Example #1
0
        /// <summary>
        /// Allows the app 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)
        {
            if (ApplicationServices.WindowAvailability != WindowAvailability.Unavailable)
            {
                if (ApplicationServices.WindowAvailability == WindowAvailability.Interactive)
                {
                    // TODO: Process touches,
                    // use the following code to get the state of all current touch points.
                    // ReadOnlyTouchPointCollection touches = touchTarget.GetState();

                    ReadOnlyTouchPointCollection touches = touchTarget.GetState();
                    if (CurrentState == GameState.play) // si on est en cours de partie
                    {
                        refreshGameState(); // on rafraichit la liste des objets à afficher

                        if (DrawableObjects.ContainsKey("greenlights")) // affichage des feux de départ
                        {
                            GreenLights gl = (GreenLights)DrawableObjects["greenlights"];
                            if (gameTime.TotalGameTime.Seconds > gl.last_update + 1) // ils disparaissent au bout d'une seconde
                            {
                                DrawableObjects.Remove("greenlights");
                            }
                        }

                        List<String> detectedTags = new List<string>();

                        foreach (var t in touches) // création de la liste des tags posés
                        {
                            if (t.IsTagRecognized)
                            {
                                detectedTags.Add(t.Tag.Value.ToString());
                                if (!TagValues.ContainsKey(t.Tag.Value.ToString()))
                                {
                                    TagValues.Add(t.Tag.Value.ToString(), t);
                                    // envoi de l'évent au serveur
                                    string data = wc.DownloadString(serverURL + "put_tag/"
                                        + t.Tag.Value.ToString() + "/" + t.CenterX / scale + "/" + t.CenterY / scale + "/" + t.Orientation);

                                }
                            }
                            else //  un doigt ou un blob
                            {
                                string data = wc.DownloadString(serverURL + "blob/"
                                    + t.CenterX / scale + "/" + t.CenterY / scale);
                            }
                        }

                        List<string> tagsToDelete = new List<string>();

                        foreach (String tagV in TagValues.Keys) // et on supprime ceux qui ont été enlevés
                        {
                            if (!detectedTags.Contains(tagV))
                            {
                                tagsToDelete.Add(tagV);
                                string data = wc.DownloadString(serverURL + "remove_tag/"
                                    + tagV);
                            }
                        }

                        foreach (String tagV in tagsToDelete)
                        {
                            TagValues.Remove(tagV);
                        }

                    }
                    else if (CurrentState == GameState.menu) // si on est dans le menu.
                    {
                        bool isTrackSelected = false;
                        foreach (var t in touches)
                        {
                            //spriteBatch.DrawString(spriteFont, "x : " + t.X + " y : " + t.Y, new Vector2(t.X, t.Y), Color.Black);
                            if (t.Y > 200 && t.Y < 400) //Première ligne
                            {
                                if (t.X > 100 && t.X < 600) // 1ere colonne
                                {
                                    selectedTrack = Background.Track.Classic;
                                    isTrackSelected = true;
                                }
                                else if (t.X > 700 && t.X < 1200)
                                {
                                    selectedTrack = Background.Track.RainbowRoad;
                                    isTrackSelected = true;
                                }
                                else if (t.X > 1300 && t.X < 1850)
                                {
                                    selectedTrack = Background.Track.City;
                                    isTrackSelected = true;
                                }
                            }
                            else if (t.Y > 600 && t.Y < 875) //deuxième ligne
                            {
                                if (t.X > 100 && t.X < 600) // 1ere colonne
                                {
                                }
                                else if (t.X > 700 && t.X < 1200)
                                {
                                }
                                else if (t.X > 1300 && t.X < 1850)
                                {
                                }
                            }
                        }

                        if (isTrackSelected) // si le joueur à cliqué sur un circuit.
                        {
                            CurrentState = GameState.waiting;
                            Background trackBackground = new Background(new Vector2(0, 0), selectedTrack);
                            trackBackground.LoadContent(this.Content);
                            DrawableObjects["background"] = trackBackground;
                            //envoyer circuit choisi au serveur. (/track/nomDuCircuit)
                            string trackName = "none";
                            switch (selectedTrack)
                            {
                                case Background.Track.Classic:
                                    trackName = "classic";
                                    break;
                                case Background.Track.RainbowRoad:
                                    trackName = "rainbow";
                                    break;
                                case Background.Track.City:
                                    trackName = "city";
                                    break;
                            }
                            string data = wc.DownloadString(serverURL + "track/" + trackName);
                        }
                    }
                    else if (CurrentState == GameState.waiting) // état en attente du départ (après sélection du circuit et avant  le départ)
                    {
                        refreshGameState();

                        GreenLights gl;

                        if (DrawableObjects.ContainsKey("greenlights"))
                        {
                            gl = (GreenLights)DrawableObjects["greenlights"];
                        }
                        else
                        {
                            Console.WriteLine("new lights");
                            gl = new GreenLights();
                            gl.LoadContent(this.Content);
                            DrawableObjects.Add("greenlights", gl);
                        }

                        switch (gl.currentState) // mise à jour des feux de départ toute les secondes.
                        {
                            case GreenLights.GLState.Waiting:
                                foreach (var t in touches)
                                {
                                    if (t.Y > 220 && t.Y < 860 && t.X > 640 && t.X < 1280) //clic sur le drapeau
                                    {
                                        gl.currentState = GreenLights.GLState.R3;
                                        gl.last_update = gameTime.TotalGameTime.Seconds;
                                    }
                                }
                                break;
                            case GreenLights.GLState.R3:
                                if (gameTime.TotalGameTime.Seconds > gl.last_update + 1)
                                {
                                    gl.currentState = GreenLights.GLState.R2;
                                    gl.last_update = gameTime.TotalGameTime.Seconds;
                                }
                                break;
                            case GreenLights.GLState.R2:
                                if (gameTime.TotalGameTime.Seconds > gl.last_update + 1)
                                {
                                    gl.currentState = GreenLights.GLState.R1;
                                    gl.last_update = gameTime.TotalGameTime.Seconds;
                                }
                                break;
                            case GreenLights.GLState.R1:
                                if (gameTime.TotalGameTime.Seconds > gl.last_update + 1)
                                {
                                    gl.currentState = GreenLights.GLState.GO;
                                    gl.last_update = gameTime.TotalGameTime.Seconds;
                                    CurrentState = GameState.play;
                                    string data = wc.DownloadString(serverURL + "start");
                                }
                                break;
                        }

                    }

                }

                // TODO: Add your update logic here

            }

            base.Update(gameTime);
        }
Example #2
0
        /// <summary>
        /// Allows the app to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            Console.WriteLine("Initialisation du jeu");

            loadConfig();

            Background bBackground = new Background(new Vector2(0, 0), Background.Track.Menu);
            DrawableObjects.Add("background", bBackground);

            IsMouseVisible = true; // easier for debugging not to "lose" mouse
            SetWindowOnSurface();
            InitializeSurfaceInput();

            // Set the application's orientation based on the orientation at launch
            currentOrientation = ApplicationServices.InitialOrientation;

            // Subscribe to surface window availability events
            ApplicationServices.WindowInteractive += OnWindowInteractive;
            ApplicationServices.WindowNoninteractive += OnWindowNoninteractive;
            ApplicationServices.WindowUnavailable += OnWindowUnavailable;

            // Setup the UI to transform if the UI is rotated.
            // Create a rotation matrix to orient the screen so it is viewed correctly
            // when the user orientation is 180 degress different.
            Matrix inverted = Matrix.CreateRotationZ(MathHelper.ToRadians(180)) *
                       Matrix.CreateTranslation(graphics.GraphicsDevice.Viewport.Width,
                                                 graphics.GraphicsDevice.Viewport.Height,
                                                 0);

            if (currentOrientation == UserOrientation.Top)
            {
                screenTransform = inverted;
            }

            base.Initialize();
        }