// does the choice entered by the user beat the random (android) one? public string didUserWin(string hand) { // Convert the user's hand shape choice to an enum handShape userHand = (handShape)Enum.Parse(typeof(handShape), hand.ToLower()); if (userHand == androidHand) { return("Tie"); } else if ((userHand == handShape.rock && androidHand == handShape.scissors) || (userHand > androidHand && !(androidHand == handShape.rock && userHand == handShape.scissors))) { return("You win!"); } else { return("Android wins"); } }
// does the choice entered by the user beat the random (android) one? public string WhoWon(string hand) { // Convert the user's hand shape choice to an enum handShape playerHand = (handShape)Enum.Parse(typeof(handShape), hand.ToLower()); if (playerHand == machineHand) { return("Tie"); } else if ((playerHand == handShape.rock && machineHand == handShape.scissors) || (playerHand > machineHand && !(machineHand == handShape.rock && playerHand == handShape.scissors))) { return(PlayerName + " won!"); } else { return("Machine won"); } }
public override string GetMark() { // if detect hands change state machine. //Debug.Log(currDirection); if (handTrackingValue != null && handTrackingValue.PalmDetections != null && handTrackingValue.PalmDetections.Count > 0) { // blue color one... float width = (float)handTrackingValue.PalmDetections[0].LocationData.RelativeBoundingBox.Width; float height = (float)handTrackingValue.PalmDetections[0].LocationData.RelativeBoundingBox.Height; // center of the X and Y float currX = width / 2 + (float)handTrackingValue.PalmDetections[0].LocationData.RelativeBoundingBox.Xmin; float currY = height / 2 + (float)handTrackingValue.PalmDetections[0].LocationData.RelativeBoundingBox.Ymin; // the filter to remove noise rect... if (width >= noise_radio_ratio && height >= noise_radio_ratio) { // send landmark here: if (handTrackingValue.HandLandmarkLists != null && handTrackingValue.HandLandmarkLists.Count > 0) { NormalizedLandmarkList landmarks = handTrackingValue.HandLandmarkLists[0]; for (int i = 0; i < landmarks.Landmark.Count; i++) { float tempX, tempY, tempZ; tempX = landmarks.Landmark[i].X; tempY = landmarks.Landmark[i].Y; tempZ = landmarks.Landmark[i].Z; string temp = handsLandmarkMessage + "X=&" + tempX + "Y=&" + tempY + "Z=&" + tempZ; MessageMgr.GetIns().Dispatch("HandMessage", temp); } //Debug.Log(landmarks.Landmark[0].X + " , " + landmarks.Landmark[0].Y); } if (currState == handState.outScreen) { /* * outScreen state. * once we detect the hand show in screen, There will be two situation, * 1. first time came into the screen. * 2. the hand left screen because of the move command.. * For the first situation, We set a 3s frozon time,( just change the handState to move. and set time); * For the second situation. We should not change the original time, * because it's an instant state, we don't need to update location data, the location will be modified inside move state. * * by combining this two situations, we need set a relative small time, (say frozen_time/2) to fit the both cases. */ currState = handState.move; originTime = Time.time - freeze_time / 2; } else if (currState == handState.move) { /* * * move state * we set a frozon time, within it the program won't detect any move you've down. * but we will track your current position. * Time.time return current program running time. 1.0000s, 2.38491s...... */ originX = currX; originY = currY; if ((Time.time - originTime) > freeze_time) { // Frozon time end, change state to idle, ready to detect new action, Sync the time to current time. currState = handState.idle; originTime = Time.time; currDirection = moveDirection.direction_idle; } else { // Frozon time, do nothing here.. } } else if (currState == handState.idle) { /* * * idle state * In this state, we detect hand shape instantly, (hand spread out, fist) * And we are ready to detect hand move direction (left, right, up, down) * If we detect a long range move, we change state to idle, change hand position to move direction, and start frozon time. * */ // detect hand shape by calculate vector. if (handTrackingValue != null && handTrackingValue.HandLandmarkLists != null && handTrackingValue.HandLandmarkLists.Count > 0) { NormalizedLandmarkList landmarks = handTrackingValue.HandLandmarkLists[0]; Vector2[] cordinates = new Vector2[landmarks.Landmark.Count]; for (int i = 0; i < cordinates.Length; i++) { cordinates[i] = new Vector2(landmarks.Landmark[i].X, landmarks.Landmark[i].Y); } Vector2 vector68 = cordinates[8] - cordinates[6]; Vector2 vector56 = cordinates[6] - cordinates[5]; Vector2 vector1012 = cordinates[12] - cordinates[10]; Vector2 vector910 = cordinates[10] - cordinates[9]; Vector2 vector1416 = cordinates[16] - cordinates[14]; Vector2 vector1314 = cordinates[14] - cordinates[13]; Vector2 vector1820 = cordinates[20] - cordinates[18]; Vector2 vector1718 = cordinates[18] - cordinates[17]; // the angle between some knuckles. float angle_index = Vector2.Angle(vector68, vector56); float angle_middle = Vector2.Angle(vector910, vector1012); float angle_ring = Vector2.Angle(vector1314, vector1416); float angle_pinky = Vector2.Angle(vector1718, vector1820); if (angle_index <= hand_spread_out_angle && angle_middle <= hand_spread_out_angle && angle_ring <= hand_spread_out_angle && angle_pinky <= hand_spread_out_angle) { //Debug.Log("finger_spread_out"); currShape = handShape.finger_spread_out; } else if (angle_index >= fist_angle && angle_middle >= fist_angle && angle_ring >= fist_angle && angle_pinky >= fist_angle) { //Debug.Log("fist"); currShape = handShape.fist; } else { // none shape currShape = handShape.none; } } // calculate hand move direction. float diffX = currX - originX; float diffY = currY - originY; if (Mathf.Abs(diffX) > 0.15 || Mathf.Abs(originY - currY) > 0.15) { currState = handState.move; originX = currX; originY = currY; originTime = Time.time; // define which derection it move... // first we just compare diff scale regrad horizontal and vertical... if (Mathf.Pow(diffX, 2) - Mathf.Pow(diffY, 2) > 0) { // x is larger. if (diffX > 0) { currDirection = moveDirection.right; } else { currDirection = moveDirection.left; } } else { if (diffY > 0) { currDirection = moveDirection.down; } else { currDirection = moveDirection.up; } } } string temp = handShapeDirectionMessage + "Gesture=&" + currShape + "Direction=&" + currDirection; MessageMgr.GetIns().Dispatch("HandMessage", temp); Debug.Log(currShape + " , " + currDirection); } } } else { currState = handState.outScreen; } return(null); }
/// <summary> /// Randomly chooses a number to represent a hand position. /// </summary> /// <returns>1 for rock, 2 for paper, 3 for scissors.</returns> public handShape ChooseHand() { androidHand = (handShape)rand.Next(3); return(androidHand); // produces random 0 through 2 }
/// <summary> /// Randomly chooses a number to represent a hand position. /// </summary> /// <returns>1 for rock, 2 for paper, 3 for scissors.</returns> public handShape ChooseHand() { machineHand = (handShape)rand.Next(3); return(machineHand); // produces random 0 through 2 }
/// <summary> /// Randomly chooses a number to represent a hand position. /// </summary> /// <returns>1 for rock, 2 for paper, 3 for scissors.</returns> public handShape ChooseHand() { androidHand = (handShape)rand.Next(3); return androidHand; // produces random 0 through 2 }