示例#1
0
文件: GameView.cpp 项目: Daivuk/ggj16
void GameView::OnShow()
{
    m_gameover = false;
    InitPhysics(Vector2::Zero, 1.f);

    // Create the main game node. Map + objects go in there and are affected by light
    m_pGameLayer = CreateLightLayer();
    m_pGameLayer->SetAmbient(Color(.10f, .15f, .2f, 1)); // Set that so something cool jason will decide on
    AddNode(m_pGameLayer);

    // spawn players from the lobby data, for now assume one
    CreateMusic();
    CreateTileMap();
    GenerateMap();
    CreateEntities();
    CenterCamera();
    SpawnPlayers();
    CreatePathFinder();

    m_fadeQuad = CreateSprite("healthGaugeFill.png");
    m_fadeQuad->GetColorAnim().start(Color(0.f, 0.f, 0.f, 1.f), Color(0.f, 0.f, 0.f, 0.f), 3.f);
    m_fadeQuad->SetFilter(onut::SpriteBatch::eFiltering::Nearest);
    m_fadeQuad->SetScale(Vector2(100, 100));
    AddNode(m_fadeQuad);
}
示例#2
0
int main()
{
    create_connect();
    enable_servos();
    set_create_total_angle(0);
    set_create_distance(0);

    WhichSide();
    CenterCamera();
    Lift();
}
int main()
{
	set_each_analog_state(0,0,0,1,0,0,0,0);// This line sets analog ports to be pullup (0) or floating (1)
	create_connect();
	enable_servos();
	set_create_total_angle(0);
	set_create_distance(0);
	//AUO=start_process(ArmUpOpen);
	ArmUp();
	set_servo_position(
	sleep(3);
	CenterCamera();
	create_drive_straight(-200);
	while(digital(8) != 1)
	{}
	create_stop();
	sleep(1);
	ArmDownClose();
	sleep(3);
	beep();
	create_drive_straight(200);
	sleep(2);
	create_stop();
}
示例#4
0
void Cubes (void)
{
	if (Side == 0)
	{
		//Right of Botguy
		//keep offense in box until scorer gets into position
		//start with claw facing out
		ForwardTouch(); //until it hits luggage    DOES BAR TOUCH SENSOR REGISTER LUGGAGE TOUCH?
		TurnCCW();		//turn left -- now facing airplanes
		CenterCamera();	//move forwards and center the camera on the blocks -- now facing airplanes and in front of blocks
		TurnCCW();		//turn left to face blocks with claw -- now in front of and facing blocks
		ForwardTouch();	//move forward until it hits blocks
		Grab();			//grab blocks
		/*create_drive_straight(100);
		sleep(2);//to avoid crashing with our luggage carts
		create_stop();
		TurnCCW();*/
		//OFFENSE SHOULD BE OUT OF STARTING BOX BY NOW
		//FORWARD BAR SENSOR SHOULD NOT BE OBSTRUCTED
		//CREATE SHOULD DRIVE BACKWARDS
		GotoBox();
		create_drive_straight(200);
		sleep(1);
		create_stop();
		TurnCW();
		create_drive_straight(-300);
		sleep(1);
		create_stop();
		TurnCW();
		CenterCamera(); 
		TurnCCW();
		ForwardTouch();
		Grab();
		TurnCCW();
		create_drive_straight(-500);
		sleep(2.2352);
		TurnCW();
		GotoBox();
		Release();
	}
	if (Side == 1) //Left of Botguy. START WITH CREATE FACING OUT
	{
		ForwardTouch(); //Switch to distance
		TurnCW();
		ForwardTouch();
		create_drive_straight(50);
		sleep(1);
		create_stop();
		TurnCW();
		CenterCamera();
		TurnCCW();
		ForwardTouch();
		Grab();
		TurnCCW();
		/*create_drive_straight(100);
		sleep(1);
		create_stop();
		TurnCW();*/
		while (get_create_lbump(.1) == 0 && get_create_rbump(.1) == 0)
		{
			create_drive_straight(200); //unless arm is strong enough to hold
		}
		ClearWall();
		TurnCW();
		ForwardTouch();
		create_drive_straight(132);  //one cube length (5 inches) + 5 mm safety
		sleep(1);
		create_stop();
		create_drive_straight(-75);
		sleep(1);
		create_stop();
		Release();
		
	}
}
int main()
{
	initialize();
	CenterCamera();
}