Issues with XNA Gestures - c#

My XNA Gestures are not working. I am trying to create a weather app that will pull up a 7-day forecast when swiped up, and pull it away when swiped down. The left/right gestures are for switching pages. What am I doing wrong here? My app, when tested, gets confused and thinks every gesture is a left/right one or no gesture at all, sometimes. Why won't it detect up my up/down gestures, and why are the left/right ones so inaccurate?
Note: GestureText.Text is just for debugging.
public MainPage()
{
InitializeComponent();
TouchPanel.EnabledGestures = GestureType.VerticalDrag | GestureType.HorizontalDrag;
}
private void gestures(object sender, ManipulationCompletedEventArgs e)
{
while (TouchPanel.IsGestureAvailable)
{
GestureSample gesture = TouchPanel.ReadGesture();
switch (gesture.GestureType)
{
case GestureType.HorizontalDrag:
float a = gesture.Delta.X;
int b = (int)a;
if (b > 0)
{
gestureText.Text = "Left";
}
if (b < 0)
{
gestureText.Text = "Right";
}
break;
case GestureType.VerticalDrag:
float c = gesture.Delta.X;
int d = (int)c;
if (d > 0)
{
gestureText.Text = "Up";
}
if (d < 0)
{
gestureText.Text = "Down";
}
break;
}
}

My suggestion will be to avoid using Gestures at all. There are too many problems with them and the best way to solve this issue is to write your own gestures using TouchCollection

Your up/down gestures didn't get noticed since you're using gesture.Delta.X when you should have been using gesture.Delta.Y. The VerticalDrag gesture doesn't detect the horizontal changes.
Also the conditions for up/down detection should be the opposite way as Vector2.Zero is in the upper left corner

Related

How to assign an arrow key to a button in C#?

right now I'm making a game and a character in it to move the player. I'm just a beginner about programming.
There are 8 buttons, and each button goes to a direction. For example, this my program for
private void btnUp_Click(object sender, EventArgs e)
{
//move up
y = y - 1;
MovePlayer();
UpdateLabelLocation();
}
public void MovePlayer()
{
picPlayer.Location = new Point(x, y);
}
public void UpdateLabelLocation()
{
lblLocation.Text = "Location: (" + x + ", " + y + ")";
}
I want to make it move when I press up, down, left or right keys. Also, if possible I want to make it so that when I press right and up at the same time, it triggers this:
private void btnRightUp_Click(object sender, EventArgs e)
{
//move player
y = y - 1;
x = x + 1;
MovePlayer();
UpdateLabelLocation();
}
I appreciate the help.
What you're essentially doing is creating your own simple game engine. As commentors have noted, you're better off using an existing game engine such as Unity. It's far easier and more liberating than going about it with WinForms.
That said, if you really want to continue with this, I strongly suggest you move the code in the Click handlers to a method. This reduces code duplication. i.e.
private void DownButton_Click(...)
{
MovePlayer(0, 1);
}
private void UpButton_Click(...)
{
MovePlayer(0, -1);
}
public void MovePlayer(float xStep, float yStep)
{
x += xStep;
y += yStep;
MovePlayer();
UpdateLabelLocation();
}
To move down and left you'd call MovePlayer(-1, 1);
To move up and right you'd call MovePlayer(1, -1);
Next you'll need to respond to KeyPress events. i.e.
public void Form_KeyPress(object sender, KeyPressEventArgs args)
{
switch (args.KeyChar) {
case 'a': // Left
args.Handled = true;
MovePlayer(-1, 0);
break;
case 'd': // Right
args.Handled = true;
MovePlayer(1, 0);
break;
case 'w': // Up
args.Handled = true;
MovePlayer(0, -1);
break;
case 's': // Down
args.Handled = true;
MovePlayer(0, 1);
break;
}
}
Note that if you have another control that accepts keyboard input(such as a TextBox), it will intercept the key press. To get around this, use KeyPreview to force the window to preview the input first. args.Handled = true prevents the event from routing to child controls after your code.
Unfortunately WinForms doesn't record multiple keys pressed at the same time, so using KeyPress alone isn't enough to handle corner movement. You can work around this by hooking onto KeyDown and KeyUp, but it's more trouble than it's worth.
Here's a more robust solution. Bear in mind the following isn't thread safe, so if you plan on introducing other threads you'll need to use appropriate locking.
HashSet<KeyCode> state = new HashSet<KeyCode>();
float speed = 120; // 120 pixels/second.
private void Form_KeyDown(object sender, KeyEventArgs args)
{
var key = args.KeyCode;
state.Add(key);
// Fire pressed when a key was up.
if (!state.Contains(key)) {
state.Add(key);
OnKeyPressed(key);
}
}
private void Form_KeyUp(object sender, KeyEventArgs args)
{
var key = args.KeyCode;
state.Remove(key);
// Fire release when a key was down.
if (state.Contains(key)) {
state.Remove(key);
OnKeyReleased(key);
}
}
// Runs when key was up, but pressed just now.
private void OnKeyPressed(KeyCode key)
{
// Trigger key-based actions.
}
// Runs when key was down, but released just now.
private void OnReleased(KeyCode key)
{
// Trigger key-based actions, but on release instead of press.
}
private bool IsDown(KeyCode key)
{
return state.Contains(key);
}
// Trigger this periodically, at least 20 times a second(ideally 60).
// An option to get you started is to use a windows timer, but
// eventually you'll want to use high precision timing instead.
private void Update()
{
var deltaTime = // Calculate the seconds that have passed since the last update.
// Describing it is out of the scope of this answer, but see the links below.
// Determine horizontal direction. Holding both
// A & D down cancels movement on the x-axis.
var directionX = 0;
if (IsDown(KeyCode.A)) {
directionX--;
}
if (IsDown(KeyCode.D)) {
directionX++;
}
// Determine vertical direction. Holding both
// W & S down cancels movement on the y-axis.
var directionY = 0;
if (IsDown(KeyCode.W)) {
directionY--;
}
if (IsDown(KeyCode.S)) {
directionY++;
}
// directionX & directionY should be normalized, but
// I leave that as an exercise for the reader.
var movement = speed * deltaTime;
var offsetX = directionX * movement;
var offsetY = directionY * movement;
MovePlayer(offsetX, offsetY);
}
As you can see, there's quite a bit involved. If you want more fine-grained timing, look into this article. Eventually you'll want to transition to a game loop, but that's yet another topic out of the scope of this answer.

Detecting collision between two rectangles on a WPF Canvas

I am extremely new to programming, and I have started off with C#. I am now trying to make my first game, I decided on snake. So far I have been trying to research this question, but all of the answers I see are ones that pertain to people who are using a different method of moving their snake around.
My program uses two doubles (left and top) in order to store where the snake is on the Canvas. My program also uses two doubles for the "food" in the game, called randomFoodSpawnLeft and randomFoodSpawnTop.
My question is this. How does one detect collision between two rectangular objects with just a left and top value? I am rather confused.
snakeWindow is the Window, snakeHead is the rectangle that represents a snake, left is the left value of the snake, top is the top value of the snake.
void timer_Tick(object sender, EventArgs e)
{
double left = Canvas.GetLeft(snakeHead);
double top = Canvas.GetTop(snakeHead);
if (keyUp)
{
top -= 3;
}
else if (keyDown)
{
top += 3;
}
else if (keyLeft)
{
left -= 3;
}
else if (keyRight)
{
left += 3;
}
// These statements see if you have hit the border of the window, default is 1024x765
if (left < 0)
{
left = 0;
gameOver = true;
}
if (top < 0)
{
top = 0;
gameOver = true;
}
if (left > snakeWindow.Width)
{
left = 0;
gameOver = true;
}
if (top > snakeWindow.Height)
{
top = 0;
gameOver = true;
}
// Statements that detect hit collision between the snakeHead and food
//
if (foodEaten == true)
{
spawnFood();
textBlockCurrentScore.Text += 1;
}
// If gameOver were to be true, then the game would have to end. In order to accomplish this I display to the user that the game is over
// and the snakeHead is disabled, and should restart.
if (gameOver == true)
{
keyRight = false;
keyLeft = false;
keyUp = false;
keyDown = false;
top = 0;
left = 0;
textBlockGameOver.Text = "GAME OVER!";
snakeCanvas.Background = Brushes.Blue;
}
Canvas.SetLeft(snakeHead, left);
Canvas.SetTop(snakeHead, top);
}
You can use System.Windows.Rect.IntersectsWith. Try it like this:
Rect rect1 = new Rect(left1, top1, widht1, height1);
Rect rect2 = new Rect(left2, top2, widht2, height2);
bool intersects = rect1.IntersectsWith(rect2);
Of course you will have to check the snake's head against all it's parts.

Issues with hand Clapping gesture

This my code for clapping hand gesture ,i use the result to set a robotic arm end effector to a 3d location for every clap)
i want the event handler to trigger just once for every clap gesture,
and reset for another clap gesture. but when i clap and my hands are close together, my event handler keeps firing!! please how do i correct this issue. could i use a reset method or something
[hand clap code]
float previousDistance = 0.0f;
private void MatchClappingGesture(Skeleton skeleton)
{
if (skeleton == null)
{
return;
}
if (skeleton.Joints[JointType.WristRight].TrackingState == JointTrackingState.Tracked && skeleton.Joints[JointType.WristLeft].TrackingState == JointTrackingState.Tracked)
{
float currentDistance = GetJointDistance(skeleton.Joints[JointType.WristRight], skeleton.Joints[JointType.WristLeft]);
{
if (currentDistance < 0.1f && previousDistance > 0.1f )
{
if (this.GestureRecognized != null)
{
this.GestureRecognized(this, new GestureEventArgs(RecognitionResult.Success));
previousDate = DateTime.Now;
}
}
previousDistance = currentDistance;
}
}
}
this is where i call the event handler
private void Window_Loaded(object sender, RoutedEventArgs e)
{
try
{
kinect = KinectSensor.KinectSensors[0];
kinect.Start();
}
catch (Exception ex)
{
System.Windows.MessageBox.Show("Could not find Kinect Camera: " + ex.Message);
}
kinect.DepthStream.Enable(DepthImageFormat.Resolution640x480Fps30);
kinect.ColorStream.Enable(ColorImageFormat.RgbResolution1280x960Fps12);
kinect.SkeletonStream.Enable(new TransformSmoothParameters()
{
Correction = 0.5f,
JitterRadius = 0.05f,
MaxDeviationRadius = 0.05f,
Prediction = 0.5f,
Smoothing = 0.5f
});
kinect.AllFramesReady += Kinect_SkeletonAllFramesReady;
recognitionEngine = new GestureRecognitionEngine();
armEngine = new ArmControllerEngine();
recognitionEngine.GestureRecognized += new EventHandler<GestureEventArgs>(recognitionEngine_GestureRecognized);
}
event handler fires here
void recognitionEngine_GestureRecognized(object sender,
GestureEventArgs e)
{
//armEngine.setArm(raMove,port,servoId);
MessageBox.Show("HI");
}
the message box prints multiple time instead of just once!!please help
You must bear in mind that Kinect's measurements have a degree of inaccuracy. Also, in certain cases (like when the hands are together!!) that inaccuracy increases greatly, and the detected joint positions start jumping all over the place. Try it with the SDK's provided skeleton viewer and you'll see. This is often mitigated by using smoothing algorithms, but in your case that might not be the most adequate solution. Try increasing the distance you are using to detect the gesture, give it some 20cm or so (btw, what does your GetJointDistance returns? Meters? Then give it 0.2)
void wait(int a)
{
for (int i = 0; i < a; i++) ;
}
int count = 0;
void recognitionEngine_GestureRecognized(object sender, GestureEventArgs e)
{
wait(3);
clapShow();
}
//clap method
void clapShow()
{
count += 1;
if (count == 1)
{
MessageBox.Show("Gesture Capture Within >> " + time.Millisecond.ToString() + " milli Seconds");
}
count = 0 ;
}
}
I called the message box as a method every 3millsecs wait(3) so that slows down the the event handler.
Then set the count to "1" before a gesture then back to "0"after every clap gesture and it works pretty well!!
Note!.... The wait(X) method i created a simple loop that counts down to the value X. It can be any value based on the level of sensitivity level one desires. Thanks jose!!
i hope this helps someone..

Check if Picturebox touches any object on screen C#

I have a problem with my game that is coded on C#. I've tried searching all over the forums for this problem but none has worked for this case :/
I'm trying to check if Picturebox hits ANY other Picturebox in screen.
I've tried this, but this might be too slow when I add more objects.
if (!square.Bounds.IntersectsWith(grass.Bounds) && !square.Bounds.IntersectsWith(grMiddle.Bounds) && !square.Bounds.IntersectsWith(grRight.Bounds) && !square.Bounds.IntersectsWith(middle.Bounds) && !square.Bounds.IntersectsWith(sideRight.Bounds) && !square.Bounds.IntersectsWith(topPanel.Bounds))
This method doesn't work since player movement increases 100x and I die instantly, somehow...
foreach (PictureBox pic in this.Controls.OfType<PictureBox>())
{
if (pic != square) // exclude square PictureBox from the test
{
if (!square.Bounds.IntersectsWith(pic.Bounds))
{
if (!square.Bounds.IntersectsWith(rightGoal.Bounds))
{
if (Right) { square.Left += 5; }
if (Left) { square.Left -= 5; }
if (Up) { square.Top -= 5; }
if (Down) { square.Top += 5; }
}
else
{
pally.points++;
rightPoints.Text = pally.points.ToString();
square.Location = new Point(690, 533);
}
}
else
{
square.Location = new Point(690, 533);
}
}
}
I'm out of ideas, some help would be nice :)
if (Right) { square.Left += 5; }
if (Left) { square.Left -= 5; }
if (Up) { square.Top -= 5; }
if (Down) { square.Top += 5; }
Are these testing keyboard inputs or something? You're moving your square with this code. And you're doing it for each picturebox on your form. That's why your square moves too far. Separating your position updating code from your intersection code should solve your problem.

Compare two joints position with Kinect

I want to make a Kinect program thanks to, when your left hand X position cross your right shoulder X position, it plays the following slide on PowerPoint. I've already done the program part which draws the skeleton stream, and it's work correctly. For the second part, I've tried this :
private void NextSlide(Skeleton skeleton)
{
Joint leftHand = skeleton.Joints[JointType.HandLeft];
Joint spine = skeleton.Joints[JointType.Spine];
Joint shoulderRight = skeleton.Joints[JointType.ShoulderRight];
bool check = false;
if (leftHand.Position.X == shoulderRight.Position.X && check == false)
{
check = true;
System.Windows.Forms.SendKeys.Send("{RIGHT}");
}
if (leftHand.Position.X == spine.Position.X && check == true)
{
check = false
}
}
Can anyone explain me what is the problem in my code ?
Thanks,
Edit :
I've also tried this :
private void NextSlide(Skeleton skeleton)
{
Joint leftHand = skeleton.Joints[JointType.HandLeft];
Joint spine = skeleton.Joints[JointType.Spine];
Joint shoulderRight = skeleton.Joints[JointType.ShoulderRight];
double lefthandposition = (int)leftHand.Position.X;
double shoulderrightposition = (int)shoulderRight.Position.X;
double spineposition = (int)spine.Position.X;
bool turn = false;
double right = lefthandposition - shoulderrightposition;
bool finish = false;
double ok = lefthandposition - spineposition;
if (right < 0)
{
turn = true;
}
if (ok > 0)
{
finish = true;
}
bool check = false;
if (turn == true && check == false && finish == false)
{
System.Windows.Forms.SendKeys.Send("{RIGHT}");
check = true;
turn = false;
}
if (finish == true && check == true && turn == false)
{
check = false;
finish = false;
}
}
But it doesn't work too :/
The trouble you are running into is that you using == as a check. You will rarely, if ever, run into a situation where two joints are exactly the same value. You need to be using >= or <= for your checks, depending on your needs.
For example, check the JointType.LeftHand >= JointType.RightShoulder, and that JointType.LeftHand <= JointType.Spine, for your position checks.
Another solution could be to use an existing gesture library to accomplish what you want. Here are two of them:
http://kinecttoolbox.codeplex.com/
https://github.com/EvilClosetMonkey/Fizbin.Kinect.Gestures
The Fizbin library's GitHub page explains how to set up and execute on existing gestures: Executing on Gestures. Included in the existing gesture set is a "Swipe Right" and a "Swipe Left" gesture, which execute similar to what you are wanting to do.
The GitHub pages goes into more detail, but a quick rundown would start with setting up the gesture library and a callback:
gestureController = new GestureController();
gestureController.GestureRecognized += OnGestureRecognized;
You'd then initialize the gesture(s) you want to use:
IRelativeGestureSegment[] swipeleftSegments = new IRelativeGestureSegment[3];
swipeleftSegments[0] = new SwipeLeftSegment1();
swipeleftSegments[1] = new SwipeLeftSegment2();
swipeleftSegments[2] = new SwipeLeftSegment3();
gestureController.AddGesture("SwipeLeft", swipeleftSegments);
You can modify the existing gesture components or write your own. The several examples will demonstrate how you can compare joint positions. For example, the first segment in the "SwipeLeft" gesture follows:
public class SwipeLeftSegment1 : IRelativeGestureSegment
{
/// <summary>
/// Checks the gesture.
/// </summary>
/// <param name="skeleton">The skeleton.</param>
/// <returns>GesturePartResult based on if the gesture part has been completed</returns>
public GesturePartResult CheckGesture(Skeleton skeleton)
{
// right hand in front of right shoulder
if (skeleton.Joints[JointType.HandRight].Position.Z < skeleton.Joints[JointType.ElbowRight].Position.Z && skeleton.Joints[JointType.HandLeft].Position.Y < skeleton.Joints[JointType.ShoulderCenter].Position.Y)
{
// right hand below shoulder height but above hip height
if (skeleton.Joints[JointType.HandRight].Position.Y < skeleton.Joints[JointType.Head].Position.Y && skeleton.Joints[JointType.HandRight].Position.Y > skeleton.Joints[JointType.HipCenter].Position.Y)
{
// right hand right of right shoulder
if (skeleton.Joints[JointType.HandRight].Position.X > skeleton.Joints[JointType.ShoulderRight].Position.X)
{
return GesturePartResult.Succeed;
}
return GesturePartResult.Pausing;
}
return GesturePartResult.Fail;
}
return GesturePartResult.Fail;
}
}
Notice it goes through a series of joint checks and returns one of three results:
Succeed: The gesture has completed in full (fired when all the 'if' statements succeed)
Pausing: The gesture is partially complete (fired when you want to indicate the gesture is "in motion" but not complete)
Fail: The gesture is not being executed at all
When you have the gesture you want initialized you just need to send the 'skeleton' data to the gesture library:
private void OnSkeletonFrameReady(object sender, SkeletonFrameReadyEventArgs e)
{
using (SkeletonFrame frame = e.OpenSkeletonFrame())
{
if (frame == null)
return;
// resize the skeletons array if needed
if (skeletons.Length != frame.SkeletonArrayLength)
skeletons = new Skeleton[frame.SkeletonArrayLength];
// get the skeleton data
frame.CopySkeletonDataTo(skeletons);
foreach (var skeleton in skeletons)
{
// skip the skeleton if it is not being tracked
if (skeleton.TrackingState != SkeletonTrackingState.Tracked)
continue;
// update the gesture controller
gestureController.UpdateAllGestures(skeleton);
}
}
}
Finally, execute on the gesture:
private void OnGestureRecognized(object sender, GestureEventArgs e)
{
switch (e.GestureName)
{
case "SwipeLeft":
// do what you want to do
break;
default:
break;
}
}

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