//////////////////////////////// /** XNA Run time functions **/ //////////////////////////////// protected override void Initialize() { kinectRuntime = new Runtime(); kinectRuntime.Initialize(RuntimeOptions.UseColor | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseDepthAndPlayerIndex); kinectRuntime.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); kinectRuntime.VideoFrameReady += VideoFrameReady; kinectRuntime.SkeletonFrameReady += SkeletonFrameReady; particleEffect.Initialise(); // Init Debugger overlay skeletonDebugger = new SkeletonOverlayDebugger(this.kinectRuntime); base.Initialize(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void Activate(bool instancePreserved) { if (!instancePreserved) { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } kinectRGBVideo.Texture = new Texture2D(ScreenManager.GraphicsDevice, 640, 480, false, SurfaceFormat.Color); kinectRuntime = new Runtime(); kinectRuntime.Initialize(RuntimeOptions.UseColor | RuntimeOptions.UseSkeletalTracking | RuntimeOptions.UseDepthAndPlayerIndex); kinectRuntime.VideoStream.Open(ImageStreamType.Video, 2, ImageResolution.Resolution640x480, ImageType.Color); kinectRuntime.VideoFrameReady += VideoFrameReady; kinectRuntime.SkeletonFrameReady += SkeletonFrameReady; kinectRGBVideo.Position = new Vector2(183, 225); UI_KinectFrameOffset = new Vector2(183, 225); // Game Set inits. //Game Level is initiated which has all the number of sets game and instruction gameLevelManager = new GameLevelManager(this.currentLevel, ref content); generateGameSet(); // Load sounds correct_snd = new GameSFX(content.Load <SoundEffect>("kling")); //Loads the background music and plays it GameMusic background = new GameMusic(content.Load <Song>("background_music3")); background.PlayLooping(); particleEffect = new ParticleEffect(); particleRenderer = new SpriteBatchRenderer { GraphicsDeviceService = (IGraphicsDeviceService)ScreenManager.Game.Services.GetService(typeof(IGraphicsDeviceService)) }; particleRenderer.LoadContent(content); particleEffect = content.Load <ParticleEffect>(("BasicExplosion")); particleEffect.LoadContent(content); particleEffect.Initialise(); //Interface Layer UI_FrameLayer = content.Load <Texture2D>("frame"); UI_FrameLayerPosition = new Vector2(0, 0); UI_Font_Instruction = content.Load <SpriteFont>("SpriteFont"); UI_FontPosition_Instruction = new Vector2(500, 90); UI_Font_Score = content.Load <SpriteFont>("SpriteFont"); UI_FontPosition_Score = new Vector2(500, 22); UI_Font_Level = content.Load <SpriteFont>("SpriteFont"); UI_FontPosition_Level = new Vector2(80, 22); UI_Font_Time = content.Load <SpriteFont>("SpriteFont"); UI_FontPosition_Time = new Vector2(850, 22); //Interactive Elements textAnim_GoodJob = new TextAnimator(content.Load <SpriteFont>("SpriteFont")); textAnim_GameOver = new TextAnimator(content.Load <SpriteFont>("SpriteFont")); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); // Debugger if (debuggerOn) { skeletonDebugger = new SkeletonOverlayDebugger(kinectRuntime); shapeDebugger.init(ScreenManager.GraphicsDevice); } } }