/// <summary> /// Check if a shape has been created from the queue of inputted buttons /// </summary> /// <param name="queuedButtons">The queue of buttons to be checked</param> /// <returns> The shape that was generated shaped</returns> private Defines.GESTURES CheckShape(ref List <Buttons> queuedButtons) { // Assume that no shape has been generated Defines.GESTURES _resultGesture = Defines.GESTURES.NORMAL; // NOTE: Start with the "longest" shape [Shape that requires most inputs...then work in decreasing amount of input] // This allows us to check if we wanted a square (and not immediately substitute it for a triangle or V) // Check for square formation if (CheckShape(ref queuedButtons, ref SQUARE_SHAPE_B) == SQUARE_SHAPE_B.Count) { _resultGesture = Defines.GESTURES.SQUARE; } // Check for V formation else if (CheckShape(ref queuedButtons, ref V_SHAPE_B) == V_SHAPE_B.Count && queuedButtons.Count <= V_SHAPE_B.Count) { _resultGesture = Defines.GESTURES.V; } // Check for triangle formation else if (CheckShape(ref queuedButtons, ref TRIANGLE_SHAPE_B) == TRIANGLE_SHAPE_B.Count) { _resultGesture = Defines.GESTURES.TRIANGLE; } // Check for line formation else if (CheckShape(ref queuedButtons, ref LINE_SHAPE_B) == LINE_SHAPE_B.Count && queuedButtons.Count <= LINE_SHAPE_B.Count) { _resultGesture = Defines.GESTURES.LINE; } return(_resultGesture); }
/// <summary> /// Keeps track of the input of a given player /// </summary> /// <param name="currentGamePadState">Contains the GamePad whose state is in question</param> public void updatePlayerState(GamePadState currentGamePadState) { //If the system is ready for another direction if (currentGamePadState.IsConnected) { //Clicking in the right thumbstick resets the gesture input if (currentGamePadState.Buttons.RightStick == ButtonState.Pressed) { queuedButtons.Clear(); currentShape = Defines.GESTURES.NORMAL; } if (queuedButtons.Count >= 2) { currentShape = CheckShape(ref queuedButtons); // if we made a change in gesture, reset the queue for the next gesture if (currentShape != Defines.GESTURES.NORMAL) { queuedButtons.Clear(); // Also reset the 'B' Button counter B_count = 0; } } updateButtonState(); } }
/// <summary> /// Updates the current formation to the newly recognized system gesture. /// </summary> public void UpdateFormation() { //If the player is triggering a fusion if (Defines.playerFusionTriggered[this.currentPlayerIndex]) { //If there is a second player and that player is also in fusion mode if (Defines.playersGestures.Count > 1) { //Get the index of the other player PlayerIndex _otherPlayer = (this.currentPlayerIndex == PlayerIndex.One) ? PlayerIndex.Two : PlayerIndex.One; //If the other player is in fusion mode and their formation isn't a Normal formation if (Defines.playerFusionTriggered[_otherPlayer]) { //Check the ID of the gesture switch (currentFormationID) { case Defines.GESTURES.LINE: currentFormationID = Defines.GESTURES.LINE_FUSION; break; case Defines.GESTURES.SQUARE: currentFormationID = Defines.GESTURES.SQUARE_FUSION; break; case Defines.GESTURES.TRIANGLE: currentFormationID = Defines.GESTURES.TRIANGLE_FUSION; break; case Defines.GESTURES.V: currentFormationID = Defines.GESTURES.V_FUSION; break; } currentFusionFormation = fusionFormationList[currentFormationID]; //Set the current formation to the fusion formation for this player currentFormation = currentFusionFormation.playerFormationList[currentPlayerIndex]; //Set up the formation manager for a fusion formation. this.StartFusionMode(); } } //Otherwise we need a single-player fusion mode. else if (Defines.playersGestures.Count == 1) { //TODO: Implement single-player fusion triggering. } } //Otherwise, we're not triggering a fusion, // so just find the regular formation else { currentFormation = formationList[currentFormationID]; } //Set ID to remember gesture previousFormationID = currentFormationID; }
/// <summary> /// /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime, int numShips, Vector2 fixedPoint) { //Store the changed fixed point globalFixedPoint = fixedPoint; /* * Note: We only want to check for new formation changes when we aren't * in fusion mode. If we are in fusion mode, then we check for formations when * the fusion timer has expired. */ if (!inFusionMode) { //Update the gesture component to check for new formations gestureComponent.Update(gameTime); //Check for new gestures currentFormationID = gestureComponent.currentShape; if (currentFormationID != previousFormationID) { //Update formation positions UpdateFormation(); } //Update the positions of the ships based on the player's fixed point currentFormation.Update(gameTime, numShips, globalFixedPoint); } //Otherwise, we're in a fusion formation else { //Only player one can manipulate the global fusion timer if (currentPlayerIndex == PlayerIndex.One) { Defines.FusionTimer -= gameTime.ElapsedGameTime; } if (Defines.FusionTimer <= TimeSpan.Zero) { inFusionMode = false; } currentFusionFormation.Update(gameTime, globalFixedPoint); currentFormation = currentFusionFormation.playerFormationList[currentPlayerIndex]; } }
/// <summary> /// Updates the current formation to the newly recognized system gesture. /// </summary> public void UpdateFormation() { //If the player is triggering a fusion if (Defines.playerFusionTriggered[this.currentPlayerIndex]) { //If there is a second player and that player is also in fusion mode if (Defines.playersGestures.Count > 1) { //Get the index of the other player PlayerIndex _otherPlayer = (this.currentPlayerIndex == PlayerIndex.One) ? PlayerIndex.Two : PlayerIndex.One; //If the other player is in fusion mode and their formation isn't a Normal formation if (Defines.playerFusionTriggered[_otherPlayer]) { //Check the ID of the gesture switch (currentFormationID) { case Defines.GESTURES.LINE: currentFormationID = Defines.GESTURES.LINE_FUSION; break; case Defines.GESTURES.SQUARE: currentFormationID = Defines.GESTURES.SQUARE_FUSION; break; case Defines.GESTURES.TRIANGLE: currentFormationID = Defines.GESTURES.TRIANGLE_FUSION; break; case Defines.GESTURES.V: currentFormationID = Defines.GESTURES.V_FUSION; break; } currentFusionFormation = fusionFormationList[currentFormationID]; //Set the current formation to the fusion formation for this player currentFormation = currentFusionFormation.playerFormationList[currentPlayerIndex]; //Set up the formation manager for a fusion formation. this.StartFusionMode(); } } //Otherwise we need a single-player fusion mode. else if (Defines.playersGestures.Count == 1) { //TODO: Implement single-player fusion triggering. } } //Otherwise, we're not triggering a fusion, // so just find the regular formation else currentFormation = formationList[currentFormationID]; //Set ID to remember gesture previousFormationID = currentFormationID; }
/// <summary> /// /// </summary> /// <param name="gameTime"></param> public void Update(GameTime gameTime, int numShips, Vector2 fixedPoint) { //Store the changed fixed point globalFixedPoint = fixedPoint; /* * Note: We only want to check for new formation changes when we aren't * in fusion mode. If we are in fusion mode, then we check for formations when * the fusion timer has expired. */ if (!inFusionMode) { //Update the gesture component to check for new formations gestureComponent.Update(gameTime); //Check for new gestures currentFormationID = gestureComponent.currentShape; if (currentFormationID != previousFormationID) //Update formation positions UpdateFormation(); //Update the positions of the ships based on the player's fixed point currentFormation.Update(gameTime, numShips, globalFixedPoint); } //Otherwise, we're in a fusion formation else { //Only player one can manipulate the global fusion timer if(currentPlayerIndex == PlayerIndex.One) Defines.FusionTimer -= gameTime.ElapsedGameTime; if (Defines.FusionTimer <= TimeSpan.Zero) inFusionMode = false; currentFusionFormation.Update(gameTime, globalFixedPoint); currentFormation = currentFusionFormation.playerFormationList[currentPlayerIndex]; } }