public ButterflyPlayer(Game1 MyGame, Vector3 Position, float Rotation, Camera cam) { myGame = MyGame; hands = new List<ICursor>(); hands.Add(new KinectAbsoluteScreenspaceCursor(myGame.Services.GetService(typeof(KinectService)) as KinectService, KinectAbsoluteScreenspaceCursor.Handedness.Left, myGame)); hands.Add(new KinectAbsoluteScreenspaceCursor(myGame.Services.GetService(typeof(KinectService)) as KinectService, KinectAbsoluteScreenspaceCursor.Handedness.Right, myGame)); kinect = myGame.Services.GetService(typeof(KinectService)) as KinectService; kinect.RegisterKinectListener(this); batch = myGame.Services.GetService(typeof(SpriteBatch)) as SpriteBatch; position = Position; rotation = Rotation; }
public ButterflyLevel(Camera Camera, ButterflyPlayer Player, Logger ErrorLogger, Game1 MyGame) { myCam = Camera; player = Player; butterflies = new List<Butterfly>(); LevelStarting = true; errorLogger = ErrorLogger; myGame = MyGame; spriteQueue = new List<Tuple<Vector3, int>>(); queueTimers = new List<int>(); scoreStrings = new List<string>(); playerProfile = myGame.Services.GetService(typeof(PlayerProfile)) as PlayerProfile; }
public ButterflyActivity(Game1 MyGame) { myGame = MyGame; content = new ContentManager(myGame.Services, "Content"); myCamera = new Camera(); float aspectRatio = (float)myGame.GraphicsDevice.PresentationParameters.BackBufferWidth / (float)myGame.GraphicsDevice.PresentationParameters.BackBufferHeight; myCamera.Perspective(90, myGame.GraphicsDevice.Viewport.AspectRatio, 0.1f, 20f); myCamera.Position = new Vector3(0f, 1f, -10f); myCamera.LookAt(new Vector3(0, 0, 0)); player = new ButterflyPlayer(myGame, new Vector3(0f, 2f, 0) * 2, 0f, myCamera); errorLogger = myGame.Services.GetService(typeof(Logger)) as Logger; counter = -1; }
public void Draw(Camera myCam, SpriteBatch sb) { if (!hidden) { transforms = animationPlayer.GetSkinTransforms(); // Draw the model. A model can have multiple meshes, so loop. foreach (ModelMesh mesh in myModel.Meshes) { // This is where the mesh orientation is set, as well // as our camera and projection. foreach (SkinnedEffect effect in mesh.Effects) { //effect.GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap effect.SetBoneTransforms(transforms); effect.EnableDefaultLighting(); effect.PreferPerPixelLighting = true; effect.World = Matrix.CreateScale(0.1f) * world; effect.View = myCam.ViewMatrix; effect.Projection = myCam.ProjectionMatrix; effect.DiffuseColor = Microsoft.Xna.Framework.Color.White.ToVector3(); effect.Texture = ButterflyTextures[(int)(myColor)]; } mesh.Draw(); } //For Debugging // sb.Begin(); // sb.Draw(ButterflyTextures[0], hitbox.HitArea, Microsoft.Xna.Framework.Color.White); // sb.End(); } }
public void Draw(Camera cam, SpriteBatch sb) { if (kinectVideoTexture != null) { sb.Draw(kinectVideoTexture, new Rectangle(0, 0, myGame.GraphicsDevice.PresentationParameters.BackBufferWidth, myGame.GraphicsDevice.PresentationParameters.BackBufferHeight), Color.White); } }