예제 #1
0
void movementa()
{
	srand(time(0));
	cout<<"Player 2: ROLL"<<endl;
	player2.move=rand()%8+1;
	wait(.85);
	cout<<"Player 2 rolled a "<<player2.move<<"!"<<endl;
	wait(1);
	if(player2.move<=(11-player2.y))
	{
		reseta();
			player2.y=player2.y+player2.move;
			chutes();
			ladders();
			board[player2.x][player2.y]='R';
	}
	else
	{
		reseta();
		player2.move=player2.move-(11-player2.y);
		player2.x=player2.x-1;
		player2.y=player2.move-1;
		chutes();
		ladders();
		board[player2.x][player2.y]='R';
	}

}
예제 #2
0
void Fase_TheVengeanceWeapon::inicializa()
{
    reseta();
	definePersonagens();
	EfeitoSonoro::getInstance().initAudios_TheVengeanceWeapon();
	EfeitoSonoro::getInstance().playMainTheme();

	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
	PontosCeu[0][0] = -35;
	PontosCeu[0][1] = 30;
	PontosCeu[1][0] = -5;
	PontosCeu[1][1] = 15;
	PontosCeu[2][0] = 25;
	PontosCeu[2][1] = 30;
	PontosCeu[4][0] = -5;
	PontosCeu[4][1] = 20;
	PontosCeu[5][0] = -40;
	PontosCeu[5][1] = -25;
	PontosCeu[6][0] = 35;
	PontosCeu[6][1] = -30;
	PontosCeu[7][0] = -5;
	PontosCeu[7][1] = -45;
	for (int i = 8; i < 14; i++){
		PontosCeu[i][0] = PontosCeu[i - 7][0];
		PontosCeu[i][1] = PontosCeu[i - 7][1] + 100;
	}
}
예제 #3
0
void Fase_TheBlitz::inicializa()
{
	reseta();
	EfeitoSonoro::getInstance().initAudios_TheBlitz();
	EfeitoSonoro::getInstance().playMainTheme();
	definePersonagens();
	EfeitoSonoro::getInstance().playAirRaid();
	EfeitoSonoro::getInstance().playSpitfireMotor();
}
int main()
{
	create_connect();
	go(457.2,250);
	resetd();
	while (get_create_total_angle(10) < 90)
		{turnl(250);}
	reseta();
	go(457.2,250);
	resetd();
	while (get_create_total_angle(10) > -90)
		{turnr(250);}
	reseta();
	go(250,250);
	while (get_create_total_angle(10) > -90)//Riddhi..your job is to write a 
		//function like mine, go, that makes an easy command to turn the robot.
		{turnr(250);}
	reseta();
	go(400,250);
	resetd();
	motor(3,50);
	sleep(1.5);//this is to lower the cage thing for the green 
		//and pink containers. might have to go forward or backward.
	go(-400,250);//to go backwards
	resetd();
	while (get_create_total_angle(10) < 90)
		{turnl(250);}
	reseta();
	go(-457.2,250);
	resetd();
	//need help with steps 13-21 on the pseudocode.
	while (analog(2) < 100)
		{create_drive_straight(250);} //to raise the cage, and leave the filled containers of luggage.
	motor(3,50);
	sleep(1.5);
	enable_servos();
	get_servo_position(2);
	if (get_servo_position(2) > 1023)
		{set_servo_position(2,get_servo_position(2)-1023);}
	if (get_servo_position(2) < 1023)
		{set_servo_position(2,get_servo_position(2)+1023);}
	

}
예제 #5
0
/** função passada como callback para glutKeyboardFunc para tratamento de teclas do teclado **/
void keyboardHandler(unsigned char key, int x, int y) {
	switch (key) {
	case 'w':
		reseta(&rotacaoMundoX, &rotacaoMundoY, &rotacaoMundoZ);
		rotacaoMundoX = 2;
		break;
	case 's':
		reseta(&rotacaoMundoX, &rotacaoMundoY, &rotacaoMundoZ);
		rotacaoMundoX = -2;
		break;
	case 'd':
		reseta(&rotacaoMundoX, &rotacaoMundoY, &rotacaoMundoZ);
		rotacaoMundoY = 2;
		break;
	case 'a':
		reseta(&rotacaoMundoX, &rotacaoMundoY, &rotacaoMundoZ);
		rotacaoMundoY = -2;
		break;
	case 'q':
		reseta(&rotacaoMundoX, &rotacaoMundoY, &rotacaoMundoZ);
		rotacaoMundoZ = 2;
		break;
	case 'e':
		reseta(&rotacaoMundoX, &rotacaoMundoY, &rotacaoMundoZ);
		rotacaoMundoZ = -2;
		break;
	default:
		break;
	}
	glutPostRedisplay();
}
예제 #6
0
/** faz a chamada de todas as modelagens do cenario **/
void modeloJuncao() {
	init();

	glRotatef(rotacaoMundoX, 1.0, .0, .0);
	glRotatef(rotacaoMundoY, .0, 1.0, .0);
	glRotatef(rotacaoMundoZ, .0, .0, 1.0);
	reseta(&rotacaoMundoX, &rotacaoMundoY, &rotacaoMundoZ);

	glPushMatrix();
	modeloCenario();
	glPopMatrix();

    int i;

	/*Troncos*/
	for(i = 0; i < 4; i++){
        glPushMatrix();
        glTranslatef(movimentoTronco[i], 0, 0);
        glTranslatef(0, 0, 2 * i);
        modeloTronco(angle, delta);
        glPopMatrix();
	}


	/*Carros*/
	for(i = 0; i < 5; i++){
        glPushMatrix();
        glTranslatef(movimentoCarro[i], 0, 0);
        glTranslatef(0, 0.33, - 2 * i);
        glColor3f(1.0, 0.4, 0.2);
        modeloCarro(angle, delta);
        glPopMatrix();
	}

	/*Sapo*/
	glPushMatrix();
	glTranslatef(movimentoSapoH, 0, movimentoSapoV);
	modeloSapo(anguloSapo);
	glPopMatrix();

    /** sapos estaticos dos portais **/
    // sapo do portal 5
	if (sapoChegou[4] == 1) {
        glPushMatrix();
        glTranslatef(11.0, .01, 11.0);
        glScalef(2, 2, 2);
		glTranslatef(0.5, 0, 10.5);
		modeloSapoEstatico();
		glPopMatrix();
	}


	// sapo do portal 4
	if (sapoChegou[3] == 1) {
		glPushMatrix();
        glTranslatef(5.0, .01, 11.0);
        glScalef(2, 2, 2);
		glTranslatef(0.5, 0, 10.5);
		modeloSapoEstatico();
		glPopMatrix();
	}
	glPopMatrix();

	// sapo do portal 3
	if (sapoChegou[2] == 1) {
		glPushMatrix();
        glTranslatef(-1.0, .01, 11.0);
        glScalef(2, 2, 2);
		glTranslatef(0.5, 0, 10.5);
		modeloSapoEstatico();
		glPopMatrix();
	}

	// sapo do portal 2
	if (sapoChegou[1] == 1) {
		glPushMatrix();
        glTranslatef(-7.0, .01, 11.0);
        glScalef(2, 2, 2);
		glTranslatef(0.5, 0, 10.5);
		modeloSapoEstatico();
		glPopMatrix();
	}

	// sapo do portal 1
	if (sapoChegou[0] == 1) {
		glPushMatrix();
        glTranslatef(-13.0, .01, 11.0);
        glScalef(2, 2, 2);
		glTranslatef(0.5, 0, 10.5);
		modeloSapoEstatico();
		glPopMatrix();
	}



    glFlush();
	//glutSwapBuffers();
}