/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { Braile.setBraileState(braileData.braileLetter1, '#'); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } base.Update(gameTime); foreach (TouchLocation location in TouchPanel.GetState()) { // Letter control for (int i = 0; i < Braile.cBraileDotsNum; i++) { if (braileData.braileLetter1[i].rect.Contains((int)location.Position.X, (int)location.Position.Y)) { if (i == 1) { //vibrate.Start(TimeSpan.FromMilliseconds(20)); vibrate.Start(TimeSpan.FromMilliseconds(5)); System.Threading.Thread.Sleep(20); vibrate.Start(TimeSpan.FromMilliseconds(10)); System.Threading.Thread.Sleep(10); vibrate.Start(TimeSpan.FromMilliseconds(5)); } if (i == 3) { //vibrate.Start(TimeSpan.FromMilliseconds(1)); vibrate.Start(TimeSpan.FromMilliseconds(20)); System.Threading.Thread.Sleep(40); vibrate.Start(TimeSpan.FromMilliseconds(20)); System.Threading.Thread.Sleep(20); vibrate.Start(TimeSpan.FromMilliseconds(10)); } if (i == 5) { vibrate.Start(TimeSpan.FromMilliseconds(100)); } if (i == 7) { vibrate.Start(TimeSpan.FromMilliseconds(50)); //vibrate.Start(TimeSpan.FromMilliseconds(70)); //System.Threading.Thread.Sleep(120); //vibrate.Start(TimeSpan.FromMilliseconds(70)); } } } } }
void proceedText() { Braile.setBraileState(braileData.braileLetter1, braileText[wordPos][letterPos]); }