diff examples/tank_wars/render.cpp @ 311:493a07f6ec09 prerelease

Renamed BelaContext->audioSampleCount to BelaContext->audioFramesElapsed for consistency of terminology
author andrewm
date Fri, 27 May 2016 18:37:51 +0100
parents 421a69d42943
children 9dc5a0ccad25
line wrap: on
line diff
--- a/examples/tank_wars/render.cpp	Fri May 27 18:29:20 2016 +0100
+++ b/examples/tank_wars/render.cpp	Fri May 27 18:37:51 2016 +0100
@@ -202,7 +202,7 @@
 		}
 
 		// First-order lowpass filter to remove noise on launch FSR
-		float rawSample = analogReadFrame(context, n, gInputLauncher);
+		float rawSample = analogRead(context, n, gInputLauncher);
 		float launchSample = gLauncherFilterPole * gLauncherLastSample +
 							(1.0f - gLauncherFilterPole) * rawSample;
 		gLauncherLastSample = launchSample;
@@ -236,9 +236,9 @@
 			// Update game physics and cannon angles
 			gSamplesUntilNextFrame = gGameFrameInterval;
 
-			setTank1CannonAngle(map(analogReadFrame(context, n, gInputTank1Angle),
+			setTank1CannonAngle(map(analogRead(context, n, gInputTank1Angle),
 									0, 1.0, M_PI, 0));
-			setTank2CannonAngle(map(analogReadFrame(context, n, gInputTank2Angle),
+			setTank2CannonAngle(map(analogRead(context, n, gInputTank2Angle),
 									0, 1.0, M_PI, 0));
 			nextGameFrame();
 
@@ -265,21 +265,21 @@
 
 			// Rescale screen coordinates to matrix ranges; invert the Y
 			// coordinate to go from normal screen coordinates to scope coordinates
-			analogWriteFrameOnce(context, n, gOutputX, constrain(map(x, 0, gScreenWidth, 0, 1.0), 0, 1.0));
-			analogWriteFrameOnce(context, n, gOutputY, constrain(map(y, 0, gScreenHeight, 1.0, 0), 0, 1.0));
+			analogWriteOnce(context, n, gOutputX, constrain(map(x, 0, gScreenWidth, 0, 1.0), 0, 1.0));
+			analogWriteOnce(context, n, gOutputY, constrain(map(y, 0, gScreenHeight, 1.0, 0), 0, 1.0));
 		}
 		else {
 			// Still not ready! Write 0 until something happens
-			analogWriteFrameOnce(context, n, gOutputX, 0);
-			analogWriteFrameOnce(context, n, gOutputY, 0);
+			analogWriteOnce(context, n, gOutputX, 0);
+			analogWriteOnce(context, n, gOutputY, 0);
 		}
 
 		if(gameStatusWinner() != 0) {
 			// Blink one LED to show who won
 			// Blink both LEDs when projectile is in motion
 			float val = (gSampleCounter % 4000 > 2000) ? 1.0 : 0;
-			analogWriteFrameOnce(context, n, gOutputPlayer1LED, gameStatusWinner() == 1 ? val : 0);
-			analogWriteFrameOnce(context, n, gOutputPlayer2LED, gameStatusWinner() == 2 ? val : 0);
+			analogWriteOnce(context, n, gOutputPlayer1LED, gameStatusWinner() == 1 ? val : 0);
+			analogWriteOnce(context, n, gOutputPlayer2LED, gameStatusWinner() == 2 ? val : 0);
 
 			// After 5 seconds, restart the game
 			gSamplesSinceFinish++;
@@ -289,16 +289,16 @@
 		else if(gameStatusProjectileInMotion()) {
 			// Blink both LEDs when projectile is in motion
 			float val = (gSampleCounter % 2000 > 1000) ? 1.0 : 0;
-			analogWriteFrameOnce(context, n, gOutputPlayer1LED, val);
-			analogWriteFrameOnce(context, n, gOutputPlayer2LED, val);
+			analogWriteOnce(context, n, gOutputPlayer1LED, val);
+			analogWriteOnce(context, n, gOutputPlayer2LED, val);
 		}
 		else if(gameStatusPlayer1Turn()) {
-			analogWriteFrameOnce(context, n, gOutputPlayer1LED, 1.0);
-			analogWriteFrameOnce(context, n, gOutputPlayer2LED, 0);
+			analogWriteOnce(context, n, gOutputPlayer1LED, 1.0);
+			analogWriteOnce(context, n, gOutputPlayer2LED, 0);
 		}
 		else {
-			analogWriteFrameOnce(context, n, gOutputPlayer2LED, 1.0);
-			analogWriteFrameOnce(context, n, gOutputPlayer1LED, 0);
+			analogWriteOnce(context, n, gOutputPlayer2LED, 1.0);
+			analogWriteOnce(context, n, gOutputPlayer1LED, 0);
 		}
 
 		// Check if we have reached the point where we should next update