/// <summary> /// 初期化する /// </summary> /// <returns>成功したら0</returns> public int Init() { Configuration gconf = Configuration.GetGlobal(); if (sensor.Init() != 0) { Error("Failed to initialize Kinect sensor"); return(-1); } int screenX, screenY, screenBits; if (DX.GetScreenState(out screenX, out screenY, out screenBits) != 0) { Error("Failed to get screen state"); return(-1); } gameSettings.WindowWidth = screenX; gameSettings.WindowHeight = screenY; gameSettings.ScreenBits = screenBits; gameSettings.GameLogic = this; debugWindow.Height = screenY / 2 - 10; debugWindow.Width = screenX / 4 - 10; debugWindow.Top = screenY - debugWindow.Height - 5; debugWindow.Left = 5; //serialPort.Open(); /* * var mainScene = new MainScene(); * mainScene.SerialPort = serialPort; * mainScene.Init(gameSettings); * sceneStack.Push(mainScene); */ var s = new OpeningScene(); s.SerialPort = serialPort; s.Init(gameSettings); sceneStack.Push(s); return(0); }
protected override void _Update(GameStatus status) { base._Update(status); if (Mouse.Left || Mouse.Middle || Mouse.Right || Mouse.X != previousMouseX || Mouse.Y != previousMouseY) { previousActionTime = status.CurrentTimeInMillis; } UpdateBullet(status); if (Keyboard.GetHitPeriod(DX.KEY_INPUT_AT) == 1) { directShot = !directShot; } foreach (var obj in gameObjects) { obj.Update(status); } if (Keyboard.IsHit(DX.KEY_INPUT_ESCAPE)) { PauseScene s = new PauseScene(); s.Init(GameSettings); CallScene(s); } // 一定時間無操作なら、オープニング画面へ。 if ((status.CurrentTimeInMillis - previousActionTime) > 30 * 1000) { var s = new OpeningScene(); s.Init(GameSettings); s.SerialPort = SerialPort; GotoScene(s); } previousMouseX = Mouse.X; previousMouseY = Mouse.Y; }