Exemplo n.º 1
0
        /// <summary>
        /// Handle all the input.
        /// </summary>
        /// <param name="input"></param>
        public override void HandleInput(InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            // Rotate the maze according to accelerometer data
            Vector3 currentAccelerometerState = Accelerometer.GetState().Acceleration;

            if (Microsoft.Devices.Environment.DeviceType == DeviceType.Device)
            {
                //Change the velocity according to acceleration reading
                maze.Rotation.Z = (float)Math.Round(MathHelper.ToRadians(currentAccelerometerState.Y * 30), 2);
                maze.Rotation.X = -(float)Math.Round(MathHelper.ToRadians(currentAccelerometerState.X * 30), 2);
            }
            else if (Microsoft.Devices.Environment.DeviceType == DeviceType.Emulator)
            {
                Vector3 Rotation = Vector3.Zero;

                if (currentAccelerometerState.X != 0)
                {
                    if (currentAccelerometerState.X > 0)
                    {
                        Rotation += new Vector3(0, 0, -angularVelocity);
                    }
                    else
                    {
                        Rotation += new Vector3(0, 0, angularVelocity);
                    }
                }

                if (currentAccelerometerState.Y != 0)
                {
                    if (currentAccelerometerState.Y > 0)
                    {
                        Rotation += new Vector3(-angularVelocity, 0, 0);
                    }
                    else
                    {
                        Rotation += new Vector3(angularVelocity, 0, 0);
                    }
                }

                // Limit the rotation of the maze to 30 degrees
                maze.Rotation.X =
                    MathHelper.Clamp(maze.Rotation.X + Rotation.X,
                                     MathHelper.ToRadians(-30), MathHelper.ToRadians(30));

                maze.Rotation.Z =
                    MathHelper.Clamp(maze.Rotation.Z + Rotation.Z,
                                     MathHelper.ToRadians(-30), MathHelper.ToRadians(30));
            }
        }
Exemplo n.º 2
0
        /// <summary>
        /// Handle all the input.
        /// </summary>
        /// <param name="input"></param>
        public override void HandleInput(InputState input)
        {
            if (input == null)
            {
                throw new ArgumentNullException("input");
            }

            if (input.IsPauseGame(null))
            {
                if (!gameOver)
                {
                    PauseCurrentGame();
                }
                else
                {
                    FinishCurrentGame();
                }
            }

            if (IsActive && !startScreen)
            {
                if (input.Gestures.Count > 0)
                {
                    GestureSample sample = input.Gestures[0];
                    if (sample.GestureType == GestureType.Tap)
                    {
                        if (gameOver)
                        {
                            FinishCurrentGame();
                        }
                    }
                }


                if (!gameOver)
                {
                    if (Microsoft.Devices.Environment.DeviceType == DeviceType.Device)
                    {
                        // Calibrate the accelerometer upon a double tap
                        if (input.Gestures.Count > 0)
                        {
                            GestureSample sample = input.Gestures[0];
                            if (sample.GestureType == GestureType.DoubleTap)
                            {
                                CalibrateGame();

                                input.Gestures.Clear();
                            }
                        }
                    }
                    // Rotate the maze according to accelerometer data
                    Vector3 currentAccelerometerState = Accelerometer.GetState().Acceleration;

                    currentAccelerometerState.X -= AccelerometerCalibrationData.X;
                    currentAccelerometerState.Y -= AccelerometerCalibrationData.Y;
                    currentAccelerometerState.Z -= AccelerometerCalibrationData.Z;

                    if (Microsoft.Devices.Environment.DeviceType == DeviceType.Device)
                    {
                        //Change the velocity according to acceleration reading
                        maze.Rotation.Z = (float)Math.Round(MathHelper.ToRadians(currentAccelerometerState.Y * 30), 2);
                        maze.Rotation.X = -(float)Math.Round(MathHelper.ToRadians(currentAccelerometerState.X * 30), 2);
                    }
                    else if (Microsoft.Devices.Environment.DeviceType == DeviceType.Emulator)
                    {
                        Vector3 Rotation = Vector3.Zero;

                        if (currentAccelerometerState.X != 0)
                        {
                            if (currentAccelerometerState.X > 0)
                            {
                                Rotation += new Vector3(0, 0, -angularVelocity);
                            }
                            else
                            {
                                Rotation += new Vector3(0, 0, angularVelocity);
                            }
                        }

                        if (currentAccelerometerState.Y != 0)
                        {
                            if (currentAccelerometerState.Y > 0)
                            {
                                Rotation += new Vector3(-angularVelocity, 0, 0);
                            }
                            else
                            {
                                Rotation += new Vector3(angularVelocity, 0, 0);
                            }
                        }

                        // Limit the rotation of the maze to 30 degrees
                        maze.Rotation.X =
                            MathHelper.Clamp(maze.Rotation.X + Rotation.X,
                                             MathHelper.ToRadians(-30), MathHelper.ToRadians(30));

                        maze.Rotation.Z =
                            MathHelper.Clamp(maze.Rotation.Z + Rotation.Z,
                                             MathHelper.ToRadians(-30), MathHelper.ToRadians(30));
                    }
                }
            }
        }