C# Class TakeControl2014_Windows.Game1

This is the main type for your game
Inheritance: Microsoft.Xna.Framework.Game
Afficher le fichier Open project: ClinicalTools/TakeControl2014-Windows Class Usage Examples

Méthodes publiques

Méthode Description
DrawModel ( Model myModel, Vector3 modelRotation, Vector3 modelPosition, Vector3 cameraPosition ) : Vector2[]
Game1 ( ) : System

Méthodes protégées

Méthode Description
Draw ( GameTime gameTime ) : void

This is called when the game should draw itself.

Initialize ( ) : void

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.

LoadContent ( ) : void

LoadContent will be called once per game and is the place to load all of your content.

UnloadContent ( ) : void

UnloadContent will be called once per game and is the place to unload all content.

Update ( GameTime gameTime ) : void

Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio.

Private Methods

Méthode Description
BackgroundRemovedFrameReadyHandler ( object sender, BackgroundRemovedColorFrameReadyEventArgs e ) : void

Handle the background removed color frame ready event. The frame obtained from the background removed color stream is in RGBA format.

ChooseSkeleton ( ) : void

Use the sticky skeleton logic to choose a player that we want to set as foreground. This means if the app is tracking a player already, we keep tracking the player until it leaves the sight of the camera, and then pick the closest player to be tracked as foreground.

DrawDebugString ( SpriteFont fontVal, Color colorVal, int x, int y, string stringVal ) : void
DrawModels ( ) : void
DrawText ( ) : void
SensorAllFramesReady ( object sender, AllFramesReadyEventArgs e ) : void

Event handler for Kinect sensor's DepthFrameReady event

SensorChooserOnKinectChanged ( object sender, Microsoft.Kinect.Toolkit.KinectChangedEventArgs args ) : void

Called when the KinectSensorChooser gets a new sensor

SkeletonToDepthMap ( Microsoft.Kinect.SkeletonPoint point ) : Vector2

This method maps a SkeletonPoint to the depth frame.

hitBottle ( GameObject bottle ) : void
placeBottle ( ) : void

Method Details

Draw() protected méthode

This is called when the game should draw itself.
protected Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
Résultat void

DrawModel() public méthode

public DrawModel ( Model myModel, Vector3 modelRotation, Vector3 modelPosition, Vector3 cameraPosition ) : Vector2[]
myModel Microsoft.Xna.Framework.Graphics.Model
modelRotation Vector3
modelPosition Vector3
cameraPosition Vector3
Résultat Vector2[]

Game1() public méthode

public Game1 ( ) : System
Résultat System

Initialize() protected méthode

Allows the game to perform any initialization it needs to before starting to run. This is where it can query for any required services and load any non-graphic related content. Calling base.Initialize will enumerate through any components and initialize them as well.
protected Initialize ( ) : void
Résultat void

LoadContent() protected méthode

LoadContent will be called once per game and is the place to load all of your content.
protected LoadContent ( ) : void
Résultat void

UnloadContent() protected méthode

UnloadContent will be called once per game and is the place to unload all content.
protected UnloadContent ( ) : void
Résultat void

Update() protected méthode

Allows the game to run logic such as updating the world, checking for collisions, gathering input, and playing audio.
protected Update ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime Provides a snapshot of timing values.
Résultat void