/// <summary> /// Initialise une batte /// </summary> /// <param name="game">Le jeu propriétaire</param> /// <param name="side">Si true alors à gauche sinon à droite de l'écran</param> public BatKinect(Game1 game, Side side, Difficulty d, KinectInput i) : base(game, side, d) { input = i; }
/// <summary> /// Creer les menus /// </summary> private void SetMenus() { if (IsKinectMode) { kinectInput = new KinectInput(this); IsOnePlayer = true; PlayingMenu = new MenuKinect(this, "KiPong", new List<string>() { "1 joueur", "2 joueurs" }, kinectInput); DifficultyMenu = new MenuKinect(this, "Difficultes", new List<string>() { "Facile", "Medium", "Difficile" }, kinectInput); PauseMenu = new MenuKinect(this, "Pause", new List<string>() { "Reprendre", "Menu", "Quitter" }, kinectInput); EndMenu = new MenuKinect(this, "", new List<string>() { "Menu", "Quitter" }, kinectInput); } else { PlayingMenu = new MenuKeyboard(this, "KiPong", new List<string>() { "1 joueur", "2 joueurs" }, keyboardInput); DifficultyMenu = new MenuKeyboard(this, "Difficultes", new List<string>() { "Facile", "Medium", "Difficile" }, keyboardInput); PauseMenu = new MenuKeyboard(this, "Pause", new List<string>() { "Reprendre", "Menu", "Quitter" }, keyboardInput); EndMenu = new MenuKeyboard(this, "", new List<string>() { "Menu", "Quitter" }, keyboardInput); } }
public JeuKinect(Game1 g, Difficulty d, bool isOp, KinectInput i) : base(g, d, isOp) { input = i; setBats(); }
/// <summary> /// Méthode appelé par le système de jeu en boucle /// </summary> /// <param name="gameTime"></param> protected override void Update(GameTime gameTime) { keyboardInput.Update(); if (keyboardInput.Exit) { this.Exit(); } if (keyboardInput.ChangeColors()) { ColorManager.ChangeColors(); } // Si le joueur demande de l'aide bool AskHelping = IsKinectMode ? keyboardInput.Help() || kinectInput.Help() : keyboardInput.Help(); #region Playing if (gamestate == GameStates.Running) { jeu.Help = AskHelping; jeu.Update(); if (jeu.IsFinish) { EndMenu.Description = jeu.getMessage(); EndMenu.StartDescription(); keyboardInput.IsHoldable = false; gamestate = GameStates.EndMenu; } if (!IsKinectMode ? keyboardInput.Break() : kinectInput.Break()) { keyboardInput.IsHoldable = false; gamestate = GameStates.PauseMenu; PauseMenu.StartDescription(); } } #endregion Playing #region ModeMenu else if (gamestate == GameStates.ModeMenu) { ModeMenu.Help = AskHelping; ModeMenu.Update(); // Lors de la selection if (ModeMenu.Valid) { gamestate = GameStates.PlayingMenu; if (ModeMenu.Iterator == 0) { IsKinectMode = false; } else if (ModeMenu.Iterator == 1) { IsKinectMode = true; kinectInput = new KinectInput(this); } else if (ModeMenu.Iterator == 2) { this.Exit(); } SetMenus(); PlayingMenu.StartDescription(); } } #endregion ModeMenu #region Menu Jouer else if (gamestate == GameStates.PlayingMenu) { PlayingMenu.Help = AskHelping; PlayingMenu.Update(); // Lors de la selection if (PlayingMenu.Valid) { gamestate = GameStates.DifficultyMenu; DifficultyMenu.StartDescription(); if (PlayingMenu.Iterator == 0) { IsOnePlayer = true; } else if (PlayingMenu.Iterator == 1) { IsOnePlayer = false; } } if (PlayingMenu.Back) { gamestate = GameStates.ModeMenu; ModeMenu.StartDescription(); IsKinectMode = false; } } #endregion Menu Jouer #region DifficultyMenu else if (gamestate == GameStates.DifficultyMenu) { DifficultyMenu.Help = AskHelping; DifficultyMenu.Update(); // Lors de la selection if (DifficultyMenu.Valid) { gamestate = GameStates.Running; keyboardInput.IsHoldable = true; if (DifficultyMenu.Iterator == 0) { Jouer(Difficulty.EASY); } else if (DifficultyMenu.Iterator == 1) { Jouer(Difficulty.MEDIUM); } else if (DifficultyMenu.Iterator == 2) { Jouer(Difficulty.HARD); } } if (DifficultyMenu.Back) { gamestate = GameStates.PlayingMenu; PlayingMenu.StartDescription(); } } #endregion DifficultyMenu #region PauseMenu else if (gamestate == GameStates.PauseMenu) { PauseMenu.Help = AskHelping; PauseMenu.Update(); // Lors de la selection if (PauseMenu.Valid) { if (PauseMenu.Iterator == 0) { keyboardInput.IsHoldable = true; jeu.SetAfterBreak(); gamestate = GameStates.Running; } else if (PauseMenu.Iterator == 1) { gamestate = GameStates.PlayingMenu; PlayingMenu.StartDescription(); } else if (PauseMenu.Iterator == 2) { this.Exit(); } } if (PauseMenu.Back) { keyboardInput.IsHoldable = true; jeu.SetAfterBreak(); gamestate = GameStates.Running; } } #endregion PauseMenu #region EndMenu else if (gamestate == GameStates.EndMenu) { EndMenu.Help = AskHelping; EndMenu.Update(); // Lors de la selection if (EndMenu.Valid) { if (EndMenu.Iterator == 0) { gamestate = GameStates.PlayingMenu; PlayingMenu.StartDescription(); } else if (EndMenu.Iterator == 1) { this.Exit(); } } } #endregion EndMenu #region SplashCreen else if (gamestate == GameStates.SplashScreen) { splashScreenTimer -= gameTime.ElapsedGameTime; if (splashScreenTimer.CompareTo(new TimeSpan(0)) <= 0) { gamestate = GameStates.ModeMenu; ModeMenu.StartDescription(); } } #endregion SplashCreen base.Update(gameTime); }
public PongKinect(KiPongGame g, Difficulty d, bool isOp, KinectInput i) : base(g, "aideJeuKinectImg", "aideJeuKinectTxt", d, isOp) { input = i; setBats(); }
public MenuKinect(KiPongGame g, KinectInput input) : base(g, "aideMenuKinectImg", "aideMenuKinectTxt") { this.input = input; }
public MenuKinect(Game1 g, String title, List<string> items, KinectInput input) : base(g, title, items) { this.input = input; }