Fixed the accelerometer related code, but accelerometer now does not work and has a dummy implementation. This must be fixed and implemented for Android and iOS
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15
Accelerometer.cs
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15
Accelerometer.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace WindowsPhoneSpeedyBlupi
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{
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public interface Accelerometer
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{
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void Start();
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void Stop();
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event EventHandler<AccelerometerEventArgs> CurrentValueChanged;
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}
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}
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23
AccelerometerDummyImpl.cs
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23
AccelerometerDummyImpl.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace WindowsPhoneSpeedyBlupi
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{
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public class AccelerometerDummyImpl : Accelerometer
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{
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public event EventHandler<AccelerometerEventArgs> CurrentValueChanged;
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public void Start()
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{
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//throw new AccelerometerFailedException();
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}
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public void Stop()
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{
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//throw new AccelerometerFailedException();
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}
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}
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}
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23
AccelerometerEventArgs.cs
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23
AccelerometerEventArgs.cs
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@ -0,0 +1,23 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace WindowsPhoneSpeedyBlupi
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{
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public class AccelerometerEventArgs : EventArgs
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{
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public float X { get; }
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public float Y { get; }
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public float Z { get; }
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public AccelerometerEventArgs(float x, float y, float z)
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{
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X = x;
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Y = y;
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Z = z;
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}
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}
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}
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13
AccelerometerFactory.cs
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13
AccelerometerFactory.cs
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@ -0,0 +1,13 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace WindowsPhoneSpeedyBlupi
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{
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public class AccelerometerFactory
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{
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public static Accelerometer Create() { return new AccelerometerDummyImpl(); }
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}
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}
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12
AccelerometerFailedException.cs
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12
AccelerometerFailedException.cs
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@ -0,0 +1,12 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace WindowsPhoneSpeedyBlupi
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{
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public class AccelerometerFailedException : Exception
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{
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}
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}
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12
InputPad.cs
12
InputPad.cs
@ -4,7 +4,6 @@ using System;
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using System.Collections.Generic;
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using System.Linq;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Devices.Sensors;
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using Microsoft.Xna.Framework.Input.Touch;
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using WindowsPhoneSpeedyBlupi;
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@ -214,8 +213,8 @@ namespace WindowsPhoneSpeedyBlupi
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this.sound = sound;
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this.gameData = gameData;
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pressedGlyphs = new List<Def.ButtonGlygh>();
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accelSensor = new Accelerometer();
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((SensorBase<AccelerometerReading>)(object)accelSensor).CurrentValueChanged += HandleAccelSensorCurrentValueChanged;
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accelSensor = AccelerometerFactory.Create();
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accelSensor.CurrentValueChanged += HandleAccelSensorCurrentValueChanged;
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accelSlider = new Slider
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{
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TopLeftCorner = new TinyPoint
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@ -856,13 +855,14 @@ namespace WindowsPhoneSpeedyBlupi
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accelStarted = false;
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}
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}
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private void HandleAccelSensorCurrentValueChanged(object sender, SensorReadingEventArgs<AccelerometerReading> e)
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private void HandleAccelSensorCurrentValueChanged(object sender, AccelerometerEventArgs e)
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{
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//IL_0001: Unknown result type (might be due to invalid IL or missing references)
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//IL_0006: Unknown result type (might be due to invalid IL or missing references)
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AccelerometerReading sensorReading = e.SensorReading;
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float y = ((AccelerometerReading)(ref sensorReading)).Acceleration.Y;
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float y = e.Y;
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float num = (1f - (float)gameData.AccelSensitivity) * 0.06f + 0.04f;
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float num2 = (accelLastState ? (num * 0.6f) : num);
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if (y > num2)
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