_message.Text = String.Empty; } catch (Exception ex) { MessageBox.Show(Properties.Resources.server_connection_error); Logger.log.Warn("Function sendMessage" + ex.Message); } } }
/// <summary> /// Escribe en pantalla el nombre del jugador le asigna la imagen que ocupará /// </summary> /// <param name="colorPlayer"> identificador del color que le toca usar al jugador</param> /// <param name="user">Nombre de usuario del jugador</param> public void NotifyColorPlayer(int colorPlayer, String user) { if (SingletonAccount.getSingletonAccount().User == user) { playerColor = colorPlayer; } switch (colorPlayer) { case LISMANYELLOW: lismanPlayerImage = LismanYellowImage; X = 1; Y = 1; UserLismanYellow.Text = user; break; case LISMANRED: lismanPlayerImage = LismanRedImage; X = 22; Y = 1; UserLismanRed.Text = user; break; case LISMANBLUE: lismanPlayerImage = LismanBlueImage; X = 1; Y = 21; UserLismanBlue.Text = user; break; case LISMANGREEN: lismanPlayerImage = LismanGreenImage; X = 22; Y = 21; UserLismanGreen.Text = user; break; } }
/// <summary> /// Une a los jugadores en la información del juego en el servidor al crear la ventana del juego multijugador /// </summary> /// <param name="idgame">Identificador del juego al cual el jugador pertenece y sera gaurdado en el sevidor</param> public MultiplayerGame(int idgame) { InitializeComponent(); instace = new InstanceContext(this); this.idgame = idgame; client = new MultiplayerManagerClient(instace); try { client.JoinMultiplayerGame(SingletonAccount.getSingletonAccount().User, idgame); } catch (Exception ex) { MessageBox.Show(Properties.Resources.server_connection_error); Logger.log.Error(ex); } UserConnected.Text = SingletonAccount.getSingletonAccount().User; runLeft.Tick += new EventHandler(RunLeft); runLeft.Interval = new TimeSpan(0, 0, 0, 0, speedLisman); runUp.Tick += new EventHandler(RunUp); runUp.Interval = new TimeSpan(0, 0, 0, 0, speedLisman); runRight.Tick += new EventHandler(RunRight); runRight.Interval = new TimeSpan(0, 0, 0, 0, speedLisman); runDown.Tick += new EventHandler(RunDown); runDown.Interval = new TimeSpan(0, 0, 0, 0, speedLisman); MatrixGame(); DrawPills(); createMatrixPillsImages(); reconnectionTimer.Tick += new EventHandler(Reconnection); reconnectionTimer.Interval = new TimeSpan(0, 0, 0, 1); reconnectionTimer.Start(); }