public override void OnHitWall(HitWallEvent evnt) { if (state == myState.Start) { if ((this.Y > BattleFieldHeight * 0.5 && this.X > BattleFieldWidth * 0.5) || (this.Y < BattleFieldHeight * 0.5 && this.X < BattleFieldWidth * 0.5)) { TurnLeft(90); TurnGunLeft(90); } else { TurnRight(90); TurnGunRight(90); } state = myState.FollowinWall; } else { invertDir = !invertDir; /* if ((this.Y > BattleFieldHeight * 0.5 && this.X > BattleFieldWidth * 0.5) || (this.Y < BattleFieldHeight * 0.5 && this.X < BattleFieldWidth * 0.5)) TurnLeft(180); else TurnRight(180); */ } }
public void OnHitWall(HitWallEvent evnt) { double angle = robot.peer.GetBodyHeading() + evnt.BearingRadians; robot.hitWallAngle = (int)(Utils.ToDegrees(Utils.NormalAbsoluteAngle(angle)) + 0.5); robot.hitWallBearing = (int)(evnt.Bearing + 0.5); robot.OnHitWall(); }
public override void OnHitWall(HitWallEvent evnt) { hitBullet++; if (hitBullet == 3) { hitBullet = 0; Ahead(180); Back(80); } }
public void OnHitWallBehavior(HitWallEvent evnt) { turnRight = !turnRight; PointToCenter(); Robot.SetAhead(500); Robot.SetTurnRight(45); //Robot.Stop(); //PointToCenter(); //Robot.Resume(); }
public void OnHitWallBehavior(HitWallEvent evnt) { RunBehavior(); }
/// <summary> /// onHitWall: Handle collision with wall. /// </summary> public override void OnHitWall(HitWallEvent e) { // Bounce off! reverseDirection(); }
public void OnHitWall(HitWallEvent evnt) { count(evnt); }
public override void OnHitWall(HitWallEvent e) { // Move away from the wall VelocityRate = (-1*VelocityRate); }
public override void OnHitWall(HitWallEvent e) { // when the radar is turned here, at least another robot should be Scanned // but Event should not be dispatched because we are in handler with higher priority TurnRadarRight(360); }
public override void OnHitWall(HitWallEvent e) { reverseDirection(); }
/// <inheritdoc /> public virtual void OnHitWall(HitWallEvent evnt) { }
public override void OnHitWall(HitWallEvent evnt) { SetAhead(rnd.Next(10, 500) * (ReverseTurn * -1)); SetTurnLeft(rnd.Next(45, 120)); SetTurnGunRight(10); Execute(); }
/// <summary> /// Handle wall hit event. /// Use radius sampling movement to ensure the next move position will move the robot away from the wall /// </summary> /// <param name="evnt"></param> /// <inheritdoc/> public override void OnHitWall(HitWallEvent evnt) { this.currentMovementMode = MovementMode.RadiusSampling; this.collisionTime = evnt.Time; }
public override void OnHitWall(HitWallEvent e) { // Move away from the wall //VelocityRate = (-1 * VelocityRate); //SetTurnRight(30); }
public override void OnHitWall(HitWallEvent evnt) { if (AllowChange()) { SwitchDirection(); SwitchTurningDirection(); SwitchTurning(); } }
public override void OnHitWall(HitWallEvent evnt) { publisher.publish(evnt); }
public void OnHitWallBehavior(HitWallEvent evnt) { //throw new NotImplementedException(); }
public override void OnHitWall(HitWallEvent e) { IsInterruptible = (true); // make sure that the Event handler can be interrupted and restarted TurnRadarRight(360); // when the radar is turned here, at least another robot should be Scanned }
public void OnHitWall(HitWallEvent evnt) { double angle = robot.peer.GetBodyHeading() + evnt.BearingRadians; robot.hitWallAngle = (int) (Utils.ToDegrees(Utils.NormalAbsoluteAngle(angle)) + 0.5); robot.hitWallBearing = (int) (evnt.Bearing + 0.5); robot.OnHitWall(); }
public override void OnHitWall(HitWallEvent evnt) { RunProgram(TableRexPrograms.onHitWall); }
/// <summary> /// Handle running into a wall (basically, reverse direction and keep going). /// </summary> /// <param name="evnt">The <c>HitWallEvent</c> args containing data about the wall that was hit.</param> public override void OnHitWall(HitWallEvent evnt) { _treads.ReactToWall(evnt); }
public override void OnHitWall(HitWallEvent evnt) { RobotBehavior.OnHitWallBehavior(evnt); }