void PlayState::HandleUpdates(Game &game){ UpdateManager::EnemyUpdate(enemyv, game.window, elapsedTime, game.highscore); //enemy UpdateManager::StdUpdate(enemyFormationv, game.window, elapsedTime); //enemyFormation UpdateManager::StdUpdate(monkeyv, game.window, elapsedTime); //monkey UpdateManager::StdUpdate(shitv, game.window, elapsedTime); //shit UpdateManager::StdUpdate(boss1v, game.window, elapsedTime); //boss1 UpdateManager::StdUpdate(unlockPewv, game.window, elapsedTime); //unlockpew UpdateManager::StdUpdate(b1Weaponv, game.window, elapsedTime); //b1Weapon UpdateManager::StdUpdate(boss2v, game.window, elapsedTime); //boss2 UpdateManager::Boss2WeaponUpdate(boss2Weaponv, game.window, elapsedTime, player1); // b2Weapon UpdateManager::StdUpdate(boss3v, game.window, elapsedTime); //boss3 UpdateManager::StdUpdate(cowv, game.window, elapsedTime); //cow UpdateManager::StdUpdate(healthv, game.window, elapsedTime); //health UpdateManager::StdUpdate(boss3FWeaponv, game.window, elapsedTime); //boss3firstWeapon UpdateManager::StdUpdate(boss3SWeaponv, game.window, elapsedTime); //boss3SecWeapon UpdateManager::WeaponUpdate(bulletv, elapsedTime); //bullet UpdateManager::WeaponUpdate(dShotv, elapsedTime); //double shot UpdateManager::WeaponUpdate(pewv, elapsedTime); //pewv UpdateHUD(game.window); if (player1.getActiveBool()) player1.Update(game.window, elapsedTime); }
void Vehicle::Update() { UpdateHUD(); UpdateWheels(); UpdateEffects(); UpdateSounds(); UpdateCameraEntity(); UpdateLight(); }
// IGameFramework methods void CCoherentUISystem::OnPostUpdate( float fDeltaTime ) { SetTexturesForListeners(); if ( m_pUISystem ) { UpdateHUD(); m_pUISystem->Update(); } }
void StopRun(char reason[255]) { isRunning=false; DumpToFile(); //CaptureScene(); don't know why this doesn't work printf("Run Stopped. (Reason: %s)\n",reason); char logFile[255]; sprintf(logFile,"%s\\%s\\%s.log",_getcwd(NULL,0),gRunBaseName,gRunBaseName); LogRunStats(logFile); LogExperimentStats(logFile); WritePrivateProfileString("experiment","stop_reason",reason,logFile); SetThreadExecutionState(ES_CONTINUOUS); // save electricity for the uni if (bQuitWhenDone) exit(0); UpdateHUD(); }
void Simulation::Step() { // dispatch the new frame, this wraps up the follow Viewer operations: // advance() to the new frame // eventTraversal() that collects events and passes them on to the event handlers and event callbacks // updateTraversal() to calls the update callbacks // renderingTraversals() that runs syncronizes all the rendering threads (if any) and dispatch cull, draw and swap buffers int64 tmptime = cvGetTickCount(); int64 difftime = (tmptime-loop_time_)/cvGetTickFrequency(); // if(difftime < loop_target_time_){ // //std::cout<<"sleeping: "<<loop_target_time_-difftime<<std::endl; // usleep(loop_target_time_-difftime); // return; // } loop_time_ = tmptime; viewer_.advance(); viewer_.eventTraversal(); viewer_.updateTraversal(); viewer_.renderingTraversals(); // osg::Matrix testmat = viewer_.getView(2)->getCamera()->getProjectionMatrix(); // testmat = viewer_.getView(2)->getCamera()->getProjectionMatrix(); // std::cout<<testmat(0,0)<<" "<<testmat(0,1)<<" "<<testmat(0,2)<<" "<<testmat(0,3)<<std::endl; // std::cout<<testmat(1,0)<<" "<<testmat(1,1)<<" "<<testmat(1,2)<<" "<<testmat(1,3)<<std::endl; // std::cout<<testmat(2,0)<<" "<<testmat(2,1)<<" "<<testmat(2,2)<<" "<<testmat(2,3)<<std::endl; // std::cout<<testmat(3,0)<<" "<<testmat(3,1)<<" "<<testmat(3,2)<<" "<<testmat(3,3)<<std::endl; // std::cout<<std::endl; viewer_.getView(0)->getCamera()->getViewMatrixAsLookAt(view_matrix_eye_, view_matrix_center_, view_matrix_up_, view_matrix_distance_); view_matrix_ = viewer_.getView(0)->getCamera()->getViewMatrix(); // osg::Matrix windowMatrix = viewer_.getView(2)->getCamera()->getViewport()->computeWindowMatrix(); // osg::Matrix projectionMatrix = viewer_.getView(2)->getCamera()->getProjectionMatrix(); // osg::Matrix mat = projectionMatrix*windowMatrix; // std::cout<<"mat: "<<mat(0,0)<<" "<<mat(1,1)<<" "<<mat(2,0)<<" "<<mat(2,1)<<std::endl; // std::cout<<"eye: "<<view_matrix_eye_.x()<<" "<<view_matrix_eye_.y()<<" "<<view_matrix_eye_.z()<<std::endl; if(particles_on_){ // The dynamic update of the particle filter. localisation_->dynamic(robotdata_->incremente_left_,robotdata_->incremente_right_); // Update of simulations view of particles. particle_view_->Update(localisation_->getParticles(), particle_visibility_ratio_); } //Picture handling if(screen_shot_callback_->isPicTaken() && !picture_processed_){ osg::ref_ptr<osg::Image> osgImage = screen_shot_callback_->getImage(); cv::Mat cvImg(osgImage->t(), osgImage->s(), CV_8UC3); cv::Mat cvCopyImg(osgImage->t(), osgImage->s(), CV_8UC3); cvImg.data = (uchar*)osgImage->data(); cv::flip(cvImg, cvCopyImg, 0); // Flipping because of different origins observedImg_ = &cvCopyImg; // Write position, orientation and image to log file. data_to_file_writer_.WriteData(robotdata_->incremente_left_, robotdata_->incremente_right_, robotdata_->x_pos_, view_matrix_eye_[0], localisation_->getPosition().at(0), robotdata_->y_pos_, view_matrix_eye_[1], localisation_->getPosition().at(2), robotdata_->psi_, view_matrix_(0,0), localisation_->getOrientation().at(1), cvCopyImg); Observe(); // old version // data_to_file_writer_.WritePlotData( robotdata_->x_pos_, robotdata_->y_pos_, robotdata_->psi_, // localisation_->getPosition().at(0), localisation_->getPosition().at(2), // localisation_->getPosition().at(1)*3, localisation_->getPosition().at(3)*3, true); es_ = localisation_->getEstimatedRobotPose(); data_to_file_writer_.WritePlotData( robotdata_->x_pos_, robotdata_->y_pos_, es_->x, es_->y, es_->sigmaXYLarge, es_->sigmaXYSmall, es_->sigmaXYAngle/M_PI*180, true); // observe for particle filter is done here. picture_processed_ = true; } else { // writes the current position and orientation of the robot to file. data_to_file_writer_.WriteData(robotdata_->incremente_left_, robotdata_->incremente_right_, robotdata_->x_pos_, view_matrix_eye_[0], localisation_->getPosition().at(0), robotdata_->y_pos_, view_matrix_eye_[1], localisation_->getPosition().at(2), robotdata_->psi_, view_matrix_(0,0), localisation_->getOrientation().at(1)); es_ = localisation_->getEstimatedRobotPose(); data_to_file_writer_.WritePlotData( robotdata_->x_pos_, robotdata_->y_pos_, es_->x, es_->y, es_->sigmaXYLarge, es_->sigmaXYSmall, es_->sigmaXYAngle/M_PI*180); } UpdateHUD(); // without pad_control pictures are taken every takepicture_intervall_ ms // if( (!pad_control_on_) && (0.001*(cvGetTickCount()-take_picture_timer_)/cvGetTickFrequency()>takepicture_intervall_) ){ // std::cout<<"Sim: 'I queued a Shot!'"<<std::endl; // screen_shot_callback_->queueShot(); // picture_processed_ = false; // take_picture_timer_ = cvGetTickCount(); // } if(step_counter_ % takepicture_intervall_ == 0){ screen_shot_callback_->queueShot(); picture_processed_ = false; take_picture_timer_ = cvGetTickCount(); } if(pad_control_on_){ if(picture_processed_ && !take_picture_button_pressed_ && sixaxes_->buttonPressed(BUTTON_CIRCLE)){ // Every 2 sec a Shot is queued to get a picture form the scene. screen_shot_callback_->queueShot(); take_picture_button_pressed_ = true; picture_processed_ = false; take_picture_timer_ = cvGetTickCount(); } if(!sixaxes_->buttonPressed(BUTTON_CIRCLE)) take_picture_button_pressed_ = false; // If Padcontrol is enabled, the inputs from the pad are written to the robotData. // That way the callback will use the inputs to move the robot. if(sixaxes_->buttonPressed(BUTTON_L1) && sixaxes_->buttonPressed(BUTTON_R1)){ robotdata_->speed_ = sixaxes_->axis(AXIS_LY)*-0.2; robotdata_->psi_speed_ = sixaxes_->axis(AXIS_RX)*-0.05; } else{ robotdata_->speed_ = 0.0; robotdata_->psi_speed_ = 0.0; } if(sixaxes_->buttonPressed(BUTTON_TRIANGLE)){ while(viewer_.areThreadsRunning()){ viewer_.stopThreading(); } viewer_.setDone(true); } } if(!trajectory_from_file_.empty()){ double temp = trajectory_from_file_.front(); if(temp<1){ //screen_shot_callback_->queueShot(); //picture_processed_ = false; } trajectory_from_file_.erase(trajectory_from_file_.begin()); temp = trajectory_from_file_.front(); if(temp>0){ while(viewer_.areThreadsRunning()){ viewer_.stopThreading(); } viewer_.setDone(true); } trajectory_from_file_.erase(trajectory_from_file_.begin()); temp = trajectory_from_file_.front(); robotdata_->speed_ = temp; trajectory_from_file_.erase(trajectory_from_file_.begin()); temp = trajectory_from_file_.front(); robotdata_->psi_speed_ = temp; trajectory_from_file_.erase(trajectory_from_file_.begin()); } else{ trajectory_buffer_ << screen_shot_callback_->isPicTaken() << std::endl; trajectory_buffer_ << viewer_.done() << std::endl; trajectory_buffer_ << robotdata_->speed_ << std::endl; trajectory_buffer_ << robotdata_->psi_speed_ << std::endl; } //trajectory_buffer_ << "------------------" << std::endl; step_counter_ ++; }
void RPG_GuiManager_VisionGUI::OnTick(float const deltaTime) { RPG_Character* characterEntity = static_cast<RPG_Character *>(RPG_PlayerUI::s_instance.GetController()->GetOwner()); VASSERT(characterEntity); UpdateHUD(characterEntity, deltaTime); }
void HUD::Update() { UpdateFrame(); UpdateHUD(); }