public static void Main() { AI ai = new AI(); ai.Neck = new NeckController(GlobalPins.NECK_PIN); ai.Eyes = new EyesController(GlobalPins.EYE_PIN); while (true) { ai.FindClosestBearing(); Thread.Sleep(2000); } }
public static void Main() { bool ledState = true; OutputPort led = new OutputPort(Pins.ONBOARD_LED, ledState); // some counters for monitoring the "fps" ulong frameCount = 0; DateTime startTime = DateTime.Now; TimeSpan runningTime; float fps = 0; AI ai = new AI(); ai.Wheels = new WheelsController(GlobalPins.LEFT_WHEEL_PIN_A, GlobalPins.LEFT_WHEEL_PIN_B, GlobalPins.LEFT_WHEEL_PIN_P, GlobalPins.RIGHT_WHEEL_PIN_A, GlobalPins.RIGHT_WHEEL_PIN_B, GlobalPins.RIGHT_WHEEL_PIN_P); ai.Neck = new NeckController(GlobalPins.NECK_PIN); ai.Eyes = new EyesController(GlobalPins.EYE_PIN); //ai.Display = new DisplayController(Pins.GPIO_PIN_D13, Pins.GPIO_PIN_D12, Pins.GPIO_PIN_D11); //ai.Wheels.SetSpeed(100); ai.Wheels.Update(); Thread.Sleep(1000); //ai.Wheels.SetSpeed(0); ai.Wheels.Update(); Thread.Sleep(1000); //ai.Wheels.SetSpeed(-100); ai.Wheels.Update(); Thread.Sleep(1000); //ai.Wheels.SetSpeed(0); ai.Wheels.Update(); Thread.Sleep(1000); //ai.Wheels.SetSpeed(WheelsController.Direction.left, 100); ai.Wheels.Update(); Thread.Sleep(1000); //ai.Wheels.SetSpeed(0); ai.Wheels.Update(); Thread.Sleep(1000); //while (true) ; ai.wake(); while (ai.State != AI.AIState.dead) { ai.Update(); frameCount++; // Every few frames spit out an FPS counter if ((frameCount % 100) == 0) { runningTime = DateTime.Now - startTime; fps = (float)frameCount / Tools.TotalMilliseconds(runningTime); fps = fps * 1000; //Debug.Print("FPS: " + frameCount + ": " + fps.ToString()); ledState = !ledState; } led.Write(ledState); } ai.Sleep(); }