Esempio n. 1
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    
     currentState = StateMachine.Instance;
     currentState.state = StateMachine.ScreenState.GAME_MENU;
     StateMachine.Instance.resWidth = graphics.GraphicsDevice.Viewport.Width;
     StateMachine.Instance.resHeight = graphics.GraphicsDevice.Viewport.Height;
     leapController = new Controller();
     listener = new SingleListener();
     leapController.EnableGesture(Gesture.GestureType.TYPE_CIRCLE);
     leapController.EnableGesture(Gesture.GestureType.TYPESCREENTAP);
     leapController.AddListener(listener);
     base.Initialize();
 }
Esempio n. 2
0
        float yObj;                             //get x pos for leap

        public GS_GameMenu(Game1 game, SpriteBatch Batch, SpriteFont Font, Texture2D bgImage, 
            List<GameObject> objMenu, GameObject cursor,
            SingleListener listener)
            : base(game)
        {
            #region GS_GameMenu Construct
            spriteFont = Font;
            spriteBatch = Batch;
            backImage = bgImage;
            objectMenu = objMenu;
            cursorGame = cursor;
            leapListener = listener;
            GAME = game;
            #endregion
          
        }
 public GS_RecognizeMnist200(Game1 game, SpriteBatch Batch, SpriteFont Font, Texture2D bgImage,
     List<GameObject> objMenu, GameObject cursor,
     SingleListener listener)
     : base(game)
 {
     #region GS_GameMenu Construct
     spriteFont = Font;
     spriteBatch = Batch;
     backImage = bgImage;
     objectMenu = objMenu;
     cursorGame = cursor;
     leapListener = listener;
     GAME = game;
     #endregion
     _boardPosition = new Vector2(game.GraphicsDevice.Viewport.Width / 2 - (19 * 12) / 2, game.GraphicsDevice.Viewport.Height / 2 - (19 * 12) / 2);
     objectVector = new double[_board.Length];
 }