public override void Initialize()
        {
            base.Initialize();
            
            //Kinect initialisieren
            Scene.InitKinect();

            Scene.Physics.ForceUpdater.Gravity = new Vector3(0,-5.0f,0);            //Definierte Schwerkraft

            //Kamera
            cam = new CameraObject(new Vector3(0,0,0),                 //Position
                                                new Vector3(0,-1,-5));              //Blickpunkt
            Scene.Add(cam);
            Scene.Camera=cam;
            cameraMovement = new CameraMovement(cam);

            //Objecte
            startObjects = new StartObjects(Scene, level);
            Objektverwaltung.setObjektverwaltung(Scene,level);



            //Hände bekommen transparente Box
            rightHand = startObjects.RightHand();
            leftHand = startObjects.LeftHand();

            weiterSym = startObjects.Weiter();

            currentState = States.Menu;                                            //Anfangszustand
        }
Example #2
0
        public override void Initialize()
        {
            base.Initialize();
            Scene.ShowFPS = true;
            Scene.ShowObjectOrigin = false;
            Scene.ShowCollisionMeshes = false;
            //Kinect initialisieren
            Scene.InitKinect();

            Scene.Physics.ForceUpdater.Gravity = new Vector3(0,-2.5f,0);            //Definierte Schwerkraft

            //Kamera
            cam = new CameraObject(new Vector3(0,0,0),                 //Position
                                                new Vector3(0,-1,-5));              //Blickpunkt
            Scene.Add(cam);
            Scene.Camera=cam;
            cameraMovement = new CameraMovement(cam);

            this.Scene.ShowCameraImage = true;
            this.Scene.Kinect.ShowCameraImage = NOVA.Components.Kinect.Kinect.KinectCameraImage.ReducedRGB;

            //Objecte
            startObjects = new StartObjects(Scene, level);
            Objektverwaltung.setObjektverwaltung(Scene,level);

            currentState = States.Start;                                            //Anfangszustand
        }