internal PlayerSceneGraph(HolofunkSceneGraph parent, int playerIndex, int channel) : base() { m_parent = parent; m_playerIndex = playerIndex; m_channel = channel; m_averageLevelRatio = new FloatAverager(15); // don't flicker face changes too fast m_averageLevelRatio.Update(0); // make sure it's initially zero // Center the textures. Vector2 origin = new Vector2(0.5f); RootNode = new GroupNode(parent.RootNode, Transform.Identity, "Player #" + playerIndex); m_headGroup = new GroupNode(RootNode, Transform.Identity, "Head group"); m_headNode = new SpriteNode( m_headGroup, "Head", PlayerIndex == 0 ? parent.Content.HollowOneOval : parent.Content.HollowTwoOval); m_headNode.Origin = new Vector2(0.5f, 0.5f); // semi-transparent heads, hopefully this will make them seem "less interactive" m_headNode.Color = new Color(0.7f, 0.7f, 0.7f, 0.7f); m_headNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored | SecondaryViewOption.SecondTexture); m_headNode.SecondaryTexture = parent.Content.Dot; // Make a faded mike signal that sticks to the head. m_headMikeSignal = new TrackNode( m_headGroup, new Transform(Vector2.Zero, new Vector2(MagicNumbers.LoopieScale)), "MikeSignal", parent.Content, -1, null, true, () => Audio.LevelRatio(Channel), () => new Color(63, 0, 0, 63), () => Color.White, () => 0, () => 0, () => new Color(127, 0, 0, 127), () => 1f); m_leftHandSceneGraph = new PlayerHandSceneGraph(this, false); m_rightHandSceneGraph = new PlayerHandSceneGraph(this, true); }
internal HolofunkState( Clock clock, HolofunkSceneGraph sceneGraph, HolofunkBass bass, HolofunKinect kinect, float initialBPM) { m_clock = clock; m_sceneGraph = sceneGraph; m_bass = bass; m_kinect = kinect; m_requestedBPM = initialBPM; m_player0 = new PlayerModel(0, HolofunkBassAsio.AsioInputChannelId0, this); m_player1 = new PlayerModel(1, HolofunkBassAsio.AsioInputChannelId1, this); }