コード例 #1
0
//--------------------------------------------------------------
void ofApp::setup(){
    
//    ofEnableBlendMode(OF_BLENDMODE_ADD);
//    ofEnableBlendMode(OF_BLENDMODE_SCREEN);
    
    
    /*---------- DATA ----------*/
    
    // Comment this out... -------------------------
    ofBuffer file = ofBufferFromFile("api_key.txt");
    string apiKey = file;
    // ---------------------------------------------
    
    // ...and replace the apiKey variable with your own api key: --------------------------------
    string apiUrl = "http://api.wunderground.com/api/" + apiKey + "/conditions/forecast10day/q/";
    // ------------------------------------------------------------------------------------------
    
    string citiesUrls[NUM_CITIES] = {"NY/New_York.json",
        "CA/san_francisco.json",
        "China/shanghai.json",
        "Mexico/mexico_city.json",
        "Brazil/sao_paulo.json"};
    
    string citiesNames[NUM_CITIES] = {"New York", "San Francisco","Shanghai", "Mexico City", "Sao Paulo"};
    
    // Actually loading the data by passing an url to the City object
    for (int i = 0; i < NUM_CITIES; i++) {
        City thisCity;
        thisCity.setup(apiUrl + citiesUrls[i], citiesNames[i], i, NUM_CITIES);
        allCities.push_back(thisCity);
    }
    
    // Getting highest and lowest
    // We need to know the numbers range!
    float highestTemp = -1000; // Anything will be higher than this, so we don't risk setting up a value
    float lowestTemp = 1000;   // In this case, anything will be lower
    for(int i = 0; i < allCities.size(); i++){
        // HIGH
        for(int j = 0; j < allCities[i].highs.size(); j++){
            if(allCities[i].highs[j] > highestTemp){
                highestTemp = allCities[i].highs[j];
            }
        }
        // LOW
        for(int j = 0; j < allCities[i].lows.size(); j++){
            if(allCities[i].lows[j] < lowestTemp){
                lowestTemp = allCities[i].lows[j];
            }
        }
    }
    cout << "The highest temperature is: " << highestTemp << endl;
    cout << "The lowest temperature is: " << lowestTemp << endl;
    
    /*--------- LAYOUT ---------*/
    ofPoint chartSize = ofPoint(ofGetWidth() * 0.7, ofGetHeight() * 0.7);
    ofPoint chartPos = ofPoint(ofGetWidth() * 0.15, ofGetHeight() * 0.15);
    
    for(int i = 0; i < allCities.size(); i++){
        allCities[i].setLayout(chartPos, chartSize, highestTemp, lowestTemp);
    }
}
コード例 #2
0
ファイル: testApp.cpp プロジェクト: armadillu/MissileCommand
void testApp::setup(){

	ofSetFrameRate(60);
	ofSetVerticalSync(true);
	ofBackground(0);
	ofEnableAlphaBlending();

	ofSetCircleResolution(33);
	ofDisableArbTex();

	startup.loadSound("start.wav");
	launch.loadSound("launch.wav");
	explode.loadSound("explode.wav");
	empty.loadSound("empty.wav");
	
	city.loadImage("city.png");
	city.getTextureReference().setTextureMinMagFilter(GL_NEAREST, GL_NEAREST);
	silo.loadImage("silo.png");
	silo.getTextureReference().setTextureMinMagFilter(GL_NEAREST, GL_NEAREST);
	bg.loadImage("bg.png");
	bg.getTextureReference().setTextureMinMagFilter(GL_NEAREST, GL_NEAREST);
	logo.loadImage("logo.png");
	logo.getTextureReference().setTextureMinMagFilter(GL_NEAREST, GL_NEAREST);
	startButton.loadImage("startButton.png");
	startButton.getTextureReference().setTextureMinMagFilter(GL_NEAREST, GL_NEAREST);


	font.loadFont("ARCADE_N.TTF", 12, false, false);

	int numCities = NUM_CITIES;
	for(int i = 0; i < NUM_CITIES/2; i++){
		City o;
		o.setup(&city);
		o.color = CITY_COLOR;
		o.position.y = ofGetHeight() - city.height * 2.0 - ofRandom(10);
		o.position.x = ofGetWidth() * 0.19 + ofGetWidth() * 0.55 * i / (numCities - 1) - city.width * 0.5;
		cities.push_back(o);
	}

	for(int i = 0; i < NUM_CITIES/2; i++){
		City o;
		o.setup(&city);
		o.color = CITY_COLOR;
		o.position.y = ofGetHeight() - city.height * 2.0 - ofRandom(10);
		o.position.x = ofGetWidth() * (0.5 +  0.19/2) + ofGetWidth() * 0.55 * i / (numCities - 1) - city.width * 0.5;
		cities.push_back(o);
	}

	Silo *s = new Silo();
	s->setup(&silo);
	s->color = SILO_COLOR;
	s->position = SILO_LEFT - ofVec2f(silo.getWidth() * 0.5, silo.getHeight() * 0.5);
	s->setMissileSpeed(GOOD_MISSILE_SPEED);
	silos.push_back(s);

	s = new Silo();
	s->setup(&silo);
	s->color = SILO_COLOR;
	s->setMissileSpeed(GOOD_MISSILE_SPEED * 2);
	s->position = SILO_MID - ofVec2f(silo.getWidth() * 0.5, silo.getHeight() * 0.5);
	silos.push_back(s);

	s = new Silo();
	s->setup(&silo);
	s->setMissileSpeed(GOOD_MISSILE_SPEED);
	s->color = SILO_COLOR;
	s->position = SILO_RIGHT - ofVec2f(silo.getWidth() * 0.5, silo.getHeight() * 0.5);
	silos.push_back(s);


	// explosions

	MEDIA_LOAD_TEXTURE("smoke2.png", TEX_SMOKE);
	MEDIA_GET_TEXURE(TEX_SMOKE)->setTextureMinMagFilter(GL_NEAREST, GL_NEAREST);

	MEDIA_LOAD_TEXTURE("fire.png", TEX_FIRE);
	MEDIA_GET_TEXURE(TEX_FIRE)->setTextureMinMagFilter(GL_NEAREST, GL_NEAREST);

	MEDIA_LOAD_TEXTURE("explosion.png", TEX_EXPLOSION);
	MEDIA_GET_TEXURE(TEX_EXPLOSION)->setTextureMinMagFilter(GL_NEAREST, GL_NEAREST);

	e.setup( MEDIA_GET_TEXURE(TEX_SMOKE), MEDIA_GET_TEXURE(TEX_FIRE), MEDIA_GET_TEXURE(TEX_EXPLOSION) );
	e.setSmokeProperties(
						 5,					//random spawn pos offset from debris
						 ofVec2f(0,-50),	//smoke particles speed in pix / sec
						 ofVec2f(150,0),		//smoke particles acc in pix / sec
						 0.9					//life in seconds
						 );

	strength = 400;
	numP = 10;
	friction = 0.94;
	life = 0.9;
	offset = 0;
	spawnOffset = 5;
	smokeLife = 0.9;
	gravity = 200;


	///////////
#ifdef USE_REMOTE_CAMERA
	remoteCam.initGrabber(640,480);
	remoteCam.start();
	remoteCam.setRequestedImageType(OF_IMAGE_GRAYSCALE);
	remoteCam.setRequestedCompressionQuality( 90 );//jpeg, [0..100]
#endif

	laser.setup(ofRectangle(0,0, ofGetWidth(), ofGetHeight()), this, 640, 480, OF_IMAGE_GRAYSCALE);

	state = START_SCREEN;

	//graffiti
	currentLine = -1;
	
	ofSetWindowPosition(-800,0);
	ofSetFullscreen(true);
}