bool glStaticMovesRobot::demo ( ) { static int move_number = 5; switch (move_number) { case 5 : stand( ); break; case 6 : sit ( ); break; case 7 : squat( 90 ); break; case 8 : one_knee_kneel(true); break; case 9 : kneel( ); break; case 10 : arms_down_by_side ( ); break; case 11 : w_question ( ); break; case 12 : hands_on_hip ( ); break; case 13 : folded_arms ( ); break; case 14 : zombie_arms ( ); break; case 15 : arm_straight_up ( true ); break; case 16 : arm_straight_up ( false ); break; case 17 : wave_1 ( true ); break; case 18 : wave_2 ( true ); break; case 19 : arm_stretched_to_side_left ( ); break; case 20 : arm_stretched_to_side_right( ); break; case 21 : attention_1 ( ); break; case 22 : attention_2 ( ); break; case 23 : move_number = 1.; return true; break; default: break; } move_number++; return false; }
void glStaticMovesRobot::squat_fraction( float mfraction ) { float max_angle = MIN(MAX_HIP_ANGLE, MAX_KNEE_ANGLE ); max_angle = MIN(max_angle, MAX_ANKLE_ANGLE ); float angle = max_angle * mfraction; squat( angle ); }
void HelloWorld::updateMovement() { if (moveDir == STAND) { speedX = 0; armature->getAnimation()->playTo("stand"); } else if (moveDir == JUMP) { jump(); } else if (moveDir == SQUAT) { squat(); } else { if (moveDir * face > 0) { speedX = 5* face; armature->getAnimation()->playTo("run"); } else { speedX = -3 * face; armature->getAnimation()->playTo("runBack"); } } }