Example #1
0
bool glStaticMovesRobot::demo ( )
{
    static int  move_number = 5;
    switch (move_number)
    {
        case 5 :    stand( );                                break;
        case 6 :    sit  ( );                                break;
        case 7 :    squat( 90 );                             break;
        case 8 :    one_knee_kneel(true);                    break;
        case 9 :    kneel( );                                break;

        case 10 :    arms_down_by_side  (  );               break;
        case 11 :    w_question         (  );               break;
        case 12 :    hands_on_hip       (  );               break;
        case 13 :    folded_arms        (  );               break;
        case 14 :    zombie_arms        (  );               break;
        case 15 :    arm_straight_up    ( true  );          break;
        case 16 :    arm_straight_up    ( false );          break;
        case 17 :    wave_1             ( true );           break;
        case 18 :    wave_2             ( true );           break;
        case 19 :    arm_stretched_to_side_left (  );       break;
        case 20 :    arm_stretched_to_side_right(  );       break;
        case 21 :    attention_1        (  );               break;
        case 22 :    attention_2        (  );               break;
        case 23 :    move_number = 1.;    return true;      break;
        default:    break;
    }
    move_number++;
    return false;
}
Example #2
0
void glStaticMovesRobot::squat_fraction( float mfraction )
{
    float max_angle = MIN(MAX_HIP_ANGLE, MAX_KNEE_ANGLE );
    max_angle = MIN(max_angle, MAX_ANKLE_ANGLE );
    
    float angle = max_angle * mfraction;
    squat( angle );
}
void HelloWorld::updateMovement() {

    if (moveDir == STAND) {
        speedX = 0;
        armature->getAnimation()->playTo("stand");
    } else if (moveDir == JUMP) {
        jump();
    } else if (moveDir == SQUAT) {
        squat();
    } else {
        if (moveDir * face > 0) {
            speedX = 5* face;
            armature->getAnimation()->playTo("run");
        } else {
            speedX = -3 * face;
            armature->getAnimation()->playTo("runBack");
        }
    }
}