/// <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 currentState = StateMachine.Instance; currentState.state = StateMachine.ScreenState.GAME_MENU; StateMachine.Instance.resWidth = graphics.GraphicsDevice.Viewport.Width; StateMachine.Instance.resHeight = graphics.GraphicsDevice.Viewport.Height; leapController = new Controller(); listener = new SingleListener(); leapController.EnableGesture(Gesture.GestureType.TYPE_CIRCLE); leapController.EnableGesture(Gesture.GestureType.TYPESCREENTAP); leapController.AddListener(listener); base.Initialize(); }
public void changeState(StateMachine.ScreenState state) { switch (state) { case StateMachine.ScreenState.GAME_MENU: if(currentState.state == StateMachine.ScreenState.MENU_RH) Components.Remove(gs_RecognizeHuruf); if (currentState.state == StateMachine.ScreenState.MENU_RM) Components.Remove(gs_RecognizeMnist); if (currentState.state == StateMachine.ScreenState.MENU_RM200) Components.Remove(gs_RecognizeMnist200); if (currentState.state == StateMachine.ScreenState.MENU_ADDDATA) Components.Remove(gs_AddData); Components.Clear(); currentState.state = StateMachine.ScreenState.GAME_MENU; Components.Add(gs_StartScreen); break; case StateMachine.ScreenState.MENU_ADDDATA: if(currentState.state == StateMachine.ScreenState.GAME_MENU) Components.Remove(gs_StartScreen); Components.Clear(); Components.Add(gs_AddData); currentState.state = StateMachine.ScreenState.MENU_ADDDATA; break; case StateMachine.ScreenState.MENU_RM: if (currentState.state == StateMachine.ScreenState.GAME_MENU) Components.Remove(gs_StartScreen); Components.Clear(); Components.Add(gs_RecognizeMnist); currentState.state = StateMachine.ScreenState.MENU_RM; break; case StateMachine.ScreenState.MENU_RH: if (currentState.state == StateMachine.ScreenState.GAME_MENU) Components.Remove(gs_StartScreen); Components.Clear(); Components.Add(gs_RecognizeHuruf); currentState.state = StateMachine.ScreenState.MENU_RH; break; case StateMachine.ScreenState.MENU_RM200: if (currentState.state == StateMachine.ScreenState.GAME_MENU) Components.Remove(gs_StartScreen); Components.Clear(); Components.Add(gs_RecognizeMnist200); currentState.state = StateMachine.ScreenState.MENU_RM200; break; case StateMachine.ScreenState.EXIT_GAME: Exit(); break; } }