using System; using System.Collections.Generic; using System.Linq; using ANX.Framework; using ANX.Framework.Content; using ANX.Framework.Graphics; using ANX.Framework.Input; using ANX.Framework.Input.MotionSensing; namespace Kinect { public class Game1 : ANX.Framework.Game { GraphicsDeviceManager graphics; SpriteBatch spriteBatch; MotionSensingDeviceState kinectState; public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "SampleContent"; } protected override void Initialize() { MotionSensingDevice.GraphicsDevice = GraphicsDevice; base.Initialize(); } protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); } protected override void Update(GameTime gameTime) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed) this.Exit(); kinectState = MotionSensingDevice.GetState(); base.Update(gameTime); } protected override void Draw(GameTime gameTime) { GraphicsDevice.Clear(Color.Black); if (kinectState.Depth != null) { spriteBatch.Begin(); spriteBatch.Draw(kinectState.RGB, Vector2.Zero, Color.White); spriteBatch.End(); } base.Draw(gameTime); } } }