示例#1
0
        private void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.skeletonData == null) || (this.skeletonData.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.skeletonData);

                    foreach (Skeleton skeleton in this.skeletonData)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot, myViewport3D);
                                player.SetBounds(this.playerBounds);
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;

                                player.UpdateAllJoints(skeleton.Joints);
                            }
                        }

                        skeletonSlot++;
                    }
                }
            }
        }
示例#2
0
        private void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.skeletonData == null) || (this.skeletonData.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.skeletonData);

                    foreach (Skeleton skeleton in this.skeletonData)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot);
                                player.SetBounds(this.playerBounds);
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;

                                // Head, hands, feet (hit testing happens in order here)
                                player.UpdateJointPosition(skeleton.Joints, JointType.Head);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandRight);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootRight);

                                // Hands and arms
                                player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft);

                                // Head and Shoulders
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight);

                                // Legs
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight);

                                // Spine
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter);
                            }
                        }

                        skeletonSlot++;
                    }
                }
            }
        }
示例#3
0
        private void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.skeletonData == null) || (this.skeletonData.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.skeletonData);

                    foreach (Skeleton skeleton in this.skeletonData)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot);
                                player.SetBounds(this.playerBounds);
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;

                                // Head, hands, feet (hit testing happens in order here)
                                player.UpdateJointPosition(skeleton.Joints, JointType.Head);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandRight);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootRight);

                                // Hands and arms
                                player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft);

                                // Head and Shoulders
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight);

                                // Legs
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight);

                                // Spine
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter);
                            }
                        }

                        skeletonSlot++;
                    }
                }
            }
        }
        void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
        {
            if (closing)
            {
                return;
            }

            //Get a skeleton
            Skeleton first =  GetFirstSkeleton(e);

            if (first == null)
            {
                return;
            }

            canvas1.Children.Clear();
            foreach (var player in this.players)
            {
                player.Value.Draw(canvas1.Children);
            }

            //label1.Content = "players size: " + players.Count;

            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.allSkeletons == null) || (this.allSkeletons.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.allSkeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.allSkeletons);

                    foreach (Skeleton skeleton in this.allSkeletons)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot);
                                player.SetBounds(this.playerBounds);
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;
                                // Head, hands, feet (hit testing happens in order here)
                                player.UpdateJointPosition(skeleton.Joints, JointType.Head);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandRight);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootRight);

                                // Hands and arms
                                player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft);

                                // Head and Shoulders
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight);

                                // Legs
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight);

                                // Spine
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter);

                                //label1.Content = player.ToString();

                            }
                        }

                        skeletonSlot++;

                    }
                }

            }
            //set scaled position
            //ScalePosition(headImage, first.Joints[JointType.Head]);
            //ScalePosition(leftEllipse, first.Joints[JointType.HandLeft]);
            //ScalePosition(rightEllipse, first.Joints[JointType.HandRight]);

            GetCameraPoint(first, e);

                        //throw new NotImplementedException();

            checkForHit();
        }
示例#5
0
        private void SkeletonsReady(object sender, SkeletonFrameReadyEventArgs e)
        {
            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.skeletonData == null) || (this.skeletonData.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.skeletonData = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.skeletonData);

                    foreach (Skeleton skeleton in this.skeletonData)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot, myViewport3D);
                                player.SetBounds(this.playerBounds);
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;

                                player.UpdateAllJoints(skeleton.Joints);
                            }
                        }

                        skeletonSlot++;
                    }
                }
            }
        }
        void sensor_AllFramesReady(object sender, AllFramesReadyEventArgs e)
        {
            if (closing)
            {
                return;
            }

            canvas1.Children.Clear();
            canvas2.Children.Clear();
            foreach (var player in this.players)
            {
                if (player.Key == 0)
                {
                    player.Value.Draw(canvas1.Children);//if player 1
                }
                else
                {
                    player.Value.Draw(canvas2.Children);//if player 2
                }
            }

            using (SkeletonFrame skeletonFrame = e.OpenSkeletonFrame())
            {
                if (skeletonFrame != null)
                {
                    int skeletonSlot = 0;

                    if ((this.allSkeletons == null) || (this.allSkeletons.Length != skeletonFrame.SkeletonArrayLength))
                    {
                        this.allSkeletons = new Skeleton[skeletonFrame.SkeletonArrayLength];
                    }

                    skeletonFrame.CopySkeletonDataTo(this.allSkeletons);

                    foreach (Skeleton skeleton in this.allSkeletons)
                    {
                        if (SkeletonTrackingState.Tracked == skeleton.TrackingState)
                        {
                            Player player;
                            if (this.players.ContainsKey(skeletonSlot))
                            {
                                player = this.players[skeletonSlot];
                            }
                            else
                            {
                                player = new Player(skeletonSlot); //skeletonslot 0 is player1 skeletonslot 1 is player 2
                                player.SetBounds(this.playerBounds); //this would be where we change player bounds - will this work?
                                this.players.Add(skeletonSlot, player);
                            }

                            player.LastUpdated = DateTime.Now;

                            // Update player's bone and joint positions
                            if (skeleton.Joints.Count > 0)
                            {
                                player.IsAlive = true;
                                // Head, hands, feet (hit testing happens in order here)
                                player.UpdateJointPosition(skeleton.Joints, JointType.Head);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.HandRight);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootLeft);
                                player.UpdateJointPosition(skeleton.Joints, JointType.FootRight);

                                // Hands and arms
                                player.UpdateBonePosition(skeleton.Joints, JointType.HandRight, JointType.WristRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristRight, JointType.ElbowRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowRight, JointType.ShoulderRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HandLeft, JointType.WristLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.WristLeft, JointType.ElbowLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ElbowLeft, JointType.ShoulderLeft);

                                // Head and Shoulders
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.Head);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderLeft, JointType.ShoulderCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.ShoulderCenter, JointType.ShoulderRight);

                                // Legs
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.KneeLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeLeft, JointType.AnkleLeft);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleLeft, JointType.FootLeft);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipRight, JointType.KneeRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.KneeRight, JointType.AnkleRight);
                                player.UpdateBonePosition(skeleton.Joints, JointType.AnkleRight, JointType.FootRight);

                                player.UpdateBonePosition(skeleton.Joints, JointType.HipLeft, JointType.HipCenter);
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.HipRight);

                                // Spine
                                player.UpdateBonePosition(skeleton.Joints, JointType.HipCenter, JointType.ShoulderCenter);

                                GetCameraPoint(skeleton, e, skeletonSlot);

                                if (skeletonSlot == 0 && p1righty == true)
                                {
                                    ScalePosition(p1racket, skeleton.Joints[JointType.HandRight], skeletonSlot);
                                }
                                else if (skeletonSlot == 0 && p1righty == false)
                                {
                                    ScalePosition(p1racket, skeleton.Joints[JointType.HandLeft], skeletonSlot);
                                }
                                else if (skeletonSlot != 0 && p2righty == false)
                                {
                                    ScalePosition(p2racket, skeleton.Joints[JointType.HandLeft], skeletonSlot);
                                }
                                else
                                {
                                    ScalePosition(p2racket, skeleton.Joints[JointType.HandRight], skeletonSlot);
                                }

                            }
                        }

                        skeletonSlot++;

                    }
                }

            }

            if (serve==true && firsthit == true && gameover==false)
            {
                checkForHit();
                if (hit == true)
                {
                    firsthit=false;
                }
            }

            if (serve == true && firsthit==false && gameover==false)
            {
                if (ellipse1.Width > 40 && ellipse1.Height > 40 && hit==false)  //determines when the ball can be hit
                {
                    hitable = true;
                }
                else
                {
                    hitable = false;
                }

                //checks for hit when hitable
                if (hitable == true && hit == false)
                {
                    checkForHit();
                }

                if (hit==true)
                {
                    ellipse1.Width--;
                    ellipse1.Height--;
                    hitable=false;
                }

                if (ellipse1.Width <= 5 && ellipse1.Height <= 5)  //once the ball is at min, start getting bigger
                {

                    if (Canvas.GetLeft(ellipse1) < (MainCanvas.Width/2))
                    {
                        int x = rdm.Next(405, 760);
                        //int y = rdm.Next((int)((MainCanvas.Height/2)+50);
                        Canvas.SetLeft(ellipse1, x);
                        //Canvas.SetTop(ellipse1, y);
                    }

                    else
                    {
                        int x = rdm.Next((int)((MainCanvas.Width / 2)-50));
                        //int y = rdm.Next((int)((MainCanvas.Height/2)+50);
                        Canvas.SetLeft(ellipse1, x);
                        //Canvas.SetTop(ellipse1, y);
                    }

                    hit = false;
                }

                if(ellipse1.Width<50 && ellipse1.Height<50 && hit==false)
                {
                    ellipse1.Width++;
                    ellipse1.Height++;
                }

                if (ellipse1.Width >= 50 && ellipse1.Height >= 50 && hit == false)
                {
                    //player missed ball
                    ellipse1.Opacity = 0;
                    serve = false;
                    //increment score label

                    if (Canvas.GetLeft(ellipse1)>=(MainCanvas.Width/2))
                    {//do this by ball position in relation to canvas instead?
                        p1score += 15;
                        label1.Content = p1score;
                        Canvas.SetLeft(ellipse1, 100.0);
                        //reset position to canvas1 and max size
                    }
                    if (Canvas.GetLeft(ellipse1) < (MainCanvas.Width / 2))
                    {
                        p2score += 15;
                        label2.Content = p2score;
                        Canvas.SetLeft(ellipse1, 505.0);
                        //reset position to canvas2 and max size
                    }
                }
            }

            if (p1score >= 60 || p2score >= 60)
            {
                gameover = true;
                label1.Content="Game Over: " + p1score;
                label2.Content = "Game Over: " + p2score;
                ellipse1.Opacity = 0;
                p1racket.Opacity = 0;
                p2racket.Opacity = 0;
            }
        }