コード例 #1
0
        /// <summary>
        /// Listing semua ellipse yang jadi punch key
        /// </summary>
        /// <param name="_runningGameTime"></param>
        /// <param name="jointPoints"></param>
        /// <returns></returns>
        public List <Ellipse> PopulatePunchKey(double _runningGameTime, Dictionary <JointType, Point> jointPoints, int activeBodyNumber)
        {
            List <Ellipse> activeEllipses = new List <Ellipse>();

            if (!JointPointValidation(jointPoints))
            {
                return(activeEllipses);
            }

            //running game time HARUS selalu dibawah 1000 saat awal permulaan
            double beatPosition = (_runningGameTime / 1000) / (60 / activeMusicBPM);

            //iterasi sepanjang note2 yang aktif
            int startCheckedNote = (int)beatPosition;

            if (beatPosition - (double)((int)beatPosition) > Definitions.PunchKeyOffset)
            {
                startCheckedNote++;
            }
            for (int checkedNote = startCheckedNote; checkedNote < startCheckedNote + Definitions.PunchKeyLifeTime; checkedNote++)
            {
                //check if checked note has been added (converted to ellipsenote) to history
                if (lastGeneratedPunchNote[activeBodyNumber] < checkedNote)
                {
                    lastGeneratedPunchNote[activeBodyNumber] = checkedNote;
                    try
                    {
                        #region create a new punching note
                        //the checked note sequence is on duty, and never been assigned, lets create ellipses based on the note!
                        if (activeNoteSequence[checkedNote % activeNoteSequence.Count] != 0)
                        {
                            PunchingNote newPunchingNote = new PunchingNote();
                            newPunchingNote.punchNoteNumber = checkedNote;
                            //extract the note from library
                            var noteQuery = from note in activeNoteLibrary.noteLibrary
                                            where note.noteId == activeNoteSequence[checkedNote % activeNoteSequence.Count]
                                            select note;
                            var selectedNote   = (Note)noteQuery.FirstOrDefault();
                            var angleJointDict = selectedNote.UnParseDict();
                            foreach (var punchingJoint in selectedNote.serPunchingJoints.ToList())
                            {
                                //add an ellipses on each note (each ser punching joint correspond to one ellipse)
                                PunchingEllipse newPunchingEllipse = new PunchingEllipse();

                                #region calculating punching joint point
                                int   selectedLimbNumber = 0;
                                bool  expandedJoint      = false;
                                Point punchingJointPoint = new Point();
                                switch (punchingJoint)
                                {
                                case JointType.HandRight:
                                case JointType.ElbowRight:
                                    selectedLimbNumber = (int)LimbNumber.rightArm;
                                    break;

                                case JointType.HandLeft:
                                case JointType.ElbowLeft:
                                    selectedLimbNumber = (int)LimbNumber.leftArm;
                                    break;

                                case JointType.KneeRight:
                                case JointType.AnkleRight:
                                    selectedLimbNumber = (int)LimbNumber.rightLeg;
                                    break;

                                case JointType.KneeLeft:
                                case JointType.AnkleLeft:
                                    selectedLimbNumber = (int)LimbNumber.leftLeg;
                                    break;
                                }
                                switch (punchingJoint)
                                {
                                case JointType.HandRight:
                                case JointType.HandLeft:
                                case JointType.AnkleRight:
                                case JointType.AnkleLeft:
                                    expandedJoint = true;
                                    break;

                                default:
                                    expandedJoint = false;
                                    break;
                                }

                                //execute ellipse location calculation
                                if (!expandedJoint)
                                {
                                    punchingJointPoint = ThirdPointPosition(angleJointDict[jointSequence[selectedLimbNumber, 1]],
                                                                            jointPoints[jointSequence[selectedLimbNumber, 0]],
                                                                            jointPoints[jointSequence[selectedLimbNumber, 1]],
                                                                            misc.TwoPointDistance(jointPoints[jointSequence[selectedLimbNumber, 1]], jointPoints[jointSequence[selectedLimbNumber, 2]]));
                                }
                                else if (expandedJoint && punchingJoint != JointType.Head)
                                {
                                    punchingJointPoint = FourthPointPosition(angleJointDict[jointSequence[selectedLimbNumber, 1]],
                                                                             angleJointDict[jointSequence[selectedLimbNumber, 2]],
                                                                             jointPoints[jointSequence[selectedLimbNumber, 0]],
                                                                             jointPoints[jointSequence[selectedLimbNumber, 1]],
                                                                             misc.TwoPointDistance(jointPoints[jointSequence[selectedLimbNumber, 1]], jointPoints[jointSequence[selectedLimbNumber, 2]]),
                                                                             misc.TwoPointDistance(jointPoints[jointSequence[selectedLimbNumber, 2]], jointPoints[jointSequence[selectedLimbNumber, 3]])
                                                                             );
                                }

                                //generate special punch kepala (dengan clue shoulder)
                                if (punchingJoint == JointType.Head)
                                {
                                    if (angleJointDict[JointType.ShoulderRight] > 0)
                                    {
                                        punchingJointPoint = new Point(jointPoints[JointType.Head].X, jointPoints[JointType.SpineShoulder].Y);
                                    }
                                    else
                                    {
                                        punchingJointPoint = new Point(jointPoints[JointType.Head].X, jointPoints[JointType.Head].Y - misc.TwoPointDistance(jointPoints[JointType.Head], jointPoints[JointType.Neck]));
                                    }
                                }

                                //re generate special punch kaki
                                if (punchingJoint == JointType.AnkleLeft || punchingJoint == JointType.AnkleRight)
                                {
                                    var groundJoint = JointType.FootLeft;
                                    if (punchingJoint == JointType.AnkleRight)
                                    {
                                        groundJoint = JointType.FootRight;
                                    }

                                    punchingJointPoint.Y = jointPoints[groundJoint].Y;
                                }

                                //TODO pastikan semua punching point masih di dalam arena kinect depth
                                if (punchingJointPoint.Y < 0)
                                {
                                    punchingJointPoint.Y = 0;
                                }
                                if (punchingJointPoint.X < 0)
                                {
                                    punchingJointPoint.X = 0;
                                }
                                #endregion

                                newPunchingEllipse.ellipseSpawnPoint = punchingJointPoint;

                                //setup punch elipse
                                switch (punchingJoint)
                                {
                                case JointType.AnkleRight:
                                case JointType.ElbowRight:
                                case JointType.HandRight:
                                case JointType.FootRight:
                                    newPunchingEllipse.ellipse.Fill = new SolidColorBrush(Definitions.rightPunchColor);
                                    break;

                                case JointType.AnkleLeft:
                                case JointType.ElbowLeft:
                                case JointType.HandLeft:
                                case JointType.FootLeft:
                                    newPunchingEllipse.ellipse.Fill = new SolidColorBrush(Definitions.leftPunchColor);
                                    break;

                                case JointType.Head:
                                    newPunchingEllipse.ellipse.Fill = new SolidColorBrush(Definitions.headPunchColor);
                                    break;
                                }
                                newPunchingEllipse.ellipse.Width  = Definitions.PunchKeyDiameter;
                                newPunchingEllipse.ellipse.Height = newPunchingEllipse.ellipse.Width;
                                Canvas.SetLeft(newPunchingEllipse.ellipse, newPunchingEllipse.ellipseSpawnPoint.X - 0.5 * Definitions.PunchKeyDiameter);
                                Canvas.SetTop(newPunchingEllipse.ellipse, newPunchingEllipse.ellipseSpawnPoint.Y - 0.5 * Definitions.PunchKeyDiameter);
                                newPunchingEllipse.ellipse.Visibility = Windows.UI.Xaml.Visibility.Visible;

                                //setup timer elipse
                                newPunchingEllipse.timerEllipse.Fill   = new SolidColorBrush(Colors.Transparent);
                                newPunchingEllipse.timerEllipse.Stroke = new SolidColorBrush(Definitions.timerColor);
                                if (activeBodyNumber == 1)
                                {
                                    newPunchingEllipse.timerEllipse.Stroke = new SolidColorBrush(Colors.Red);
                                }
                                newPunchingEllipse.timerEllipse.StrokeThickness = Definitions.PunchTimerStrokeThickness;
                                newPunchingEllipse.timerEllipse.Width           = Definitions.PunchTimerDiameter;
                                newPunchingEllipse.timerEllipse.Height          = newPunchingEllipse.timerEllipse.Width;
                                Canvas.SetLeft(newPunchingEllipse.timerEllipse, newPunchingEllipse.ellipseSpawnPoint.X - 0.5 * Definitions.PunchTimerDiameter);
                                Canvas.SetTop(newPunchingEllipse.timerEllipse, newPunchingEllipse.ellipseSpawnPoint.Y - 0.5 * Definitions.PunchTimerDiameter);
                                newPunchingEllipse.timerEllipse.Visibility = Windows.UI.Xaml.Visibility.Visible;

                                //setup helping line
                                newPunchingEllipse.helpingLine.Stroke          = new SolidColorBrush(Definitions.lineColor);
                                newPunchingEllipse.helpingLine.X1              = jointPoints[punchingJoint].X;
                                newPunchingEllipse.helpingLine.Y1              = jointPoints[punchingJoint].Y;
                                newPunchingEllipse.helpingLine.X2              = punchingJointPoint.X;
                                newPunchingEllipse.helpingLine.Y2              = punchingJointPoint.Y;
                                newPunchingEllipse.helpingLine.StrokeThickness = 2;
                                newPunchingEllipse.helpingLine.Visibility      = Windows.UI.Xaml.Visibility.Visible;
                                activeLine.Add(newPunchingEllipse.helpingLine);

                                newPunchingEllipse.punchingJoint = punchingJoint;
                                newPunchingNote.punchingEllipses.Add(newPunchingEllipse);
                            }
                            activePunchingNotes.Add(newPunchingNote);
                        }
                        #endregion
                    }
                    catch (Exception exc)
                    {
                        Debug.WriteLine("fail creating ellipse and note >" + exc.Message.ToString());
                    }
                }

                //cleaning (nge miss in) old active ellipses
                foreach (var punchingNote in activePunchingNotes.ToList())
                {
                    try
                    {
                        if (punchingNote.punchNoteNumber + Definitions.PunchKeyOffset < beatPosition)
                        {
                            foreach (var punchingEllipse in punchingNote.punchingEllipses.ToList())
                            {
                                punchingEllipse.ellipse.Visibility = Windows.UI.Xaml.Visibility.Collapsed;
                                if (punchingEllipse.ellipseStatus == PunchingEllipse.EllipseFlags.rendered)
                                {
                                    punchingEllipse.ellipseStatus = PunchingEllipse.EllipseFlags.miss;
                                    afterPunchHistory.Add(punchingEllipse);
                                }
                            }
                            activePunchingNotes.Remove(punchingNote);
                        }
                    }
                    catch (Exception exc)
                    {
                        Debug.WriteLine("fail clearing old active punch note >" + exc.Message);
                    }
                }

                //evaluasi apakah terjadi scoring punching di setiap ellipse (di setiap punching note yang aktif)
                double[] predicatePositionLimit = new double[predicateRatioLimit.Length];
                for (int i = 0; i < predicatePositionLimit.Length; i++)
                {
                    try
                    {
                        predicatePositionLimit[i] = checkedNote - (Definitions.PunchKeyLifeTime - Definitions.PunchKeyOffset) * (1 - predicateRatioLimit[i]);
                    }
                    catch (Exception exc)
                    {
                        Debug.WriteLine("fail converting predicate limit>" + exc.Message);
                    }
                }

                foreach (var punchingNote in activePunchingNotes.ToList())
                {
                    foreach (var punchingEllipse in punchingNote.punchingEllipses.ToList())
                    {
                        try
                        {
                            #region set unpunched ellipse (to be updated)
                            if (punchingEllipse.ellipseStatus == PunchingEllipse.EllipseFlags.rendered)
                            {
                                //update timer punching
                                double lerpPercentage = (((double)punchingNote.punchNoteNumber + Definitions.PunchKeyOffset) - beatPosition) / (Definitions.PunchKeyLifeTime);
                                punchingEllipse.timerEllipse.Width  = Definitions.PunchKeyDiameter + (int)(lerpPercentage * (double)(Definitions.PunchTimerDiameter - Definitions.PunchKeyDiameter));
                                punchingEllipse.timerEllipse.Height = punchingEllipse.timerEllipse.Width;
                                Canvas.SetLeft(punchingEllipse.timerEllipse, punchingEllipse.ellipseSpawnPoint.X - 0.5 * punchingEllipse.timerEllipse.Width);
                                Canvas.SetTop(punchingEllipse.timerEllipse, punchingEllipse.ellipseSpawnPoint.Y - 0.5 * punchingEllipse.timerEllipse.Height);
                                punchingEllipse.timerEllipse.Visibility = Windows.UI.Xaml.Visibility.Visible;

                                //update line
                                punchingEllipse.helpingLine.X1 = jointPoints[punchingEllipse.punchingJoint].X;
                                punchingEllipse.helpingLine.Y1 = jointPoints[punchingEllipse.punchingJoint].Y;
                                punchingEllipse.helpingLine.X2 = punchingEllipse.ellipseSpawnPoint.X;
                                punchingEllipse.helpingLine.Y2 = punchingEllipse.ellipseSpawnPoint.Y;

                                //update main punching
                                punchingEllipse.ellipse.Visibility = Windows.UI.Xaml.Visibility.Visible;
                            }
                            ////export main and timer ellipse
                            else if (punchingEllipse.ellipseStatus == PunchingEllipse.EllipseFlags.intitialized)
                            {
                                activeEllipses.Add(punchingEllipse.timerEllipse);
                                activeEllipses.Add(punchingEllipse.ellipse);
                                punchingEllipse.ellipseStatus = PunchingEllipse.EllipseFlags.rendered;
                            }
                            #endregion
                        }
                        catch (Exception exc)
                        {
                            Debug.WriteLine("fail updating ellipse > " + exc.Message);
                        }

                        try
                        {
                            #region set punched ellipse
                            //HACK , repair ankle punching position to ground
                            var punchingGround = punchingEllipse.punchingJoint;
                            if (punchingGround == JointType.AnkleRight)
                            {
                                punchingGround = JointType.FootRight;
                            }
                            if (punchingGround == JointType.AnkleLeft)
                            {
                                punchingGround = JointType.FootLeft;
                            }

                            if (punchingEllipse.ellipseStatus == PunchingEllipse.EllipseFlags.rendered && misc.TwoPointDistance(jointPoints[punchingGround], punchingEllipse.ellipseSpawnPoint) <= Definitions.PunchEffectiveArea * Definitions.PunchKeyDiameter)
                            {
                                punchingEllipse.ellipse.Visibility      = Windows.UI.Xaml.Visibility.Collapsed;
                                punchingEllipse.timerEllipse.Visibility = Windows.UI.Xaml.Visibility.Collapsed;

                                for (int i = 0; i < predicatePositionLimit.Length; i++)
                                {
                                    if (beatPosition < predicatePositionLimit[i])
                                    {
                                        punchingEllipse.ellipseStatus = (PunchingEllipse.EllipseFlags)(i + 2);
                                        break;
                                    }
                                }
                                afterPunchHistory.Add(punchingEllipse);
                            }
                            #endregion
                        }
                        catch (Exception exc)
                        {
                            Debug.WriteLine("fail setting up punched ellipse > " + exc.Message);
                        }
                    }
                }
            }
            return(activeEllipses);
        }
コード例 #2
0
        private async void PunchEffect(PunchingEllipse punchingEllipse)
        {
            //do some cool effect stuff
            try
            {
                //print predicate
                BitmapImage effectSource = new BitmapImage();

                string imagePath = "";
                string sfxPath   = "";
                switch (punchingEllipse.ellipseStatus)
                {
                case PunchingEllipse.EllipseFlags.miss:
                    imagePath = "ms-appx:///Assets/Effect/missEffect.png";
                    sfxPath   = "ms-appx:///Assets/SFX/missSFX.wav";
                    break;

                case PunchingEllipse.EllipseFlags.bad:
                    imagePath = "ms-appx:///Assets/Effect/badEffect.png";
                    sfxPath   = "ms-appx:///Assets/SFX/badSFX.wav";
                    break;

                case PunchingEllipse.EllipseFlags.cool:
                    imagePath = "ms-appx:///Assets/Effect/coolEffect.png";
                    sfxPath   = "ms-appx:///Assets/SFX/coolSFX.wav";
                    break;

                case PunchingEllipse.EllipseFlags.great:
                    imagePath = "ms-appx:///Assets/Effect/greatEffect.png";
                    sfxPath   = "ms-appx:///Assets/SFX/greatSFX.wav";
                    break;

                case PunchingEllipse.EllipseFlags.perfect:
                    imagePath = "ms-appx:///Assets/Effect/perfectEffect.png";
                    sfxPath   = "ms-appx:///Assets/SFX/perfectSFX.wav";
                    break;
                }

                SFXPlayer.Source = new Uri(sfxPath);
                effectSource     = new BitmapImage(new Uri(imagePath));

                //apply audio effect
                SFXPlayer.Play();

                //apply visual evect
                Image effectImage = new Image();
                effectImage.Source = effectSource;
                effectImage.Width  = Definitions.effectPredicateWidth;
                effectImage.Height = Definitions.effectPredicateHeight;
                Canvas.SetLeft(effectImage, punchingEllipse.ellipseSpawnPoint.X - effectImage.Width / 2);
                Canvas.SetTop(effectImage, punchingEllipse.ellipseSpawnPoint.Y - effectImage.Height / 2);
                gameCanvas.Children.Add(effectImage);
                PopInThemeAnimation predicateEffectAnim = new PopInThemeAnimation();
                await Task.Delay(Definitions.punchEffectDuration);

                gameCanvas.Children.Remove(effectImage);
                effectImage = null;
            }
            catch (Exception exc)
            {
                Debug.WriteLine("rendering effect fail >" + exc.InnerException.Message);
            }
        }