コード例 #1
0
void PingPong::loseGame(int id)
{
	GameMode::Inst().mode = GameMode::GM_WAIT;
	_informer->setScale(1.0f);
	_informer->setOpacity(255);
	_informer->setString(_players[id]->getName() + " Is Lose");
	this->runAction(Sequence::create(
		DelayTime::create(4.f),
		CallFunc::create([=] { waitStart(); }),
		nullptr));
}
コード例 #2
0
ファイル: HistoMapReduce.cpp プロジェクト: VinInn/ctest
  void operator()() {
    waitStart(); // barrier
    while(active) {
      value_type * i;
      while(q.pop(i)) {
	value_type * e = i+4000;
	for (value_type * k=i; k!=e; k++)
	  ++hist[*k];
      }
    }
  }
コード例 #3
0
bool PingPong::init()
{
	if ( !Layer::init())
		return false;
	
	GameMode::Inst().mode = GameMode::GM_WAIT;

	_mainBackgroundDN = DrawNode::create();
	this->addChild(_mainBackgroundDN);

	auto screenSize = Director::getInstance()->getWinSize();
	// –исуем фон
	std::array<Vec2, 4> points = { 
		Vec2(0, 0),
		Vec2(screenSize.width, 0),
		Vec2(screenSize.width, screenSize.height),
		Vec2(0, screenSize.height)};
	_mainBackgroundDN->drawPolygon(points.data(), points.size(), Color4F(0.1f, 0.1f, 0.1f, 1.0f), 0, Color4F::GREEN);
	
	// —оздаем стены
	for (int i = 0; i < _walls.size(); ++i)
	{
		_walls[i] = Wall::create(GlobalValues::cWallWidth, screenSize.height);
		_walls[i]->setPosition(Vec2(
			_walls[i]->getWidth() / 2 + i * (screenSize.width - _walls[i]->getWidth()),
			_walls[i]->getHeight() / 2));
		this->addChild(_walls[i]); 
	}
	
	// —оздаем Ball(м¤чик)
	_ball = Ball::create(15.0f);
	this->addChild(_ball);
	_ball->setPosition(Vec2(screenSize.width / 2, screenSize.height / 2));
	
	// —оздаем игроков
	for (unsigned int i = 0; i < _players.size(); ++i)
	{
		_players[i] = Player::create(100.f, 25.f);
		this->addChild(_players[i]);
		_players[i]->setPosition(Vec2(screenSize.width / 2, 13.5f + i * (screenSize.height - 27) ));
		_players[i]->setName("Player " + std::to_string(i + 1));
		
	}
	// Ѕиндим контроллеры
	helper::PlayerControllerBind(_players[PC_KEYBOARD], ControllerFactory::makeKeyboard());
	helper::PlayerControllerBind(_players[PC_MOUSE], ControllerFactory::makeMouse());
	
	// “екстовый информер
	_informer = Label::create();
	_informer->setPosition( screenSize.width / 2, screenSize.height / 2 );
	_informer->setColor(Color3B::GREEN);
	_informer->setSystemFontSize(60.0f);
	this->addChild(_informer);

	auto listener = EventListenerKeyboard::create();
	listener->onKeyPressed = CC_CALLBACK_1(PingPong::onKeyPressed, this);
	_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);

	scheduleUpdate();
	waitStart();

	return true;
}
コード例 #4
0
int main(int argc, char* argv[])
{
	ExplorationShared shared;
	EBehavior behavior(&shared);
	EBWaitIdle waitStart("Start");
	EBWaitIdle waitMotion1("ArmPositioning");
	EBWaitIdle waitMotion2("Turn1");
	EBWaitIdle waitMotion3("Turn2");
	EBWaitIdle waitMotion4("Turn3");
	EBWaitIdle waitMotion5("Turn4");
	EBWaitIdle waitMotion6("Turn5");
	EBWaitIdle waitMotion7("Final pos");
	EBWaitIdle waitMotion8("Going back to rest");
	EBWaitIdle endState1("end1");
	EBWaitIdle endState2("end2");

	EBWaitIdle stateInhibitHandTracking("Inhibit hand tracking");
	EBWaitIdle stateEnableHandTracking("Enable hand tracking");

	EBWaitIdle position1Wait("Position1 done");
	EBWaitIdle position2Wait("Position2 done");
	EBWaitIdle position3Wait("Position3 done");
	
	EBWaitDeltaT position2Train(6);
	EBWaitDeltaT position3Train(6);
	EBWaitDeltaT position4Train(6);

	EBWaitIdle position2("Waiting arm done");
	EBWaitIdle position3("Waiting arm done");
	EBWaitIdle position4("Waiting arm done");

	EBWaitIdle waitArmAck("Wait armAck");

	EBWaitDeltaT dT1(6);
	EBWaitDeltaT dT2(0.2);
	EBWaitDeltaT dT3OneSecond(3);

	EBWaitDeltaT dTHandClosing(0.1);
	EBWaitDeltaT waitArmSeemsToRest(5);
	EBBehaviorOutput	startTrain(YBVKFTrainStart);
	EBBehaviorOutput	startSequence(YBVKFStart);
	EBBehaviorOutput    stopTrain(YBVKFTrainStop);
	EBBehaviorOutput    stop(YBVKFStop);
	EBSimpleOutput	forceOpen(YBVGraspRflxForceOpen);
	EBSimpleOutput  parkArm(YBVArmForceRestingTrue);
	
	// output: enable and disable hand tracking system
	EBEnableTracker		enableHandTracking;
	EBInhibitTracker	inhibitHandTracking;
		
	EBOutputCommand cmd1(YBVArmForceNewCmd, YVector(_nJoints, pos1));
	EBOutputCommand cmd2(YBVArmForceNewCmd, YVector(_nJoints, pos2));
	EBOutputCommand cmd3(YBVArmForceNewCmd, YVector(_nJoints, pos3));
	// EBOutputCommand cmd4(YBVArmForceNewCmd, YVector(_nJoints, pos4));
	// EBOutputCommand cmd5(YBVArmForceNewCmd, YVector(_nJoints, pos5));
//	EBOutputCommand cmd6(YBVArmForceNewCmd, YVector(_nJoints, pos6));
	EBOutputCommand cmd7(YBVArmForceNewCmd, YVector(_nJoints, pos7));
	EBOutputCommand cmd8(YBVArmForceNewCmd, YVector(_nJoints, pos8));
	EBOutputCommand cmd9(YBVArmForceNewCmd, YVector(_nJoints, pos9));
	EBOutputCommand cmd10(YBVArmForceNewCmd, YVector(_nJoints, pos10));

	EBSimpleInput armDone(YBVArmDone);
	EBSimpleInput handDone(YBVHandDone);
	EBSimpleInput start(YBVKFExplorationStart);
	EBSimpleInput start2(YBVGraspRflxClutch);
	EBSimpleInput armAck(YBVArmIssuedCmd);
	EBSimpleInput armNAck(YBVArmIsBusy);

	behavior.setInitialState(&waitStart);
	behavior.add(&start, &waitStart, &waitMotion1, &cmd1);
	behavior.add(&start2, &waitStart, &dTHandClosing, &enableHandTracking);
	behavior.add(NULL, &dTHandClosing, &waitArmAck, &cmd1);

	behavior.add(&armAck, &waitArmAck, &stateEnableHandTracking, &startSequence);
	behavior.add(&armNAck, &waitArmAck, &waitArmSeemsToRest, &inhibitHandTracking);
	behavior.add(NULL, &waitArmSeemsToRest, &waitStart, &forceOpen);
	behavior.add(NULL, &stateEnableHandTracking, &waitMotion1, &enableHandTracking);

	behavior.add(&armDone, &waitMotion1, &dT3OneSecond);
	// wait some extra time before issueing the startKF signal
	behavior.add(NULL, &dT3OneSecond, &dT1, &startTrain);
	
	// july 21/04
	behavior.add(NULL, &dT1, &waitMotion6);
	behavior.add(NULL, &waitMotion6, &position1Wait, &stopTrain);
	// position2
	behavior.add(NULL, &position1Wait, &position2, &cmd7);
	behavior.add(&armDone, &position2, &position2Train, &startTrain);
	behavior.add(NULL, &position2Train, &position2Wait, &stopTrain);
	//position3
	behavior.add(NULL, &position2Wait, &position3, &cmd8);
	behavior.add(&armDone, &position3, &position3Train, &startTrain);
	behavior.add(NULL, &position3Train, &position3Wait, &stopTrain);
	//position 4
	behavior.add(NULL, &position3Wait, &position4, &cmd9);
	behavior.add(&armDone, &position4, &position4Train, &startTrain);
	behavior.add(NULL, &position4Train, &stateInhibitHandTracking, &stopTrain);

	behavior.add(NULL, &stateInhibitHandTracking, &dT2);

	/*
	behavior.add(NULL, &dT1, &waitMotion2, &cmd2);
	// behavior.add(&armDone, &waitMotion1, &waitMotion2, &cmd2);
	behavior.add(&armDone, &waitMotion2, &waitMotion3, &cmd3);
	behavior.add(&armDone, &waitMotion3, &waitMotion4, &cmd4);
	behavior.add(&armDone, &waitMotion4, &waitMotion5, &cmd5);
	behavior.add(&armDone, &waitMotion5, &waitMotion6, &cmd6);

	behavior.add(&armDone, &waitMotion6, &dT2, &stopKF);
	*/
	behavior.add(NULL, &dT2, &waitMotion7, &cmd10);
	behavior.add(&armDone, &waitMotion7, &waitMotion8, &forceOpen);
	behavior.add(&handDone, &waitMotion8, &endState1, &parkArm);
	behavior.add(NULL, &endState1, &endState2, &inhibitHandTracking);
	behavior.add(NULL, &endState2, &waitStart, &stop);

	behavior.Begin();
	behavior.loop();

	return 0;
}