Esempio n. 1
0
        public GameplayScreen(bool newGame)
        {
            this.newGame = newGame;
            tempp = new HighScore();
            rezultati = new List<HighScore>();
            isoHelper = new ISHelper();
            typeFinish = false;
            temp = new List<HighScore>();
            Scores = new HighScore();
            GameplayHelper.updateGameTime = true;
            //foreach (HighScore kv in temp)
            //{
            //    Debug.WriteLine(kv.player + kv.score);
            //}

            Accelerometer = new Accelerometer();
            if (Accelerometer.State == SensorState.Ready)
            {
                Accelerometer.CurrentValueChanged += (s, e) =>
                {
                    accelState = e;
                };
                Accelerometer.Start();
            }
        }
        /// <summary>
        /// Init
        /// </summary>
        internal void Init()
        {
            #if WINDOWS_PHONE
            accelSensor = new Accelerometer();
            // Add the accelerometer event handler to the accelerometer sensor.
            accelSensor.ReadingChanged +=
                new EventHandler<AccelerometerReadingEventArgs>(AccelerometerReadingChanged);

            // Start the accelerometer
            try
            {
                accelSensor.Start();
                accelActive = true;
            }
            catch (AccelerometerFailedException e)
            {
                // the accelerometer couldn't be started.  No fun!
                accelActive = false;
            }
            catch (UnauthorizedAccessException e)
            {
                // This exception is thrown in the emulator-which doesn't support an accelerometer.
                accelActive = false;
            }
            #endif
        }
Esempio n. 3
0
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            accelSensor = new Accelerometer();
            accelSensor.Start();
            accelSensor.ReadingChanged += accelSensor_ReadingChanged;

            //floorToysB = new List<BasicComponent>();
            //floorToysI = new List<BasicComponent>();
            //floorToys = new List<BasicComponent>();
            indicatorRct = new Rectangle(470, 145, 200, 200);
            spriteBatch = new SpriteBatch(gameMS.GraphicsDevice);

            mamaRct = new Rectangle(345, 10, 245, 470);
            mannRect = new Rectangle(545, 40, 185, 370);
            mannRect2 = new Rectangle(550, 40, 180, 370);
            mannRect3 = new Rectangle(515, 40, 215, 370);
            mannRect4 = new Rectangle(555, 100, 180, 320);
            crayonRect = new Rectangle(0, 430, 200, 70);
            basketLeftRect = new Rectangle(0, 320, 250, 150);
            basketOpeningRct = new Rectangle(25, 305, 250, 150);
            bskHit = new Rectangle(35, 400, 180, 80);
            roomRect = new Rectangle(-30, -20, 900, 600);
            guiBubbleRct = new Rectangle(170, 55, 440, 270);

            //default toy størrelse
            defaultRect = new Rectangle(510, 200, 100, 90);

            rightColor = new Color();
            wrongColor = new Color();

            rectangles[0] = new Rectangle(510, 190, 120, 90); //sportscar
            rectangles[1] = new Rectangle(530, 160, 130, 120); //plane
            rectangles[2] = new Rectangle(510, 180, 130, 90);//train
            rectangles[3] = new Rectangle(510, 200, 120, 90); //tractor
            rectangles[4] = new Rectangle(510, 180, 120, 120); //digger
            rectangles[5] = new Rectangle(510, 160, 130, 130); //dino
            rectangles[6] = new Rectangle(505, 170, 120, 120); //baby
            rectangles[7] = new Rectangle(505, 165, 120, 120); //soldier
            rectangles[8] = new Rectangle(505, 170, 120, 120);//actionfigure
            rectangles[9] = new Rectangle(505, 190, 120, 120);//teddy
            rectangles[10] = new Rectangle(515, 205, 70, 70); //block
            rectangles[11] = new Rectangle(505, 170, 100, 100);//ball
            rectangles[12] = new Rectangle(520, 140, 100, 150); //balloon
            rectangles[13] = new Rectangle(515, 160, 130, 120); //pad
            rectangles[14] = new Rectangle(510, 160, 120, 120); //horse
            rectangles[15] = new Rectangle(510, 190, 120, 90); //racecar
            rectangles[16] = new Rectangle(510, 190, 150, 120);//dumper

            initPauseScreen();

            numberOfTurns = rectangles.Length;

            rnd = new Random();

            base.Initialize();
        }
 public override void Initialize()
 {
     base.Initialize();
     Accelerometer = new Accelerometer();
     if (Accelerometer.State == SensorState.Ready)
     {
         Accelerometer.ReadingChanged += AccelerometerReadingChanged;
         Accelerometer.Start();
     }
 }
Esempio n. 5
0
        protected override void Initialize()
        {
            Accelerometer accelerometer = new Accelerometer();
            accelerometer.ReadingChanged += OnAccelerometerReadingChanged;

            try { accelerometer.Start(); }
            catch { }

            base.Initialize();
        }
 public UserControlledSprite(Texture2D textureImage, Vector2 position,
     Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize,
     Vector2 speed, int millisecondsPerFrame)
     : base(textureImage, position, frameSize, collisionOffset, currentFrame,
     sheetSize, speed, millisecondsPerFrame, null, 0)
 {
     accelerometer = new Accelerometer();
     accelerometer.TimeBetweenUpdates = TimeSpan.FromMilliseconds(20);
     accelerometer.CurrentValueChanged += new EventHandler<SensorReadingEventArgs<AccelerometerReading>>(accelerometer_CurrentValueChanged);
     accelerometer.Start();
 }
        static InputManager()
        {
            Accelerometer = new Accelerometer();
            if (Accelerometer.State == SensorState.Ready)
            {
                Accelerometer.CurrentValueChanged +=
                (o, e) => AccelerometerReading = e.SensorReading.Acceleration;
                Accelerometer.Start();
            }

            TouchPanel.EnabledGestures = GestureType.Tap;
        }
Esempio n. 8
0
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            initPauseScreen();
            accelSensor = new Accelerometer();
            accelSensor.Start();
            accelSensor.ReadingChanged += accelSensor_ReadingChanged;

            // TODO: Add your initialization code here

            spriteBatch = new SpriteBatch(gameMS.GraphicsDevice);
            mannRect = new Rectangle(345, 10, 185, 370);
            mannRect2 = new Rectangle(353, 10, 175, 370);
            mannRect3 = new Rectangle(315, 10, 215, 370);
            indicatorRct = new Rectangle(270, 850, 200, 200);
            guiBubbleRct = new Rectangle(120, 45, 300, 200);

            roomRect = new Rectangle(-170, -80, 1200, 620);

            //default toy størrelse
            defaultRect = new Rectangle(310, 200, 100, 90);

            rectangles[0] = new Rectangle(310, 170, 120, 90); //sportscar
            rectangles[1] = new Rectangle(305, 170, 130, 120); //plane
            rectangles[2] = new Rectangle(310, 165, 130, 90);//train
            rectangles[3] = new Rectangle(297, 192, 120, 90); //tractor
            rectangles[4] = new Rectangle(280, 150, 120, 120); //digger
            rectangles[5] = new Rectangle(310, 140, 120, 120); //dino
            rectangles[6] = new Rectangle(295, 160, 120, 120); //baby
            rectangles[7] = new Rectangle(296, 147, 120, 120); //soldier
            rectangles[8] = new Rectangle(295, 180, 100, 90);//actionfigure
            rectangles[9] = new Rectangle(297, 160, 120, 120);//teddy
            rectangles[10] = new Rectangle(310, 195, 70, 70); //block
            rectangles[11] = new Rectangle(310, 165, 100, 100);//ball
            rectangles[12] = new Rectangle(320, 110, 100, 150); //balloon
            rectangles[13] = new Rectangle(305, 155, 110, 100); //pad
            rectangles[14] = new Rectangle(300, 145, 120, 120); //horse
            rectangles[15] = new Rectangle(305, 190, 120, 90); //racecar
            rectangles[16] = new Rectangle(280, 140, 150, 120);//dumper

            rnd = new Random();

            numberOfTurns = rectangles.Length;

            basketLeftRect = new Rectangle(0, 340, 240, 140);
            basketRightRect = new Rectangle(550, 340, 240, 140);
            basketOpeningLRct = new Rectangle(15, 320, 245, 150);
            basketOpeningRRct = new Rectangle(565, 320, 245, 150);
            bskHitL = new Rectangle(35, 410, 180, 80);
            bskHitR = new Rectangle(585, 410, 180, 80);

            base.Initialize();
        }
Esempio n. 9
0
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            PhoneApplicationService.Current.Deactivated += GameDeactivated;
            //default toy pos and size settings
            initPauseScreen();
            accelSensor = new Accelerometer();
            accelSensor.Start();
            accelSensor.ReadingChanged += accelSensor_ReadingChanged;

            // TODO: Add your initialization code here

            spriteBatch = new SpriteBatch(gameMS.GraphicsDevice);
            mannRect = new Rectangle(555, 80, 185, 320);
            mannRect2 = new Rectangle(560, 80, 180, 320);
            mannRect3 = new Rectangle(525, 80, 215, 320);
            guiBubbleRct = new Rectangle(210,10, 400, 250);

            basketLeftRect = new Rectangle(0, 320, 250, 150);
            basketOpeningRct = new Rectangle(25, 305, 250, 150);
            bskHit = new Rectangle(35, 400, 180, 80);
            indicatorRct = new Rectangle(470, 145, 200, 200);
            roomRect = new Rectangle(-170, -20, 1140, 620);

            //default toy størrelse
            defaultRect = new Rectangle(510, 195, 120, 90);

            rectangles[0] = new Rectangle(510, 195, 120, 90); //sportscar
            rectangles[1] = new Rectangle(530, 205, 130, 120); //plane
            rectangles[2] = new Rectangle(510, 210, 130, 90);//train
            rectangles[3] = new Rectangle(510, 220, 120, 90); //tractor
            rectangles[4] = new Rectangle(515, 180, 120, 120); //digger
            rectangles[5] = new Rectangle(510, 180, 130, 130); //dino
            rectangles[6] = new Rectangle(505, 180, 120, 120); //baby
            rectangles[7] = new Rectangle(505, 160, 120, 120); //soldier
            rectangles[8] = new Rectangle(508, 190, 100, 90);//actionfigure
            rectangles[9] = new Rectangle(505, 195, 120, 120);//teddy
            rectangles[10] = new Rectangle(530, 210, 80, 80); //block
            rectangles[11] = new Rectangle(515, 210, 80, 80);//ball
            rectangles[12] = new Rectangle(525, 150, 105, 150); //balloon
            rectangles[13] = new Rectangle(510, 190, 130, 130);//horse
            rectangles[14] = new Rectangle(520, 185, 110, 110);//pad
            rectangles[15] = new Rectangle(510, 200, 130, 100);//racecar
            rectangles[16] = new Rectangle(510, 190, 150, 120);//dumper

            rnd = new Random();

            numberOfTurns = rectangles.Length - 1;
            base.Initialize();
        }
Esempio n. 10
0
        public GameplayScreen()
        {
            TransitionOnTime = TimeSpan.FromSeconds(0.0);
            TransitionOffTime = TimeSpan.FromSeconds(0.0);

            Accelerometer = new Accelerometer();
            if (Accelerometer.State == SensorState.Ready)
            {
                Accelerometer.CurrentValueChanged += (s, e) =>
                {
                    accelState = e;
                };
                Accelerometer.Start();
            }
        }
Esempio n. 11
0
        /// <summary>
        /// ������Ϸ�ڿ�ʼ����֮ǰִ����������κγ�ʼ����
        /// ��Ϸ�ܹ��ڴ�ʱ��ѯ�κ�������񲢼����κη�ͼ��
        /// ��ص����ݡ����� base.Initialize ��ö���������
        /// ��������г�ʼ���� 
        /// </summary>
        protected override void Initialize()
        {
            // TODO: �ڴ˴���ӳ�ʼ���߼�

            Accelerometer accer = new Accelerometer();
            accer.CurrentValueChanged += (s, e) => {

                lock (acceLock) {
                    acce = 0.5f * oldAcce + 0.5f * e.SensorReading.Acceleration;
                    oldAcce = acce;
                }

            };
            accer.Start();
            base.Initialize();
        }
Esempio n. 12
0
        protected override void Initialize()
        {
            base.Initialize();
            camPos = new Vector3(0f, -250f, 300.0f);
            camTarget = new Vector3(0, -100, 0);

            float aspectRatio = 640.0f / 480.0f;
            projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(80F), aspectRatio, 10F, 1000F);
            view = Matrix.CreateLookAt(camPos, camTarget, Vector3.Up);

            rotations = new Vector3[MAX_PLAYERS];
            translations = new Vector3[MAX_PLAYERS];
            mX = new Matrix[MAX_PLAYERS];
            mY = new Matrix[MAX_PLAYERS];
            mZ = new Matrix[MAX_PLAYERS];
            mT = new Matrix[MAX_PLAYERS];

            for (int i = 0; i < MAX_PLAYERS; i++)
            {
                rotations[i] = new Vector3();
                translations[i] = new Vector3();
            }
            progress = new float[] { 0, .2F, .4F, .6F, .8F };

#if(WINDOWS_PHONE)
            graphics.SupportedOrientations = DisplayOrientation.LandscapeLeft;
            TouchPanel.EnabledGestures = GestureType.Tap | GestureType.HorizontalDrag | GestureType.DragComplete;
            accelSensor = new Accelerometer();
            accelSensor.CurrentValueChanged += new EventHandler<SensorReadingEventArgs<AccelerometerReading>>(accelSensor_CurrentValueChanged);
            try
            {
                accelSensor.Start();
            }
            catch (AccelerometerFailedException)
            {
            }
            catch (UnauthorizedAccessException)
            {
            }
#endif
        }
Esempio n. 13
0
        /// <summary>
        /// 允许游戏在开始运行之前执行其所需的任何初始化。
        /// 游戏能够在此时查询任何所需服务并加载任何非图形
        /// 相关的内容。调用 base.Initialize 将枚举所有组件
        /// 并对其进行初始化。 
        /// </summary>
        protected override void Initialize()
        {
            // TODO: 在此处添加初始化逻辑
            Accelerometer accer = new Accelerometer();
            accer.CurrentValueChanged += (s, e) => {
                lock (acceLock) {

                    acce = e.SensorReading.Acceleration;
                }
            };
            accer.Start();
            base.Initialize();
        }
Esempio n. 14
0
        public PongGameScreen()
        {
            TransitionOnTime = TimeSpan.FromSeconds(0.0);
            TransitionOffTime = TimeSpan.FromSeconds(0.0);
            screenLeftBound = 0;
            screenRightBound = 480;
            screenTopBound = 0;
            screenBottomBound = 800;

            Accelerometer = new Accelerometer();
            if (Accelerometer.State == SensorState.Ready)
            {
                Accelerometer.ReadingChanged += (s, e) =>
                {
                    accelState = e;
                };
                Accelerometer.Start();
            }
            lastAccelInput = 0f;
            bottomPaddleTouch = new TouchLocation();
            bottomPaddleTouchId = -1;
            lastTouchInput = new List<TouchLocation>();
            lastKeyInput = new List<Keys>();

            bottomPaddle = new DefaultPaddle();
            topPaddle = new DefaultPaddle();
        }
Esempio n. 15
0
 /// <summary>
 /// Allows the game 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
     // Accelerometer
     accelerometer = new Accelerometer();
     accelerometer.CurrentValueChanged += new EventHandler<SensorReadingEventArgs<AccelerometerReading>>(AccelerometerCurrentValueChanged);
     accelerometer.Start();
     base.Initialize();
 }
Esempio n. 16
0
 private void initializeAccelerometer()
 {
     accelSensor = new Accelerometer();
     accelSensor.Start();
 }
Esempio n. 17
0
 private void initializeAccelerometer()
 {
     // D! Port to accelerometer. Fix the gyro + acce next time.
     accelSensor = new Accelerometer();
     accelSensor.CurrentValueChanged += new EventHandler<SensorReadingEventArgs<AccelerometerReading>>(AccelerometerReadingChanged);
     accelSensor.Start();
 }
Esempio n. 18
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            map = Content.Load<Map>("Maps\\simpleTileMap"); // tIDE map load

            //foreach (Layer l in map.Layers)
            //{
            //    if (l.Properties["CollisionLayer"])
            //    {
            //        //Add to farser physics
            //        //l.
            //    }
            //}
            int fooProp = map.Layers[0].Properties["foo"];
            Layer col = map.GetLayer("CollisionLayer");
            //for(int i = 0; i < col.Tiles;)

            var viewport = this.GraphicsDevice.Viewport;
            Texture2D playerTexture = Content.Load<Texture2D>("player");//todo: add player texture
            player = new Sprite(playerTexture);

            world = new World(Vector2.Zero);//0 gravity world

            playerBody = BodyFactory.CreateBody(world);
            CircleShape playerShape = new CircleShape(ConvertUnits.ToSimUnits(playerTexture.Bounds.Width / 2), 5f);
            Fixture playerFixture = playerBody.CreateFixture(playerShape);
            playerBody.BodyType = BodyType.Dynamic;
            playerBody.Position = ConvertUnits.ToSimUnits(new Vector2(450, 0));
            //playerBody.Restitution = 0.8f;

            accelerometerInput = new Vector2();
            if (accelerometer == null)
            {
                accelerometer = new Accelerometer();
                accelerometer.TimeBetweenUpdates = TimeSpan.FromMilliseconds(20);
                accelerometer.CurrentValueChanged += (s, e) =>
                    {
                        accelerometerInput.X = e.SensorReading.Acceleration.X;
                        accelerometerInput.Y = -e.SensorReading.Acceleration.Y;
                    };
                accelerometer.Start();
            }
        }
Esempio n. 19
0
        /// <summary>
        /// 允许游戏在开始运行之前执行其所需的任何初始化。
        /// 游戏能够在此时查询任何所需服务并加载任何非图形
        /// 相关的内容。调用 base.Initialize 将枚举所有组件
        /// 并对其进行初始化。 
        /// </summary>
        protected override void Initialize()
        {
            // TODO: 在此处添加初始化逻辑
            accelerometer = new Accelerometer();
            accelerometer.CurrentValueChanged += accelerometer_CurrentValueChanged;
            accelerometer.Start();

            Viewport viewport = graphics.GraphicsDevice.Viewport;
            ringsPosition = new Vector2((viewport.Width - ringsFrameSize.X) / 2, (viewport.Height - ringsFrameSize.Y) / 2);

            base.Initialize();
        }
Esempio n. 20
0
        /// <summary>
        /// Allows the game 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()
        {
            player = new Player();
            // Set a constant player move speed
            playerMoveSpeed = 4.0f;

            //Enable the FreeDrag gesture.
            TouchPanel.EnabledGestures = GestureType.FreeDrag;

            bgLayer1 = new ParallaxingBackground();
            bgLayer2 = new ParallaxingBackground();

            // Initialize the enemies list
            enemies = new List<Enemy>();

            // Set the time keepers to zero
            previousSpawnTime = TimeSpan.Zero;

            // Used to determine how fast enemy respawns
            enemySpawnTime = TimeSpan.FromSeconds(1.0f);

            // Initialize our random number generator
            random = new Random();

            projectiles = new List<Projectile>();

            // Set the laser to fire every quarter second
            fireTime = TimeSpan.FromSeconds(.15f);

            explosions = new List<Animation>();

            //Set player's score to zero
            score = 0;

            #if WINDOWS_PHONE

            Accelerometer accelSensor = new Accelerometer();
            // Start the accelerometer
            try
            {
                accelSensor.Start();
                accelActive = true;
                accelSensor.ReadingChanged += new EventHandler<AccelerometerReadingEventArgs>(accel_ReadingChanged);
            }
            catch (AccelerometerFailedException e)
            {
                // the accelerometer couldn't be started.  No fun!
                accelActive = false;
            }
            catch (UnauthorizedAccessException e)
            {
                // This exception is thrown in the emulator-which doesn't support an accelerometer.
                accelActive = false;
            }

            #endif

            // TODO: Add your initialization logic here
            base.Initialize();
        }
Esempio n. 21
0
        /// <summary>
        /// 允许游戏在开始运行之前执行其所需的任何初始化。
        /// 游戏能够在此时查询任何所需服务并加载任何非图形
        /// 相关的内容。调用 base.Initialize 将枚举所有组件
        /// 并对其进行初始化。 
        /// </summary>
        protected override void Initialize()
        {
            // TODO: 在此处添加初始化逻辑
            acce = new Accelerometer();

            acce.CurrentValueChanged+= new EventHandler<SensorReadingEventArgs<AccelerometerReading>>(onAcceReadingChanged);
            acce.Start();
            base.Initialize();
        }
Esempio n. 22
0
 protected override void Initialize()
 {
     accel = new Accelerometer();
     accel.Start();
     base.Initialize();
 }
Esempio n. 23
0
        /// <summary>
        /// Allows the game 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
              Plasmacore.configure( Content, GraphicsDevice,
            PlasmacoreSettings.display_width, PlasmacoreSettings.display_height );

              Accelerometer accelerometer = new Accelerometer();
              try
              {
            accelerometer.Start();
            accelerometer.ReadingChanged += new EventHandler<AccelerometerReadingEventArgs>(
              AccelerometerReadingChanged);
              }
              catch (Exception)
              {
              }

              base.Initialize();
        }
Esempio n. 24
0
        public GameplayScreen()
        {
            random = new Random();
            worldBounds = new Rectangle(0, 0, (int)screenWidth, (int)screenHeight);
            gameOver = true;
            TransitionOnTime = TimeSpan.FromSeconds(0.0);
            TransitionOffTime = TimeSpan.FromSeconds(0.0);

            player = new Player();
            playerBullets = new List<Bullet>();
            aliens = new List<Alien>();
            alienBullets = new List<Bullet>();

            Accelerometer = new Accelerometer();
            if (Accelerometer.State == SensorState.Ready)
            {
                Accelerometer.ReadingChanged += (s, e) => { accelState = e; };
                Accelerometer.Start();
            }
        }