/// <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 base.Initialize(); _spriteBatchEffect = new BasicEffect(graphics.GraphicsDevice); world = new World(); SetUpCamera(); LevelManager.LoadLevel(0); MediaPlayer.Play(SFX.BGM, new TimeSpan(0, 0, 0)); ui = new UI(); mdr = new MotionDataReciever(); //C:\Users\Labuser\Documents\MonoGameMothMan\GameRoot\Game1\bin\Windows\x86\Debug //positions = File.AppendText(@"Positions.txt"); cameraPosition = new Vector3(400, 190f, 0); }
void DetermineButtonState() { //int press = GetLoadCellDataFromPuck(); int press = MotionDataReciever.GetLoadCellDataFromPuck(isPlayerOne); if (press > pressForceNumber) { if (currButtonState == LoadCellState.ButtonReleased) { currButtonState = LoadCellState.ButtonPressed; } else { currButtonState = LoadCellState.ButtonHeld; } } else { currButtonState = LoadCellState.ButtonReleased; } }
protected virtual void ManageMotionInput(float speed) { body.LinearVelocity = new Vector2(-speed * MotionDataReciever.GetPlayerMotionInput(isPlayerOne).Y, body.LinearVelocity.Y); if (body.LinearVelocity.X < 0) { flipped = SpriteEffects.FlipHorizontally; isFlipped = true; } else if (body.LinearVelocity.X > 0) { flipped = SpriteEffects.None; isFlipped = false; } DetermineButtonState(); if (currButtonState == LoadCellState.ButtonPressed) { currState = AnimStates.Flapping; DoJump(0, speed); } }
/// <summary> /// UnloadContent will be called once per game and is the place to unload /// game-specific content. /// </summary> protected override void UnloadContent() { MotionDataReciever.OnApplicationQuit(); // positions.Close(); // TODO: Unload any non ContentManager content here }