A simple skill built to work with the Alexa Gadgets API, using Alexa.NET as the core
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);
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);
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);
new GadgetRequestHandler().AddToRequestConverter();
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.
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");
}
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");
}
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);
}
}
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
}
}
var api = new EndpointApi(skillRequest);
var endpoints = await api.GetEndpoints();
SendDirective.AddToDirectiveConverter(); //Only if you're deserializing directives from JSON
var directive = new SendDirective(endpointId, interfaceNamespace, interfaceName, customPayload);
skillResponse.Response.Directives.Add(directive);
StartEventHandler.AddToDirectiveConverter(); //As before - if deserializing
const string gameOverText = "Game over! Would you like to hear your stats?";
var token = Guid.Parse("1234abcd-40bb-11e9-9527-6b98b093d166");
var expected = new StartEventHandler(
token,
new Expiration(8000, new {gameOverSpeech=gameOverText}),
FilterMatchAction.SendAndTerminate,
new CombinedFilterExpression(
CombinationOperator.And,
new ComparisonFilterExpression(ComparisonOperator.Equals, "header.namespace", "Custom.Robot"),
new ComparisonFilterExpression(ComparisonOperator.GreaterThan, "payload.angle", 10)
)
);
new CustomInterfaceHandler().AddToRequestConverter();
...
var request = skillRequest.Request as EventsReceivedRequest;
var event = request.Events.First();
//...or
var request = skillRequest.Request as ExpiredRequest;
var payload = request.ExpirationPayload;
StopEventHandler.AddToDirectiveConverter(); //As before - if deserializing
var directive = new StopEventHandler(tokenFromStartHandler);
skillResponse.Response.Directives.Add(directive);