void init() { bSmartDiagnostics = true; //true to enable smart diagnostic screen bCompetitionMode = true; //true to enable competition mode displaySplash("Mecanum Bot", "", true); bool ok = false; while(!ok) { const int testcount = 2; bool test[testcount] = { errorcheck(1,0,1,MOTORCON), errorcheck(1,0,2,MOTORCON)}; string desc[testcount] = {"MC1-1","MC1-2"}; ok = error_display(test,desc,testcount); if (!ok) { PlayTone(440, 50); if (test[0] == false && test[1] == false){ nxtDisplayCenteredTextLine(7, "Reboot MC!"); } } else { ClearSounds(); } } eraseDisplay(); gyro_init(HTGYRO); wait1Msec(50); nxtbarOn(); return; }
void MeshGame::initialize() { // Display the gameplay splash screen for at least 2.4 seconds. displaySplash(this, &MeshGame::drawSplash, NULL, 2400L); // Load font _font = Font::create("res/arial40.gpb"); // Load mesh/scene from file Package* pkg = Package::create("res/duck.gpb"); _scene = pkg->loadScene(); SAFE_RELEASE(pkg); // Get the duck node _modelNode = _scene->findNode("duck"); // Bind the material to the model _modelNode->getModel()->setMaterial("res/duck.material"); // Find the light node Node* lightNode = _scene->findNode("directionalLight1"); // Bind the light node's direction into duck's material. _modelNode->getModel()->getMaterial()->getParameter("u_lightDirection")->bindValue(lightNode, &Node::getForwardVectorView); }
int main() { /* Turn on the 2D graphics core. */ powerOn(POWER_ALL_2D); /* * Configure the VRAM and background control registers. * * Place the main screen on the bottom physical screen. Then arrange the * VRAM banks. Next, confiure the background control registers. */ lcdMainOnBottom(); initVideo(); initBackgrounds(); /* Set up a few sprites. */ SpriteInfo spriteInfo[SPRITE_COUNT]; OAMTable *oam = new OAMTable(); initOAM(oam); initSprites(oam, spriteInfo); /* Display the backgrounds. */ displayStarField(); displayPlanet(); displaySplash(); /* Make the ship object. */ static const int SHUTTLE_OAM_ID = 0; SpriteEntry * shipEntry = &oam->oamBuffer[SHUTTLE_OAM_ID]; SpriteRotation * shipRotation = &oam->matrixBuffer[SHUTTLE_OAM_ID]; Ship * ship = new Ship(&spriteInfo[SHUTTLE_OAM_ID]); /* Accelerate the ship for a little while to make it move. */ for (int i = 0; i < 10; i++) { ship->accelerate(); } for (;;) { /* Update the game state. */ ship->moveShip(); /* Update sprite attributes. */ MathVector2D<float> position = ship->getPosition(); shipEntry->x = (int)position.x; shipEntry->y = (int)position.y; rotateSprite(shipRotation, -ship->getAngleDeg()); /* * Update the OAM. * * We have to copy our copy of OAM data into the actual OAM during * VBlank (writes to it are locked during other times). */ swiWaitForVBlank(); updateOAM(oam); } return 0; }
/*********************************************************************** Main ***********************************************************************/ void main(void) { DisableInterrupts; initializations(); EnableInterrupts; //enables external xirq after vSync IRQ vSyncFlag = 0; while((vSyncFlag != 1) & (hCnt == 0)) {} asm andcc #$BF ////////////////////////////////////////////////////////////// //; START OF CODE FOR Spring 2012 MINI-PROJECT ////////////////////////////////////////////////////////////// // Load/Display Spalsh Screen displaySplash(); for(;;) { // write code here (Insert Code down here because we need an infinite loop.) // Display Menu Screen displayMenu(selection); // Check for Menu Selection checkMenuInputs(joy0vert); // Use case statement to branch to appropriate selection. // Don't branch unless the user has triggered the 'select' button. if (select == 1) { select = 0; switch (selection) { // Sub Function // Menu: case 1: // Select Character selectCharacter(); break; case 2: // Select Field selectField(); break; case 3: // Start Match startMatch(); break; // the default case is '-1' if nothing has been selected default: break; } } // We don't need the watchdog timer, but I don't think it can hurt to feed it anyway. // The watchdog was disabled in the initialization code. _FEED_COP(); /* feeds the dog */ } /* loop forever */ /* please make sure that you never leave main */ }
void init() { bSmartDiagnostics = true; //true to enable smart diagnostic screen bCompetitionMode = false; //true to enable competition mode displaySplash("Mecanum Bot", "FOD Test", true); eraseDisplay(); gyro_init(HTGYRO); wait1Msec(50); nxtbarOn(); return; }
void burnDialog::updateUI() { if (hexType==EEPROM_FILE_TYPE) return; ui->useProfileImageCB->setChecked( imageSource == PROFILE ); ui->useFwImageCB->setChecked( imageSource == FIRMWARE ); ui->useLibraryImageCB->setChecked( imageSource == LIBRARY ); ui->useAnotherImageCB->setChecked( imageSource == ANOTHER ); displaySplash(); }
void init() { servo[TubeWinch] = 127; servo[GoalRetainer] = 5; servo[Kickstand] = 155; servo[BallStorage] = 80; servo[TouchSensor] = 65; bSmartDiagnostics = true; //true to enable smart diagnostic screen bCompetitionMode = true; //true to enable competition mode log_enabled = true; //Enable logging in Teleop displaySplash("High PHidelity", "Teleop", true); eraseDisplay(); gyro_init(HTGYRO); wait1Msec(50); nxtbarOn(); return; }
void CharacterGame::initialize() { // Display the gameplay splash screen for at least 2.4 seconds. displaySplash(this, &CharacterGame::drawSplash, NULL, 2400L); // Load the font. _font = Font::create("res/arial40.gpb"); // Load scene. _scene = Scene::load("res/scene.scene"); // Store character node. Node* node = _scene->findNode("BoyCharacter"); node->setCollisionObject(PhysicsCollisionObject::CHARACTER, PhysicsCollisionShape::capsule(1.2f, 5.0f, Vector3(0, 2.5, 0), true)); _character = static_cast<PhysicsCharacter*>(node->getCollisionObject()); _character->setMaxStepHeight(0.0f); _character->addCollisionListener(this); // Initialize scene. _scene->visit(this, &CharacterGame::initScene); // Load animations clips. loadAnimationClips(); }
void NewGeneMainWindow::displaySplashAbout() { displaySplash(true); }
void NewGeneMainWindow::displaySplashOpening() { displaySplash(false); }
int main() { /* Turn on the 2D graphics core. */ powerOn(POWER_ALL_2D); /* * Configure the VRAM and background control registers. * * Place the main screen on the bottom physical screen. Then arrange the * VRAM banks. Next, confiure the background control registers. */ lcdMainOnBottom(); initVideo(); initBackgrounds(); /* Initialize maxmod using the memory based soundbank set up. */ mmInitDefaultMem((mm_addr)soundbank_bin); /* Set up a few sprites. */ SpriteInfo spriteInfo[SPRITE_COUNT]; OAMTable *oam = new OAMTable(); initOAM(oam); initSprites(oam, spriteInfo); /* Display the backgrounds. */ displayStarField(); displayPlanet(); displaySplash(); /*************************************************************************/ /* Keep track of the touch screen coordinates. */ touchPosition touch; /* Make the ship object. */ static const int SHUTTLE_OAM_ID = 0; SpriteEntry * shipEntry = &oam->oamBuffer[SHUTTLE_OAM_ID]; SpriteRotation * shipRotation = &oam->matrixBuffer[SHUTTLE_OAM_ID]; Ship * ship = new Ship(&spriteInfo[SHUTTLE_OAM_ID]); /* Make the moon. */ static const int MOON_OAM_ID = 1; SpriteEntry * moonEntry = &oam->oamBuffer[MOON_OAM_ID]; SpriteInfo * moonInfo = &spriteInfo[MOON_OAM_ID]; MathVector2D<int> * moonPos = new MathVector2D<int>(); moonPos->x = moonEntry->x; moonPos->y = moonEntry->y; /* Set up sound data. */ mmLoadEffect(SFX_THRUST); for (;;) { /* Update the game state. */ updateInput(&touch); handleInput(ship, moonPos, moonInfo, &touch); ship->moveShip(); /* Update ship sprite attributes. */ MathVector2D<float> position = ship->getPosition(); shipEntry->x = (int)position.x; shipEntry->y = (int)position.y; rotateSprite(shipRotation, -ship->getAngleDeg()); /* Update moon sprite attributes. */ moonEntry->x = (int)moonPos->x; moonEntry->y = (int)moonPos->y; /* * Update the OAM. * * We have to copy our copy of OAM data into the actual OAM during * VBlank (writes to it are locked during other times). */ swiWaitForVBlank(); updateOAM(oam); } return 0; }