public Game1() { graphics = new GraphicsDeviceManager(this); graphics.PreferredBackBufferWidth = 853; graphics.PreferredBackBufferHeight = 480; Content.RootDirectory = "Content"; //Initialise Input Service inputState = new InputState(this); Services.AddService(typeof(InputState), inputState); //Initialise fizzyo Service fizzyo = new FizzyoDevice(this); fizzyo.useRecordedData = false;; // Change this value to use actual values instead of recorded data Services.AddService(typeof(FizzyoDevice), fizzyo); breathRecogniser = new BreathRecogniser(maxPressure, maxBreathLength); roundTime = GameConstants.RoundTime; random = new Random(); joyState = new JoystickState(); }
/// <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() { inputState = new InputState(this); Services.AddService(typeof(InputState), inputState); fizzyoDevice = new FizzyoDevice(this); fizzyoDevice.useRecordedData = true; Services.AddService(typeof(FizzyoDevice), fizzyoDevice); breathRecogniser = new BreathRecogniser(maxPressure, maxBreathLength); LoadfizzyoRecordedData(); base.Initialize(); }
// Use this for initialization void Start() { pressures = new List <float>(); this.isBad = true; FizzyoDevice insatnce = FizzyoDevice.Instance(); this.gameObject.GetComponent <SpriteRenderer>().enabled = false; if (PlayerPrefs.HasKey("Max Fizzyo Pressure")) { maxFizzyoPressure = PlayerPrefs.GetFloat("Max Fizzyo Pressure"); } breath = new BreathRecogniser(maxFizzyoPressure, 11f); breath.ExhalationComplete += ExhalationCompleteHandler; //apply default material if (lineMaterial == null) { lineMaterial = new Material(Shader.Find("Sprites/Default")); } // Store inital position respawn = this.transform.position; // spawn trajectoryPoints if (trajectoryPointPrefab != null) { for (int i = 0; i < noOfTrajectoryPoints; i++) { GameObject dot = (GameObject)Instantiate(trajectoryPointPrefab); //dot.tag = "trajectoryPoint"; dot.GetComponent <Renderer>().enabled = false; trajectoryPoints.Insert(i, dot); } for (int i = 0; i < noOfTrajectoryPoints; i++) { GameObject dot = (GameObject)Instantiate(trajectoryPointPrefab); //dot.tag = "trajectoryPoint"; dot.GetComponent <Renderer>().enabled = false; oldTrajectoryPoints.Insert(i, dot); } } else { Debug.LogWarning("Trajectory prefab is null. Please choose one."); } // Setup a line renderer if (enableSolidLine) { GameObject m_line_object = new GameObject("line"); m_line_object.AddComponent <LineRenderer>(); m_line = m_line_object.GetComponent <LineRenderer>(); m_line.positionCount = noOfTrajectoryPoints; m_line.colorGradient = lineColour; m_line.numCornerVertices = cornerVerts; m_line.numCapVertices = endVerts; m_line.widthCurve = widthCurve; m_line.textureMode = textureMode; m_line.material = lineMaterial; m_line.material.SetFloat("RepeatX", tileAmount); } }
// Use this for initialization void Start() { breathRecogniser = new BreathRecogniser(maxPressure, maxBreathLength); breathRecogniser.ExhalationComplete += BreathAnalyser_ExhalationComplete; }