//-------------------------------------------------------------- void testApp::setup() { // frameRate = 25; frameRate = 60; ofSetVerticalSync( true ); ofSetFrameRate( frameRate ); ofSetCircleResolution( 100 ); screenGrab.setup( "movies/" ); // screenGrab.setPause( false ); tileSaver.init( 10, 0, true ); bDebug = false; bFullScreen = false; bSmooth = true; bDrawGhost = true; bPause = false; bUseCamera = true; initColors(); initCamera(); initLogo(); initCv(); initContours(); initBox2d(); initOpticalField(); initCirclePacker(); }
void SmallWorld::setup() { bugs.resize(bugNum); genes.resize(bugNum); initialize(); initBox2d(); }
void Blobs02 :: setup() { ofSetCircleResolution( 50 ); initBox2d(); initAudioIn(); initGui(); blobScale = 100.0; blobNodeDaming = 0.87; blobNodeEase = 0.4; }
/* Game - Constructor, this method begins the construction and loading of all major game objects. This method only needs to be called once, when the application is first started. NOTE: This constructor will not initialize the custom game objects: graphics, input, os, & timer. These must be constructed separately and fed to this object using the init method. Doing it this way allows for more platform independence. */ Game::Game() { // NOTE THAT graphics, input, os, & timer // ARE CUSTOM GAME OBJECTS. DEPENDING ON WHAT TECHNOLOGY // IS TO BE USED THESE OBJECT SHOULD BE CONSTRUCTED // AND THEN FED TO THIS Game USING THE init METHOD initMusic(); initBox2d(); gsm = new GameStateManager(); gui = new GameGUI(); text = new GameText(); }
void SmallWorld::update() { if (!finished) { if (bugs[0].isFinished()) { evaluate(); bug1 = bugs[0]; bug2 = bugs[1]; // chech if termination is satisfied if (termination()) { cout << "end bugs life simulation up." << endl; finished = true; } else { // do crossover or mutation breed(); // reproduction initBox2d(); } } else { box2d.update(); // add force every 0.5s if (steps > 0 && steps % 15 == 0) { for (int i = 0; i < bugs.size(); i++) { bugs[i].update(); } } steps++; } } }