A simple package built to work with Gadgets API
Switch branches/tags
Nothing to show
Clone or download
Fetching latest commit…
Cannot retrieve the latest commit at this time.
Permalink
Type Name Latest commit message Commit time
Failed to load latest commit information.
Alexa.NET.Gadgets.Tests
Alexa.NET.Gadgets
.gitignore
Alexa.NET.Gadgets.sln
LICENSE
README.md
_config.yml

README.md

Alexa.NET.Gadgets

A simple skill built to work with the Alexa Gadgets API, using Alexa.NET as the core

Game Controller Support

Set all attached buttons to the same color

A good one to show the user active buttons during roll call

using Alexa.NET.Gadgets.GadgetController
...
response.GadgetColor("0000FF",10000)

which is the same as

var setLight = new SetLightDirective
{
    Parameters =
        SetLightParameter.Create(
            SetLightAnimation.CreateSingle(
				AnimationSegment.Create("0000FF", 10000)))
};

response.Response.Directives.Add(setLight);

Set light color of a specific gadget

using Alexa.NET.Gadgets.GadgetController
...
response.GadgetColor("0000FF", new[] { "gadgetid1"}, 10000);

which is the same as

var setLight = new SetLightDirective
{
    TargetGadgets = new List<string>{"gadgetid1"},
    Parameters =
        SetLightParameter.Create(
            SetLightAnimation.CreateSingle(
				AnimationSegment.Create("0000FF", 10000)))
};

response.Response.Directives.Add(setLight);

Set light with more explicit settings

var setLight = new SetLightDirective
{
    TargetGadgets = new List<string> { "gadgetId1", "gadgetId2" },
    Parameters = new SetLightParameter
    {
        TriggerEvent = TriggerEvent.Down,
        TriggerEventTimeMilliseconds = 200,
        Animations = new List<SetLightAnimation> {
            new SetLightAnimation {
                Repeat = 1,
                TargetLights = new List<int> { 1 },
                Sequence = new List<AnimationSegment>
                        {
                            new AnimationSegment
                            {
                                Blend=false,
                                DurationMilliseconds = 3000,
                                Color="0000FF"
                            }
                        }
            }
        }
    }
};
skillResponse.Response.Directives.Add(setLight);

Game Engine Support

Add support for GameEngine requests - please this in constructor/startup

new GadgetRequestHandler().AddToRequestConverter();

Roll Call - Ask User to identify buttons

Adds a directive to the response that looks for buttons to be pressed, and assigns them to the list passed in on a first come first served basis (Good to use in combination with a general GadgetColor from GameController to show the user which buttons they can pick from)

using Alexa.NET.Gadgets.GameEngine
...
response.AddRollCall("first", "second");

This is equivalent to:

  • A StartInputHandler Directive - Proxy added for each name passed in - A timed out event - A "rollcall complete" event - A "rollcall complete" recogniser
    • A pattern for each name to be pressed down, once, in order.

Roll Call - Find mandatory gadgets used in roll call

When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are pressed down within the time it will return false.

Assuming the previous AddRollCall method was used, this would return a dictionary mapping first -> firstGadgetId, second -> secondGadgetId

using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
    case InputHandlerEventRequest inputHandler:
      inputHandler.TryRollCallResult(out Dictionary<string,string> mapping, "first","second");
}

Roll Call - Find optional gadgets used in roll call

When an InputHandlerEventRequest is identified, this will check to see if it was a rollcall event, and then map the matched events to the gadget ids in the order passed in. If not all gadgets are passed in, it will return a mapping for those distinct buttons pressed during the time. If the event was neither roll call nor time out, or no event was found, then it will return false.

Assuming the previous AddRollCall method was used, this would return:

  • a dictionary mapping first -> firstGadgetId, second -> secondGadgetId if both buttons were pressed
  • a dictionary mapping first -> firstGadgetId if one button was pressed within the timeout
  • a false result and a null mapping object if the event was neither rollcall nor timeout
using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
    case InputHandlerEventRequest inputHandler:
      inputHandler.TryRollCallOptionalResult(out Dictionary<string,string> mapping, "first","second");
}

In Game - find out which gadget is pressed down first

Adds a directive which triggers a InputHandlerEventRequest when any of the mentioned buttons is pressed.

The triggered event is given the name passed in (in this case buzzedIn)

using Alexa.NET.Gadgets.GameEngine
...
response.WhenFirstButtonDown(new[] { gadget1, gadget2 }, "buzzedIn", 10000);

this can also be done with a roll call result:

using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
    case InputHandlerEventRequest inputHandler:
      if(inputHandler.TryRollCallOptionalResult(out Dictionary<string,string> mapping, "first","second"))
      {
        response.WhenFirstButtonDown(mapping, "buzzedIn", 10000);
      }
}

In Game - find out which gadget pressed first

When an InputHandlerEventRequest is identified, this will see if the named event is found and what the gadget that triggered it was

using Alexa.NET.Gadgets.GameEngine
...
switch(skillRequest.Request)
{
    case InputHandlerEventRequest inputHandler:
      if(inputHandler.TryMapEventGadget("buzzedIn", out var gadgetId))
      {
        //Perform logic based on who buzzed in
      }
}