本文整理汇总了C++中Gamepad::GetA方法的典型用法代码示例。如果您正苦于以下问题:C++ Gamepad::GetA方法的具体用法?C++ Gamepad::GetA怎么用?C++ Gamepad::GetA使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Gamepad
的用法示例。
在下文中一共展示了Gamepad::GetA方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: TeleopPeriodic
//.........这里部分代码省略.........
{
myShooter->SetSpeeds(SHOOTER_FRONTWHEEL_SPEED,SHOOTER_REARWHEEL_SPEED); // (RPM,RPM)
}
else if (operatorGamepad->GetLeftBumper())
{
myShooter->SetSpeeds(Config::GetSetting("shooter_main_speed_pyramid", 1500),
Config::GetSetting("shooter_secondary_speed_pyramid", 2000));
}
else
{
myShooter->SetSpeeds(0,0); // (RPM,RPM)
}
if(operatorGamepad->GetRightTrigger())
{
// TODO: Make this selectable somehow. This is probably too powerful for
// distant shots.
myShooter->ChamberFrisbee(Config::GetSetting("loader_power",-1));
}
else
{
myShooter->StopLoader();
}
if(operatorGamepad->GetY())
{
myShooter->SetAngle(manualAngle);
}
if(operatorGamepad->GetX())
{
myShooter->SetAngle(Config::GetSetting("shooter_loading_angle",0)); //Angle for reloading
manualAngle = Config::GetSetting("shooter_loading_angle",0);
}
if(operatorGamepad->GetA()) //Shooting from load zone
{
myShooter->SetAngle(Config::GetSetting("load_zone_shooting_angle",13.25));
manualAngle = Config::GetSetting("load_zone_shooting_angle",13.25);
}
if(operatorGamepad->GetB())
{
myShooter->SetAngle(Config::GetSetting("pyramid_shooting_angle",23.25));
manualAngle = Config::GetSetting("pyramid_shooting_angle",23.25);
}
if(operatorGamepad->GetRightBumper())
{
//myShooter->SetAngle(Config::GetSetting("funnel_release_angle",35));
myShooter->SetAngle(Config::GetSetting("pyramid_basket_angle", 45));
manualAngle = Config::GetSetting("pyramid_basket_angle", 45);
}
if (operatorGamepad->GetLeftPush()) {
myShooter->ResetShooterProcess();
}
// Do something similar, but don't touch the AngleJag.
if (operatorGamepad->GetRightPush()) {
myShooter->ResetShooterMotors();
}
//pneumatics section
if(!driverGamepad->GetLeftTrigger())
{
pneumatics->extendEndgame();
}
else
{
pneumatics->retractEndgame();