/// <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); }
/// <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); }
/// <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); }
/// <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); }