void setup() { /* set up pins */ pinMode(CALIB_SWITCH, INPUT); pinMode(BOT_SWITCH, INPUT); pinMode(RED_LED, OUTPUT); pinMode(YELLOW_LED, OUTPUT); pinMode(GREEN_LED, OUTPUT); pinMode(BLUE_LED, OUTPUT); Serial.begin(9600); setupPhotosensor(); setupMotorControl(); setupCollision(); setupCommunication(); }
void of3dLevelScene::setup() { if(level.loadModel(getName() + ".dae")) { level.setRotation(0, 180, 1, 0, 0); } setupCollision(); // fog GLfloat fogCol[4] = {0,0,0.5,1.f}; glFogi(GL_FOG_MODE, 1); // exp2 glFogfv(GL_FOG_COLOR, fogCol); glFogf(GL_FOG_DENSITY, 0.02f); glFogf(GL_FOG_START, 10.f); glFogf(GL_FOG_END, 300.f); cam.setup(); cam.setNearClip(1.0f); cam.setPosition(0,6.f,-10.f); cam.lookAt(ofVec3f(0,0,100),ofVec3f(0,1,0)); cam.setFov(38.f); cam.usemouse = false; // cam.enableOrtho(); ofEnableAlphaBlending(); ofEnableLighting(); ofEnableDepthTest(); // lighting light.setPosition(0, 400, 20); light.setDiffuseColor(ofFloatColor(0.95,1.0,1.0)); light.enable(); light.setParent(cam); // gui gui = new ofxUICanvas(); gui->setFont("GUI/DejaVuSans.ttf"); gui->setColorBack(ofColor(0,0,0,0)); float guiWidth = 512.f; gameOverLose = new ofImage("GUI/game-over-lose.png"); gameOverWin = new ofImage("GUI/game-over-win.png"); gameOverImage = gui->addImage("game_over", gameOverLose, 512,128); okButton = gui->addImageButton("OK", "GUI/ok-btn.png", true, 256, 64); // center horizontally okButton->getRect()->setX(gameOverImage->getRect()->getHalfWidth() - okButton->getRect()->getHalfWidth()); gui->autoSizeToFitWidgets(); // center horizontally gui->setPosition(ofGetWidth()/2 - gui->getRect()->getHalfWidth(), ofGetHeight()/2 - gui->getRect()->getHalfHeight()); ofAddListener(gui->newGUIEvent, this, &of3dLevelScene::guiEvent); gui->setVisible(false); gui->setAutoDraw(false); // effects post.init(ofGetWidth(),ofGetHeight()); post.createPass<BloomPass>()->setEnabled(true); convolutionPass = post.createPass<ConvolutionPass>(); convolutionPass->setEnabled(false); // player player = new ofPlayer(); backgroundMusic.loadSound("ludumdare29.mp3"); backgroundMusic.setVolume(0.7); backgroundMusic.setLoop(true); backgroundMusic.play(); // load level load(); }