Пример #1
0
        /// <summary>
        /// Load and Initialize Game Components
        /// </summary>
        public override void LoadContent()
        {
            DepthStencilState depthState = new DepthStencilState();

            depthState.DepthBufferEnable      = true;
            depthState.DepthBufferWriteEnable = true;
            ScreenManager.GraphicsDevice.DepthStencilState = depthState;


            //Start New Game
            player = new Avatar(ScreenManager);
            player.Initialize();
            components.Add(player);

            staticEnvironment = new StaticEnvironment(ScreenManager, ScreenManager.Game, ScreenManager.Game.GraphicsDevice);
            staticEnvironment.Initialize();
            components.Add(staticEnvironment);

            //start SSVEP stimuli
            ssvep = new SSVEP(ScreenManager);
            ssvep.Initialize();
            ssvep.DrawOrder = 2;
            components.Add(ssvep);

            //Establish BCI2000 comm
            bciComm = new BCI2000comm(ScreenManager.Game);
            bciComm.Initialize();
            components.Add(bciComm);
        }
Пример #2
0
        /// <summary>
        /// Load and Initialize Game Components
        /// </summary>
        public override void LoadContent()
        {
            DepthStencilState depthState = new DepthStencilState();

            depthState.DepthBufferEnable      = true;
            depthState.DepthBufferWriteEnable = true;
            ScreenManager.GraphicsDevice.DepthStencilState = depthState;


            //Start New Game
            practiceCore = new PracticeCore(ScreenManager);
            practiceCore.Initialize();
            practiceCore.DrawOrder = 1;
            components.Add(practiceCore);

            //start SSVEP stimuli
            ssvep = new SSVEP(ScreenManager);
            ssvep.Initialize();
            ssvep.DrawOrder = 2;
            components.Add(ssvep);

            //Establish BCI2000 comm
            LSLcomm bciComm = new LSLcomm(ScreenManager.Game);

            //bciComm = new BCI2000comm(ScreenManager.Game);
            bciComm.Initialize();
            components.Add(bciComm);
        }
Пример #3
0
        /// <summary>
        /// Load and Initialize Game Components
        /// </summary>
        public override void LoadContent()
        {
            //Start New Game
            GameCore gameCore = new GameCore(ScreenManager, level);

            gameCore.Initialize();
            gameCore.DrawOrder = 1;
            components.Add(gameCore);

            ////start SSVEP stimuli
            if (variant == 0)
            {
                SSVEP ssvep = new SSVEP(ScreenManager);
                ssvep.Initialize();
                ssvep.DrawOrder = 2;
                components.Add(ssvep);
            }
            else if (variant == 1)
            {
                //start SSVEP stimuli
                tightSSVEP ssvep = new tightSSVEP(ScreenManager);
                ssvep.Initialize();
                ssvep.DrawOrder = 2;
                components.Add(ssvep);
            }
            else if (variant == 2)
            {
            }
            else
            {
                SSVEPcb ssvep = new SSVEPcb(ScreenManager);
                ssvep.Initialize();
                ssvep.DrawOrder = 2;
                components.Add(ssvep);
            }

            //Establish BCI2000 comm
            LSLcomm bciComm = new LSLcomm(ScreenManager.Game);

            //BCI2000comm bciComm = new BCI2000comm(ScreenManager.Game);
            bciComm.Initialize();
            components.Add(bciComm);
        }
Пример #4
0
        /// <summary>
        /// Load and Initialize Game Components
        /// </summary>
        public override void LoadContent()
        {
            //Start New Game
            gameCore = new MapsCore(ScreenManager);
            gameCore.Initialize();
            gameCore.DrawOrder = 1;
            components.Add(gameCore);

            //start SSVEP stimuli
            ssvep = new SSVEP(ScreenManager);
            ssvep.Initialize();
            ssvep.DrawOrder = 2;
            components.Add(ssvep);

            //Establish BCI2000 comm
            bciComm = new BCI2000comm(ScreenManager.Game);
            bciComm.Initialize();
            components.Add(bciComm);
        }