Alvaro Cassinelli
/
skinGames_forktest
just a test
Fork of scoreLight_Advanced by
Diff: rigidLoop.cpp
- Revision:
- 17:356ca5690a59
- Parent:
- 15:56a0bf424e8d
- Child:
- 18:d72935b13858
diff -r 2ff1cb2ae1b1 -r 356ca5690a59 rigidLoop.cpp --- a/rigidLoop.cpp Fri Apr 13 07:43:09 2012 +0000 +++ b/rigidLoop.cpp Sat Apr 28 09:33:49 2012 +0000 @@ -70,7 +70,7 @@ setColor(0x04); // default (initial) shape (the scafold belongs to the base class): - saccadeRadius=35; + saccadeRadius=25; bluePrint.buildCircularScafold(saccadeRadius, vector2Dd(0,0), 18); //(float _radius, vector2D _pos,vector2D _vel, int _numScafoldPoints); // Note: We may assume NO MASS for the center of the contour following loop. Adding mass may be interesting though (smooth motion). @@ -298,6 +298,10 @@ } // OTHER PARTICULAR THINGS: + if (displaySensingBuffer.lightTouched) setColor(0x02); // green on + else setColor(0x00); // green off + + // change sliding direction (for countour following): if (blobWallCollision) { if (wallCounter>5) { @@ -322,7 +326,7 @@ // We can also do this, but ATTENTION: centerMass.pos is a vector2Df, and scafold[i] is a vector2Dd (typecasting?) // displaySensingBuffer.lsdTrajectory[i]= bluePrint.scafold[i] + centerMass.pos; - //displaySensingBuffer.lsdTrajectory[i].color=blobColor; // perhaps per point color is not a good idea for the time being... + displaySensingBuffer.displayColor=blobColor; // perhaps per point color is not a good idea for the time being... } // global color for the whole loop: displaySensingBuffer.displayColor=blobColor;