static void Main() { using (GameStateManagementGame game = new GameStateManagementGame()) { game.Run(); } }
/// <summary> /// The main game constructor. /// </summary> public GameStateManagementGame() { instance = this; Content.RootDirectory = "Content"; graphics = new GraphicsDeviceManager(this); //graphics.PreferredBackBufferWidth = 853; //graphics.PreferredBackBufferHeight = 480; graphics.PreferredBackBufferWidth = 640; graphics.PreferredBackBufferHeight = 480; //graphics.IsFullScreen = true; // Create the screen manager component. screenManager = new ScreenManager(this); contentManager = new ContentManager(screenManager.Game.Services, "Content"); SoundManager.contentManager = content; SoundManager.LoadContent(); Components.Add(screenManager); // Activate the first screens. screenManager.AddScreen(new BackgroundScreen(), null); screenManager.AddScreen(new MainMenuScreen(), null); }
public Mover(GameStateManagementGame myGame) { thisGameIsAwesome = myGame; kinectSensor = new Runtime(); try { kinectSensor.Initialize(RuntimeOptions.UseSkeletalTracking); kinectSensor.SkeletonEngine.TransformSmooth = true; TransformSmoothParameters p = new TransformSmoothParameters { Smoothing = 0.75f, Correction = 0.0f, Prediction = 0.0f, JitterRadius = 0.05f, MaxDeviationRadius = 0.04f }; kinectSensor.SkeletonEngine.SmoothParameters = p; } catch (Exception ex) { } }
public override void FinishedLaunching(MonoMac.Foundation.NSObject notification) { game = new GameStateManagementGame (); game.Run(); }
static void Main() { using (var game = new GameStateManagementGame()) game.Run(); }
public Vocal(GameStateManagementGame myGame) { thisGameIsAwesome = myGame; RecognizerInfo ri = SpeechRecognitionEngine.InstalledRecognizers().Where(r => r.Id == RecognizerId).FirstOrDefault(); if (ri == null) return; sre = new SpeechRecognitionEngine(ri.Id); var single = new Choices(); foreach (var phrase in SinglePhrases) single.Add(phrase.Key); var gameplay = new Choices(); foreach (var phrase in GameplayPhrases) gameplay.Add(phrase.Key); // var colors = new Choices(); // foreach (var phrase in ColorPhrases) // colors.Add(phrase.Key); var numbers = new Choices(); foreach (var phrase in NumberPhrases) numbers.Add(phrase.Key); var numberAction = new GrammarBuilder(); numberAction.Append(gameplay); numberAction.Append(numbers); var doubleNumber = new GrammarBuilder(); numberAction.Append(gameplay); numberAction.Append(numbers); numberAction.Append(numbers); var objectChoices = new Choices(); objectChoices.Add(gameplay); // objectChoices.Add(colors); objectChoices.Add(numbers); objectChoices.Add(doubleNumber); var actionGrammar = new GrammarBuilder(); actionGrammar.AppendWildcard(); actionGrammar.Append(objectChoices); var allChoices = new Choices(); allChoices.Add(actionGrammar); allChoices.Add(single); var gb = new GrammarBuilder(); gb.Append(allChoices); var g = new Grammar(gb); sre.LoadGrammar(g); sre.SpeechRecognized += sre_SpeechRecognized; sre.SpeechHypothesized += sre_SpeechHypothesized; sre.SpeechRecognitionRejected += new EventHandler<SpeechRecognitionRejectedEventArgs>(sre_SpeechRecognitionRejected); var t = new Thread(StartDMO); t.Name = "Kinect Audio"; t.Start(); valid = true; }
public override void FinishedLaunching(MonoMac.Foundation.NSObject notification) { game = new GameStateManagementGame(); game.Run(); }