Esempio n. 1
0
void main()
{
    showWaveDeviceCaps();
    generateWave(0);
    openWaveDevice(0);
    playWaveSingleTime();
    disposeWave();
    closeWaveDevice();
    return;
}
Esempio n. 2
0
void BOSApp::updateScaleParametersWithKinect() {
    
    //detect higher Z depth : Toggle BOS
    const ofPixels &depthPixels = objectDetector->depthPixels();
    int tableMaskLine = KINECT_Y - 200;
    int closestY = -1;
    int closestX = KINECT_X / 2;
    
    // Get cloest Y
    for (int y = tableMaskLine; y >= 0; y--) {
        for (int x = 0; x < KINECT_X; x++) {
            if (depthPixels[x + (y * KINECT_X)] > 0) {
                closestY = y;
                closestX = x;
                break;
            }
        }
        if (closestY > -1) {
            break;
        }
    }
    
    // Detect Z<200??? Is depth pixels correct here?
    
    for (int y = 0; y < KINECT_Y; y++) {
        for (int x = 0; x < KINECT_X; x++) {
            if (depthPixels[x + (y * KINECT_X)] < 200) {
                if (bosEnabled) {
                    bosEnabled=false;
                } else {
                    // delay somehow for 1 second
                    bosEnabled=true;
                    generateWave();
                }
            }
        }
    }
    
    
    if (bosEnabled) {
        
        if (closestY > -1) {
            float normalized = 1.0 * (tableMaskLine - closestY) / tableMaskLine;
            scaler = 5 * normalized;
        } else {
            scaler = 1.0;
        }
        
        // Angle Arrow to Body Position
        
    }
    
}
void GameObjectManager::update(IObservable *observerable) {
	if (m_pEngine->m_gameState != MyProjectMain::PLAYING) return;

	/* Delete the first buffer */
	delete[] m_waveObjectsBuffer1;

	/* Swap the wave pointers */
	m_waveObjectsBuffer1 = m_waveObjectsBuffer2;
	m_numWaveObjectsBuffer1 = m_numWaveObjectsBuffer2;
	m_waveObjectsBuffer2 = new GameObject*[m_maxObjects];

	/* Generate a new wave for the second buffer */
	generateWave();
}
Esempio n. 4
0
int main(int argc, char *argv[]) {
    screen(width,height);
    screentitle("PlayWave");
    settextfont("FreeMono.ttf",45);
    setonkey(keyfnc);
    run_async(sndPlayer,NULL);
    while(1) {
        fillrect(0,0,width,height,0);
        drawtext( "Press Something",0 ,0,0xf0ffff00);
        if(keystate==1){
            inchz();
        }
        else if(keystate == -1){
            dechz();
        }
        generateWave();
        drawwav();
        drawtext(keymsg_buf ,0,45,0xf0ffff00);        
        flushscreen();
    }
    return 0;
}
void GameObjectManager::generateWave() {
	generateWave(m_waveObjectsBuffer2, m_numWaveObjectsBuffer2);
}