/// <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() { braileText = Braile.prepareText(testText); Debug.WriteLine(braileText[0][0]); base.Initialize(); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { Braile.setBraileState(braileData.braileLetter1, '#'); if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) { this.Exit(); } base.Update(gameTime); foreach (TouchLocation location in TouchPanel.GetState()) { // Letter control for (int i = 0; i < Braile.cBraileDotsNum; i++) { if (braileData.braileLetter1[i].rect.Contains((int)location.Position.X, (int)location.Position.Y)) { if (i == 1) { //vibrate.Start(TimeSpan.FromMilliseconds(20)); vibrate.Start(TimeSpan.FromMilliseconds(5)); System.Threading.Thread.Sleep(20); vibrate.Start(TimeSpan.FromMilliseconds(10)); System.Threading.Thread.Sleep(10); vibrate.Start(TimeSpan.FromMilliseconds(5)); } if (i == 3) { //vibrate.Start(TimeSpan.FromMilliseconds(1)); vibrate.Start(TimeSpan.FromMilliseconds(20)); System.Threading.Thread.Sleep(40); vibrate.Start(TimeSpan.FromMilliseconds(20)); System.Threading.Thread.Sleep(20); vibrate.Start(TimeSpan.FromMilliseconds(10)); } if (i == 5) { vibrate.Start(TimeSpan.FromMilliseconds(100)); } if (i == 7) { vibrate.Start(TimeSpan.FromMilliseconds(50)); //vibrate.Start(TimeSpan.FromMilliseconds(70)); //System.Threading.Thread.Sleep(120); //vibrate.Start(TimeSpan.FromMilliseconds(70)); } } } } }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 480; graphics.PreferredBackBufferHeight = 800; graphics.ApplyChanges(); TouchPanel.EnabledGestures = GestureType.HorizontalDrag | GestureType.DragComplete; vibrate = VibrateController.Default; braileData = new Braile(graphics); controls = new Controls(graphics); Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); // Extend battery life under lock. InactiveSleepTime = TimeSpan.FromSeconds(1); }
public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 480; graphics.PreferredBackBufferHeight = 800; graphics.ApplyChanges(); TouchPanel.EnabledGestures = GestureType.HorizontalDrag | GestureType.DragComplete; vibrate = VibrateController.Default; braileData = new Braile(graphics); controls = new Controls(graphics); Content.RootDirectory = "Content"; // Frame rate is 30 fps by default for Windows Phone. TargetElapsedTime = TimeSpan.FromTicks(333333); // Extend battery life under lock. InactiveSleepTime = TimeSpan.FromSeconds(1); }
public static void setBraileState(Braile.braileDot[] braileLetter, char letter) { for (int i = 0; i < Braile.cBraileDotsNum; i++) { braileLetter[i].state = false; } foreach (int n in alphabet[letter]) { // We suppose that braile will display in order: // 345 // 012 int trLetter = 0; switch (n) { case 0: trLetter = 3; break; case 1: trLetter = 4; break; case 2: trLetter = 5; break; case 3: trLetter = 0; break; case 4: trLetter = 1; break; case 5: trLetter = 2; break; } braileLetter[trLetter].state = true; } }
void proceedText() { Braile.setBraileState(braileData.braileLetter1, braileText[wordPos][letterPos]); }