public Task3D() { endCondition = new ButtonEndCondition(); primaryInput = new InputBalanceBoard(); region = new Region(); inputHandling = InputHandling.Differential; }
public Region(Region r) { regionEnabled = r.regionEnabled; rParams = new SerializableDictionary<regPT, RegionParameter>(); foreach (regPT rPT in r.rParams.Keys) { rParams.Add(rPT, new RegionParameter(r.rParams[rPT])); } Shape = r.Shape; }
public Task2D(Task2D tk) { Name = "copy of " + tk.Name; additionalInput = new List<InputDevice>(tk.additionalInput); endCondition = tk.endCondition.returnNew(); primaryInput = tk.primaryInput.returnNew(); regionEnabled = tk.regionEnabled; rand = new Random(); region = new Region(tk.region); }
public Task2D() { additionalInput = new List<InputDevice>(); endCondition = new ButtonEndCondition(); primaryInput = new InputBalanceBoard(); regionEnabled = false; rand = new Random(); region = new Region(); ((RegionParameter)region.rParams[regPT.Z]).pos = new float[2]{0,0}; ((RegionParameter)region.rParams[regPT.Z]).size = new float[2]{0,0}; }
public override bool isMet(GameTime gameTime, Region r, Vector3 pos) { // reset elapsedTime on new Execution if (isNewExecution) { elapsedTime = new TimeSpan(); isNewExecution = false; inRegion = false; } // Update switch (Type) { case TimeLimitType.TimeInRegion: if (r.isInRegion(pos)) { elapsedTime += gameTime.ElapsedGameTime; inRegion = true; } else { elapsedTime -= elapsedTime; inRegion = false; } break; case TimeLimitType.TimeOutRegion: if (r.isInRegion(pos)) { elapsedTime -= elapsedTime; inRegion = true; } else { elapsedTime += gameTime.ElapsedGameTime; inRegion = false; } break; case TimeLimitType.TotalTime: default: elapsedTime += gameTime.ElapsedGameTime; break; } // Check return elapsedTime.TotalSeconds >= TimeLimit; }
public override bool isMet(GameTime gameTime, Region r, Vector3 pos) { throw new NotImplementedException(); }
public abstract bool isMet(GameTime gameTime, Region r, Vector3 pos);
public override bool isMet(GameTime gameTime, Region r, Vector3 pos) { MouseState mouse = Mouse.GetState(); WiimoteState remote = WiiUse.GetRemoteState(); BalanceBoardState balance = WiiUse.GetBalanceBoardState(); bool rv = false; switch (Button) { case Button.LeftMouse: rv = mouse.LeftButton == ButtonState.Pressed && lastMouse.LeftButton == ButtonState.Released; break; case Button.RightMouse: rv = mouse.RightButton == ButtonState.Pressed && lastMouse.RightButton == ButtonState.Released; break; case Button.A: rv = remote.a == ButtonState.Pressed && lastRemote.a == ButtonState.Released; break; case Button.B: rv = remote.b == ButtonState.Pressed && lastRemote.b == ButtonState.Released; break; case Button.Up: rv = remote.dUp == ButtonState.Pressed && lastRemote.dUp == ButtonState.Released; break; case Button.Down: rv = remote.dDown == ButtonState.Pressed && lastRemote.dDown == ButtonState.Released; break; case Button.Left: rv = remote.dLeft == ButtonState.Pressed && lastRemote.dLeft == ButtonState.Released; break; case Button.Right: rv = remote.dRight == ButtonState.Pressed && lastRemote.dRight == ButtonState.Released; break; case Button.One: rv = remote.one == ButtonState.Pressed && lastRemote.one == ButtonState.Released; break; case Button.Two: rv = remote.two == ButtonState.Pressed && lastRemote.two == ButtonState.Released; break; case Button.Home: rv = remote.home == ButtonState.Pressed && lastRemote.home == ButtonState.Released; break; case Button.Plus: rv = remote.plus == ButtonState.Pressed && lastRemote.plus == ButtonState.Released; break; case Button.Minus: rv = remote.minus == ButtonState.Pressed && lastRemote.minus == ButtonState.Released; break; case Button.BalanceBoardButton: rv = balance.button == ButtonState.Pressed && lastBalance.button == ButtonState.Released; break; default: rv = false; break; } lastMouse = mouse; lastRemote = remote; lastBalance = balance; return rv; }