Beispiel #1
0
        private void Window_Idle(object sender, EventArgs e)
        {
            //update game data
            gameData.updateInfo(camera.LastFrame);
            //check for goals
            for (int i = 0; i < balls.Count; i++)
            {
                Ball ball = balls[i];
                if (Helper.isGoal(ball, goals))
                {
                    //find the player who scored, increase his score
                    int index = players.IndexOf(ball.LastHit);
                    if (index != -1)
                    {
                        //make sure someone hit the ball
                        players[index].Score++;
                        if (Helper.gameIsOver(players[index], setup.MaxScore))
                        {
                            //if the game is over, display a label
                            Label label = new Label {
                                Content    = setup.PlayerNames[index] + " wins the game!",
                                FontSize   = 40,
                                FontFamily = new System.Windows.Media.FontFamily("Tahoma")
                            };
                            Canvas.SetLeft(label, (World.ActualWidth / 4) - label.ActualWidth);
                            Canvas.SetTop(label, (World.ActualHeight / 2) - label.ActualHeight);
                            World.Children.Add(label);
                        }
                    }
                    // Set ball in center of world and reinitialize the speeds. if there were multiple balls, remove the ball that scored instead
                    if (balls.Count == 1)
                    {
                        ResetBall(ball);
                        gameData.updateInfo(camera.LastFrame);
                        PauseResume();
                    }
                    else
                    {
                        World.Children.Remove(ball.Shape);
                        balls.Remove(ball);
                    }
                }
            }

            //hand detection
            using (Bitmap bmp = camera.LastFrame) {
                if (bmp != null)
                {
                    List <System.Drawing.Point> hands = Handdetection.GetHandLocations(Handdetection.imageBinarization(bmp, setup.Threshold, setup.Mirror), setup.Rectangles);
                    System.Drawing.Size         s     = bmp.Size;
                    Dispatcher.BeginInvoke(new Action(() => {
                        for (int i = 0; i < players.Count; i++)
                        {
                            Player player = players[i];
                            //determine which coordinate should be altered
                            if (player.Direction == 'Y')
                            {
                                if (hands[i].Y != 0)
                                {
                                    double relativeValue = (double)hands[i].Y / s.Height;
                                    //if the player is affected by a reverse powerup, invert position
                                    if (player.ReverseTime > 0)
                                    {
                                        player.Beam.Y = World.ActualHeight - (relativeValue * World.ActualHeight);
                                    }
                                    else
                                    {
                                        player.Beam.Y = relativeValue * World.ActualHeight;
                                    }
                                }
                            }
                            else
                            {
                                if (hands[i].X != 0)
                                {
                                    double relativeValue = (double)hands[i].X / s.Width;
                                    //if the player is affected by a reverse powerup, invert position
                                    if (player.ReverseTime > 0)
                                    {
                                        player.Beam.X = World.ActualWidth - (relativeValue * World.ActualWidth);
                                    }
                                    else
                                    {
                                        player.Beam.X = relativeValue * World.ActualWidth;
                                    }
                                }
                            }
                        }
                    }));
                }
            }

            //ball collision
            Physics p = new Physics(World, setup);
            Ball    b;

            for (int i = 0; i < balls.Count; i++)
            {
                b = balls[i];
                System.Windows.Point[] intersection = new System.Windows.Point[3];
                try {
                    Dispatcher.Invoke(new Action(() => { intersection = p.Intersection(b); }));
                    if (!(intersection[0].X < 0))
                    {
                        b = p.BallCollisionBeam(b, intersection);
                    }
                    b = p.HandleSideCollisions(b);
                } catch (Exception) { }

                //ball movement
                try {
                    Dispatcher.Invoke(new Action(() => { b.X += b.SpeedX; }));
                } catch (Exception) { }
                try {
                    Dispatcher.Invoke(new Action(() => { b.Y += b.SpeedY; }));
                } catch (Exception) { }

                //Handle powerups
                try {
                    Dispatcher.Invoke(new Action(() => { p.HandlePowerups(b, players, powerups, balls); }));
                } catch (Exception) { }
            }
        }