// TODO ajouter un PlayerBundle ou un PlayerInfo ou un truc dans ce genre public SpacePlayer(PlayerIndex playerIndex, SpaceShipDescription description) : base() { AssetName = description.AssetName; _playerIndex = playerIndex; _shipSpeed = description.ShipSpeed; _playerProfile = new PlayerProfile(String.Format("Player {0}", ((int)playerIndex) + 1), (int)playerIndex); _firstWeaponType = (WeaponType)description.PrimaryWeaponId; _secondWeaponType = (WeaponType)description.SecondaryWeaponId; _bonusLevel = BonusLevel.None; VelocityMax = 0.95f; ForceInsideScreen = true; _live = 3; // TODO : case _shields = new YnSprite("Ship/Shield/Shields"); _weaponManager = new WeaponManager(this); _weaponManager.Initialized = true; _weaponManager.AssetsLoaded = true; LayerDepth = 0.4f; _playerTouchedTimer = new YnTimer(1500, 0); _playerTouchedTimer.Completed += _playerTouchedTimer_Completed; #if COMPLETE kinect = KinectSensorController.Instance; if (_playerIndex == PlayerIndex.One) { _kinectPlayerIndex = KinectPlayerIndex.One; } else if (_playerIndex == PlayerIndex.Two) { _kinectPlayerIndex = KinectPlayerIndex.Two; } #endif LoadContent(); }
protected bool _kinectValidedAction; // Indique si l'item a été validé après le temps d'activation #endif /// <summary> /// Représente un écran de menu standard avec un titre et des items /// </summary> public BaseMenu(string title, int numItems) : base("basemenu", true) { // 1 - Le titre _title = new YnText("Fonts/Menu", title); _title.Color = Color.GhostWhite; _title.Scale = new Vector2(1.5f, 1.5f); Add(_title); string pointerAssetName = Assets.MouseCursor; #if COMPLETE kinect = KinectSensorController.Instance; _lastKinectPosition = Vector3.Zero; // Aucune action validée pour le moment _kinectValidedAction = false; // Evenements kinect _timerKinectOver = new YnTimer(KinectTimerDuration, 0); _timerKinectOver.Completed += new EventHandler <EventArgs>(_timerKinectOver_Completed); _timerKinectOver.ReStarted += new EventHandler <EventArgs>(_timerKinectOver_ReStarted); _transitionKinectOver = new YnTransition(KinectTimerDuration); if (kinect.IsAvailable) { pointerAssetName = Assets.KinectCursor; } #endif items = new List <MenuItem>(numItems); // Le curseur de souris/Kinect _handSelector = new YnEntity(pointerAssetName); }