Open GoogleCodeExporter opened 9 years ago
Original comment by khaled.osmaan
on 12 May 2012 at 9:29
This issue was updated by revision r799.
Made a basic implementation for my class as a wpf application, added needed
references, imports and stuff needed
Original comment by khaled.osmaan
on 12 May 2012 at 9:44
This issue was updated by revision r838.
deleted my class since it was a wpf application and it had to be an xna class.
Original comment by khaled.osmaan
on 14 May 2012 at 11:28
This issue was updated by revision r860.
Made a screen that shows both the Color Stream, Depth Stream and changes its
pixel colors according to user's depth/distance from the kinect.... needs
testing
Original comment by khaled.osmaan
on 14 May 2012 at 5:48
This issue was updated by revision r926.
showing Color stream and updating it was laggy and had low fps so I decided to
stick to what the story says, implemented the screen and its supposed to work
as expected by the help of the newly implemented methods, UpdateUser,
UpdateAvatar, GenerateDepth and ChangeTextureColor
Original comment by khaled.osmaan
on 15 May 2012 at 3:55
This issue was updated by revision r927.
added documentation to my methods.
Original comment by khaled.osmaan
on 15 May 2012 at 4:13
This issue was updated by revision r928.
removed unused imports and renamed class name to UserAvatarScreen instead of
UserStream
Original comment by khaled.osmaan
on 15 May 2012 at 4:34
This issue was updated by revision r930.
updated class to handle multiple users, create an avatar for each and track his
depth
Original comment by khaled.osmaan
on 15 May 2012 at 5:08
Original comment by khaled.osmaan
on 15 May 2012 at 5:20
This issue was updated by revision r931.
updated method ChangeTextureColor to take string instead of color in its
parameter so that I can actually change the RGB values of each pixel according
to this value and not let the whole texture look like a colored square
Original comment by khaled.osmaan
on 15 May 2012 at 5:38
This issue was updated by revision r932.
commited solution after adding a texture
Original comment by khaled.osmaan
on 15 May 2012 at 5:42
This issue was updated by revision r948.
created int[] depth to store depth of each user and used it instead of
calculating user's skeleton position each time
Original comment by khaled.osmaan
on 16 May 2012 at 3:26
This issue was updated by revision r967.
Internet connection failed during last commit, recommiting
Original comment by khaled.osmaan
on 16 May 2012 at 8:16
This issue was updated by revision r1154.
changed some stuff in the implementation design
Original comment by khaled.osmaan
on 19 May 2012 at 6:22
Original comment by khaled.osmaan
on 19 May 2012 at 7:41
Original comment by khaled.osmaan
on 20 May 2012 at 3:54
when user gets out of range the avatar turns white and doesn't change color
again to track another user if he gets back in
Original comment by khaled.osmaan
on 21 May 2012 at 11:18
My code should be moved in the common class GameScreen such that each screen
shows the avatar and tracks its depth and changes the avatar color..
Original comment by khaled.osmaan
on 21 May 2012 at 11:22
This issue was updated by revision r1291.
Changed drawing the texture color pixel by pixel to drawing a texture2D for
each color such that it only colors transparent part of the avatar and it looks
way better... changed some class design issues and tested it, updated the class
such that it works perfectly fine with 1 or two users, tracks and colors each
of them separately\
Original comment by khaled.osmaan
on 21 May 2012 at 7:54
This issue was updated by revision r1293.
commited solution to add my textures
Original comment by khaled.osmaan
on 21 May 2012 at 7:59
This issue was updated by revision r1314.
Made UserAvatarScreen an object not a screen so that I can draw it in all the
other screens calling its methods
Original comment by khaled.osmaan
on 22 May 2012 at 11:28
This issue was updated by revision r1315.
Integrated my avatar screen such that its drawn in all screens by calling the
base methods of class GameScreen
Original comment by khaled.osmaan
on 22 May 2012 at 11:29
This issue was updated by revision r1316.
commited my avatar textures for some reason they weren't on the repository
Original comment by khaled.osmaan
on 22 May 2012 at 1:05
This issue was updated by revision r1317.
added a try and catch statement in class GameScreen to show why this exception
could happen and how to solve it to other developers since its a common class
which all screens use... super class methods have to be called in their own
class to load the avatar
Original comment by khaled.osmaan
on 22 May 2012 at 1:12
This issue was updated by revision r1326.
removed MKinect from constructor and let the kinect be initialized to the
kinect field in class User
Update issue 36
added screenName to class InstructionsScreen3
Original comment by khaled.osmaan
on 22 May 2012 at 7:08
This issue was updated by revision r1327.
uncommented thrown exception if other screens doesn't call super class methods
Original comment by khaled.osmaan
on 22 May 2012 at 7:29
This issue was updated by revision r1328.
added bool isTwoPlayer to draw and track two avatars instead of one if needed
for experiment 1 or any other screen
Original comment by khaled.osmaan
on 22 May 2012 at 7:46
Original comment by khaled.osmaan
on 22 May 2012 at 9:55
This issue was updated by revision r1349.
added a bool flag showAvatar that if set to false the avatar that tracks depth
and changes color won't be drawn/updated
Original comment by khaled.osmaan
on 22 May 2012 at 10:25
This issue was updated by revision r1352.
changed avatar positions and removed an old documentation of a deleted method
Original comment by khaled.osmaan
on 22 May 2012 at 10:43
This issue was updated by revision r1353.
integrated my work with Experiment3 by making it calling super class methods by
adding base.load and base.draw
Original comment by khaled.osmaan
on 22 May 2012 at 10:44
This issue was updated by revision r1354.
added a boolean flag isTwoPlayers to draw 2 avatar's instead of 1 if set to true
Original comment by khaled.osmaan
on 22 May 2012 at 10:47
This issue was updated by revision r1383.
status inProgress
Renamed class to UserAvatar, removed drawing "You're standing at" + player's
depth and "no player detected" messages, the 2 avatar's screen was a little bit
laggy when tracking one player only before the second get in range at the
beginning, I fixed it and increased performance, reordered methods, changed
positions of player1 and player2, player1 to top right player2 top left..
Original comment by khaled.osmaan
on 23 May 2012 at 10:01
This issue was updated by revision r1385.
commited solution file after renaming class from UserAvatarScreen to UserAvatar
Original comment by khaled.osmaan
on 23 May 2012 at 10:05
This issue was updated by revision r1386.
deleted class UserAvatarScreen from Screens folder since it was renamed to
UserAvatar
Original comment by khaled.osmaan
on 23 May 2012 at 10:07
Tested it with 1 player, two players both modes and worked perfectly fine... it
lagged a little bit when only 1 user was detected in a 2 players screen until
the second user arrives whether the second user stays or leaves again... I
fixed it above and it works perfectly fine, i'm awesome :P
Original comment by khaled.osmaan
on 23 May 2012 at 10:09
This issue was updated by revision r1389.
Moved class UserAvatar to Common folder and to Mechanect.Common namespace since
its not a screen anymore
Original comment by khaled.osmaan
on 23 May 2012 at 10:16
This issue was updated by revision r1391.
Commiting solution file
Original comment by khaled.osmaan
on 23 May 2012 at 10:17
This issue was updated by revision r1392.
deleting class UserAvatar from Screens folder
Original comment by khaled.osmaan
on 23 May 2012 at 10:19
This issue was updated by revision r1416.
edited documentation and added a region for my old methods that was used in the
previous class design that I don't use any more since I didn't want to delete
them.
Original comment by khaled.osmaan
on 23 May 2012 at 12:10
Class UserAvatar
"LoadContent will be called only once before drawing and its the place to load
all of your content."
it's not its.
"Takes player index in the array and updates his distance from the kinect
device, and adds a message to be printed if not detected or too far away."
"player index in the array and updates his" Who is he? Do you mean "the
player's index"? Also "to be printed if not detected or too far away." lacks a
subject.
"The user's index in users array."
"the users array"?
Some methods lack documentation (constructors and Initialize() for example) and
please leave a space between the /// and the tag or text after it. You did not
leave this space in most author tags.
Original comment by ams.sa...@gmail.com
on 23 May 2012 at 12:31
showAvatar shouldn't be initialized in the fields area, should be intialized by
the GameScreen. It should be set in the initialize method.
Don't throw an unhandled exception.
userAvatar should be private, use property if you need to access it somewhere
else
decale variables inside user avatar as private
move user avatar to the UI library
don't take UI parameters in the constructor (like spriteBatch)
don't write what's in the 1st constructor again in the 2nd.. look at this
example
class foo {
public foo(){}
public foo(string s ) { }
public foo (string s1, string s2) : this(s1) {....}
}
for (int i = 0; i < avatar.Length; i++)
{
avatar[i] = content.Load<Texture2D>(@"Textures/avatar-dead");
}
don't load the same content more than once.(ex. texture = content.Load(bla);
then let all your avatars reference this texture)
use parantheses around arithmatic operations
Load all the textures that will be needed inside LoadContent. There are some
Original comment by q3a...@gmail.com
on 23 May 2012 at 1:13
remove unused usings
Original comment by q3a...@gmail.com
on 23 May 2012 at 1:14
forgot to change status to in-Progress... lol.....
Original comment by khaled.osmaan
on 23 May 2012 at 1:16
This issue was updated by revision r1447.
Moved the avatar a little to the right
Original comment by khaled.osmaan
on 23 May 2012 at 3:02
This issue was updated by revision r1470.
fixed implementation design and documentation as requested by reviewers
Original comment by khaled.osmaan
on 23 May 2012 at 4:55
The exception will be thrown either way because others don't call the super
class methods, I've thrown this exception with the shown message to let them
know what the problem is and how to fix it, I'll remove it when they fix their
stuff
I can't remove the UI components from the constructor cause since then I'll
have to take them from the screenManager class and my class won't be abstract
or usable in library as it should be anymore, will currently move my class to
library
Original comment by khaled.osmaan
on 23 May 2012 at 4:58
This issue was updated by revision r1497.
uncommented line spriteBatch.DrawString(font, command[i],new Vector2(100, 420 +
100 * i), Color.OrangeRed); to print notification message if user gets in range
then gets out again
Original comment by khaled.osmaan
on 23 May 2012 at 7:05
This issue was updated by revision r1528.
commented the line that draws the notification since the user should understand
the color code instead
Original comment by khaled.osmaan
on 23 May 2012 at 9:07
This issue was updated by revision r1609.
Integrated my work with exp1 by letting them call super class methods and set
flag isTwoPlayers = true;
Original comment by khaled.osmaan
on 24 May 2012 at 7:17
Original issue reported on code.google.com by
khaled.osmaan
on 12 May 2012 at 8:50