Пример #1
0
        public void Update(GameTime gameTime)
        {
            Game1 g1 = (Game1)game;

            if (displaying || g1.Gesture == ManipMode.GRAB || g1.Gesture == ManipMode.SELECTGRAB)
            {
                nextSparkle -= (float)gameTime.ElapsedGameTime.TotalSeconds;
                if (nextSparkle < 0)
                {
                    sparkleSystem.DefaultColor = g1.Gesture != ManipMode.GRAB ? Color.Lime : grabColours[sparkleRandom.Next(0, grabColours.Length)];
                    var ranX = (float)(sparkleRandom.NextDouble() * 0.5 - 0.25);
                    sparkleSystem.AddInstance(((Game1)game).CursorPos, new Vector2(ranX, ranX + 1) * 20);
                    nextSparkle = (float)sparkleRandom.NextDouble() * sparkleIntv;
                }
            }
            sparkleSystem.Update(gameTime);

            if ((g1.Gesture == ManipMode.SELECT || g1.Gesture == ManipMode.SELECTGRAB) && lastGesture == ManipMode.NONE)
            {
                sparkleSystem.DefaultColor = Color.White;
                int pCount = sparkleRandom.Next(20, 50);
                for (int i = 0; i < pCount; i++)
                {
                    var ranX = (float)(sparkleRandom.NextDouble() * 0.5 - 0.25);
                    sparkleSystem.AddInstance(((Game1)game).CursorPos, 50);
                }
            }

            lastGesture = g1.Gesture;
        }
Пример #2
0
 private void OnKeyDown_InsertMode(object sender, KeyEventArgs e)
 {
     if (e.Key == Key.Escape)
     {
         manip_mode = ManipMode.Cursor;
         e.Handled  = true;
     }
 }
Пример #3
0
        /// <summary>
        /// Performs updates on the trial to determine whether or not it has been successfully completed or not.
        /// </summary>
        /// <param name="gameTime">The elapsed time since the previous call</param>
        public virtual void Update(GameTime gameTime)
        {
            cursorPos   = ((Game1)game).CursorPos;
            lastGesture = gesture;
            gesture     = ((Game1)game).Gesture;

            foreach (Entity entity in selectableList)
            {
                entity.Update(gameTime);
            }
            foreach (Entity entity in draggableList)
            {
                entity.Update(gameTime);
            }
            foreach (Entity entity in sceneryList)
            {
                entity.Update(gameTime);
            }
        }
Пример #4
0
 private void OnKeyDown_CursorMode(object sender, KeyEventArgs e)
 {
     if (e.Key == Key.L)
     {
         KeyEventArgs ee = new KeyEventArgs(e.KeyboardDevice, e.InputSource, e.Timestamp, Key.Right);
         ee.RoutedEvent = e.RoutedEvent;
         text_area.RaiseEvent(ee);
         e.Handled = true;
     }
     else if (e.Key == Key.H)
     {
         KeyEventArgs ee = new KeyEventArgs(e.KeyboardDevice, e.InputSource, e.Timestamp, Key.Left);
         ee.RoutedEvent = e.RoutedEvent;
         text_area.RaiseEvent(ee);
         e.Handled = true;
     }
     else if (e.Key == Key.J)
     {
         KeyEventArgs ee = new KeyEventArgs(e.KeyboardDevice, e.InputSource, e.Timestamp, Key.Down);
         ee.RoutedEvent = e.RoutedEvent;
         text_area.RaiseEvent(ee);
         e.Handled = true;
     }
     else if (e.Key == Key.K)
     {
         KeyEventArgs ee = new KeyEventArgs(e.KeyboardDevice, e.InputSource, e.Timestamp, Key.Up);
         ee.RoutedEvent = e.RoutedEvent;
         text_area.RaiseEvent(ee);
         e.Handled = true;
     }
     else if (e.Key == Key.I)
     {
         manip_mode = ManipMode.Insert;
     }
     e.Handled = true;
 }
Пример #5
0
        /// <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)
        {
            if (!DataLogger.Initialized && collectingData)
            {
                DataLogger.Initialize(username, accessDirectory, this, gameTime);
            }

            if (kAccess != null)
            {
                kAccess.Update(gameTime);
            }
            if (wAccess != null)
            {
                wAccess.Update(gameTime);
            }


            #region Damper

            /*
             * float damper = 1f;
             * if (Keyboard.GetState().IsKeyDown(Keys.LeftShift))
             * {
             *  damper = 0.5f;
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.LeftControl))
             * {
             *  damper = 0.25f;
             * }*/
            #endregion

            #region Door stuff

            /**
             * if (Keyboard.GetState().IsKeyDown(Keys.Enter) && lastState.IsKeyUp(Keys.Enter))
             * {
             *  Ghost ghost = new Ghost(this, new Vector3(camera.Position.X + (3 * (float)Math.Sin(camrotation)),
             *      baseY, camera.Position.Z + (3 * (float)Math.Cos(camrotation))), camera);
             *
             *  ghost.scale = 10;
             *  ghostList.Add(ghost);
             * }
             * if (Keyboard.GetState().IsKeyDown(Keys.R) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.rotation += 0.015f * damper;
             *  d.rotation %= MathHelper.TwoPi;
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.T) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.rotation -= 0.015f * damper;
             *  d.rotation %= MathHelper.TwoPi;
             * }
             * if (Keyboard.GetState().IsKeyDown(Keys.W) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.position = new Vector3(d.position.X, d.position.Y, d.position.Z + speed/2 * damper);
             *
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.S) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.position = new Vector3(d.position.X, d.position.Y, d.position.Z - speed/2 * damper);
             *
             * }
             * if (Keyboard.GetState().IsKeyDown(Keys.A) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.position = new Vector3(d.position.X + speed/2 * damper, d.position.Y, d.position.Z);
             *
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.D) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.position = new Vector3(d.position.X - speed/2 * damper, d.position.Y, d.position.Z);
             *
             * }
             * if (Keyboard.GetState().IsKeyDown(Keys.Z) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.position = new Vector3(d.position.X, d.position.Y - speed/2 * damper, d.position.Z);
             *
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.X) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.position = new Vector3(d.position.X, d.position.Y + speed/2 * damper, d.position.Z);
             *
             * }
             * if (Keyboard.GetState().IsKeyDown(Keys.F) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.scale += 0.01f * damper;
             *
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.G) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.scale -= 0.01f * damper;
             *
             * }
             * if (Keyboard.GetState().IsKeyDown(Keys.Q) && lastState.IsKeyUp(Keys.Q) && doorList.Count > 0)
             * {
             *  Door d = doorList[selDoor];
             *  d.initRotation += MathHelper.PiOver2;
             *
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.E) && lastState.IsKeyUp(Keys.E) && doorList.Count > 0)
             * {
             *  Door d = doorList[doorList.Count - 1];
             *  d.initRotation -= MathHelper.PiOver2;
             * }
             *
             * if (Keyboard.GetState().IsKeyDown(Keys.OemPeriod) && lastState.IsKeyUp(Keys.OemPeriod) && selDoor < doorList.Count-1)
             * {
             *  selDoor++;
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.OemComma) && lastState.IsKeyUp(Keys.OemComma) && selDoor > 0)
             * {
             *  selDoor--;
             * }**/
            #endregion

            #region Movement Stuff (commented)

            /*
             * if (Keyboard.GetState().IsKeyDown(Keys.Left))
             * {
             *  camrotation += 0.035f * damper;
             *  camrotation %= MathHelper.TwoPi;
             *  camera.YRotation = camrotation;
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.Right))
             * {
             *  camrotation -= 0.035f * damper;
             *  camrotation %= MathHelper.TwoPi;
             *  camera.YRotation = camrotation;
             * }
             * if (Keyboard.GetState().IsKeyDown(Keys.Up))
             * {
             *  camBobDuration += (float)gameTime.ElapsedGameTime.TotalSeconds*10;
             *
             *  camera.Position = new Vector3(camera.Position.X + (speed * damper * (float)Math.Sin(camrotation)),
             *      baseY + (float)Math.Sin(camBobDuration)/2f,
             *      camera.Position.Z + (speed * damper * (float)Math.Cos(camrotation)));
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.Down))
             * {
             *  camBobDuration += (float)gameTime.ElapsedGameTime.TotalSeconds * 10;
             *  camera.Position = new Vector3(camera.Position.X - (speed * damper * (float)Math.Sin(camrotation)),
             *      baseY + (float)Math.Sin(camBobDuration)/2f,
             *      camera.Position.Z - (speed * damper * (float)Math.Cos(camrotation)));
             * }
             *
             * if (Keyboard.GetState().IsKeyDown(Keys.P))
             * {
             *  baseY += speed * damper / 2f;
             *  camera.Position = new Vector3(camera.Position.X, baseY + (float)Math.Sin(camBobDuration), camera.Position.Z);
             * }
             * else if (Keyboard.GetState().IsKeyDown(Keys.L))
             * {
             *  baseY -= speed * damper / 2f;
             *  camera.Position = new Vector3(camera.Position.X, baseY + (float)Math.Sin(camBobDuration), camera.Position.Z);
             * }*/
            #endregion

            #region RenderDebug

            /*
             * if (Keyboard.GetState().IsKeyDown(Keys.M) && lastState.IsKeyUp(Keys.M) && fcrList.Count > 0)
             * {
             *  displayingFCR = !displayingFCR;
             * }*/
            #endregion

            if (Mouse.GetState().RightButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed && inSeq && seqIt == -1)
            {
                seqIt = 0;
                StartTrial(Type.GetType("HarryPotterGame.Trials." + trialSequences[seqIt]));
            }

            if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D0) && lastState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D0))
            {
                StartTrial(Type.GetType("HarryPotterGame.Trials.KCalibration"));
            }
            if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D1) && lastState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D1))
            {
                StartTrial(Type.GetType("HarryPotterGame.Trials.P1"));
            }
            if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D2) && lastState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D2))
            {
                StartTrial(Type.GetType("HarryPotterGame.Trials.G1"));
            }
            if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D3) && lastState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D3))
            {
                StartTrial(Type.GetType("HarryPotterGame.Trials.D1"));
            }
            if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D4) && lastState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D4))
            {
                StartTrial(Type.GetType("HarryPotterGame.Trials.P2"));
            }
            if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D7) && lastState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D7))
            {
                StartTrial(Type.GetType("HarryPotterGame.Trials.P3"));
            }
            if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.D8) && lastState.IsKeyUp(Microsoft.Xna.Framework.Input.Keys.D8))
            {
                StartTrial(Type.GetType("HarryPotterGame.Trials.D3"));
            }
            if (Keyboard.GetState().IsKeyDown(Microsoft.Xna.Framework.Input.Keys.Escape))
            {
                this.Exit();
            }

            if (Mouse.GetState().X < 20)
            {
                Mouse.SetPosition(20, Mouse.GetState().Y);
            }

            if (Mouse.GetState().X > GraphicsDevice.Viewport.Width - 20)
            {
                Mouse.SetPosition(GraphicsDevice.Viewport.Width - 20, Mouse.GetState().Y);
            }

            if (Mouse.GetState().Y < 20)
            {
                Mouse.SetPosition(Mouse.GetState().X, 20);
            }

            if (Mouse.GetState().Y > GraphicsDevice.Viewport.Height - 20)
            {
                Mouse.SetPosition(Mouse.GetState().X, GraphicsDevice.Viewport.Height - 20);
            }

            if (trial != null)
            {
                UpdateTrial(gameTime);
            }
            if (collectingData)
            {
                DataLogger.Update(gameTime);
            }

            if (wandCursor != null)
            {
                wandCursor.Update(gameTime);
            }

            /*
             * Input modes and gesture styles are defined and specified within this portion of the code
             */
            switch (inputMode)
            {
            case InputMode.MOUSE:
                averagePoints.Insert(0, new Vector2(Mouse.GetState().X, Mouse.GetState().Y));
                if (averagePoints.Count > pointCapacity)
                {
                    averagePoints.RemoveAt(averagePoints.Count - 1);
                }
                cursorPos = Vector2.Zero;
                foreach (Vector2 pastPoint in averagePoints)
                {
                    cursorPos += pastPoint;
                }
                cursorPos /= averagePoints.Count;
                if (Mouse.GetState().LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                {
                    if (Mouse.GetState().RightButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                    {
                        gesture = ManipMode.SELECTGRAB;
                    }
                    else
                    {
                        gesture = ManipMode.SELECT;
                    }
                }
                else if (Mouse.GetState().RightButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                {
                    gesture = ManipMode.GRAB;
                }
                else
                {
                    gesture = ManipMode.NONE;
                }

                if (Mouse.GetState().MiddleButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                {
                    gesture   = ManipMode.SELECT;
                    cursorPos = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);
                    Mouse.SetPosition(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);
                }

                break;

            case InputMode.KINECT:
                averagePoints.Insert(0, kAccess.CursorPos);
                if (averagePoints.Count > pointCapacity)
                {
                    averagePoints.RemoveAt(averagePoints.Count - 1);
                }
                cursorPos = Vector2.Zero;
                foreach (Vector2 pastPoint in averagePoints)
                {
                    cursorPos += pastPoint;
                }
                cursorPos /= averagePoints.Count;
                if (Mouse.GetState().LeftButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                {
                    if (Mouse.GetState().RightButton == Microsoft.Xna.Framework.Input.ButtonState.Pressed)
                    {
                        gesture = ManipMode.GRAB;
                    }
                    else
                    {
                        gesture = ManipMode.SELECT;
                    }
                }
                else
                {
                    gesture = ManipMode.NONE;
                }
                break;

            case InputMode.WAND:
                averagePoints.Insert(0, kAccess.CursorPos);
                if (averagePoints.Count > pointCapacity)
                {
                    averagePoints.RemoveAt(averagePoints.Count - 1);
                }
                cursorPos = Vector2.Zero;
                foreach (Vector2 pastPoint in averagePoints)
                {
                    cursorPos += pastPoint;
                }
                cursorPos /= averagePoints.Count;

                if (wAccess.SelectDetected)
                {
                    gesture = ManipMode.SELECT;
                }
                else if (wAccess.GrabDetected)
                {
                    gesture = ManipMode.GRAB;
                }
                else
                {
                    gesture = ManipMode.NONE;
                }

                break;
            }

            lastState      = Keyboard.GetState();
            lastMouseState = Mouse.GetState();
            if (wAccess != null)
            {
                lastWMState = wAccess.GetState();
            }
            base.Update(gameTime);
        }