public void setup() { LoadConfig(@"configuration/machine.json"); setup_ball_search(); this.all_gi_on(); // Lamp showage //this.lampctrl.register_show("attract1", @"lamps\attract1.lampshow"); this.lampctrl.RegisterShow("attract2", @"lamps/attract2.lampshow"); //this.lampctrl.register_show("attract3", @"lamps\attract3.lampshow"); //this.lampctrl.register_show("attract4", @"lamps\attract4.lampshow"); // Intantiate basic game features attract = new Attract(this); _base_game_mode = new BaseGameMode(this); string[] trough_switchnames = new string[3] { "trough1", "trough2", "trough3" }; trough = new Trough(this, trough_switchnames, "trough1", "trough", new string[] { "leftOutlane", "rightOutlane" }, "shooterLane"); ball_save = new BallSave(this, "ballSave", "shooterLane"); // Link ball save to trough ball_save.allow_multiple_saves = false; trough.ball_save_callback = new AnonDelayedHandler(ball_save.launch_callback); trough.num_balls_to_save = new GetNumBallsToSaveHandler(ball_save.get_num_balls_to_save); ball_save.trough_enable_ball_save = new BallSaveEnable(trough.enable_ball_save); this.PROC.initialize_i2c(0x40); ServoConfiguration _servoConfig = new ServoConfiguration() { address = 0x40, minimum = 150, maximum = 600 }; this.wall1 = new I2cServo(0, _servoConfig, this.PROC); this.wall2 = new I2cServo(1, _servoConfig, this.PROC); this.flasherMotor1 = new I2cServo(2, _servoConfig, this.PROC); this.flasherMotor2 = new I2cServo(3, _servoConfig, this.PROC); this.flasherMotor3 = new I2cServo(4, _servoConfig, this.PROC); this.testServo = new I2cServo(0, _servoConfig, this.PROC); if (this.ledDriver != null) { this.ledDriver.FadeAllToColor(255, 255, 255, 0); this.ledDriver.ScheduleAll(0xFFFFFFFF); } // Instead of resetting everything here as well as when a user initiated reset occurs, do everything in // this.reset and call it now and during a user initiated reset this.Reset(); }
public void setup() { LoadConfig(@"configuration\machine.json"); setup_ball_search(); this.all_gi_on(); // Lamp showage this.lampctrl.register_show("attract1", @"lamps\attract1.lampshow"); this.lampctrl.register_show("attract2", @"lamps\attract2.lampshow"); this.lampctrl.register_show("attract3", @"lamps\attract3.lampshow"); this.lampctrl.register_show("attract4", @"lamps\attract4.lampshow"); // Intantiate basic game features attract = new Attract(this); _base_game_mode = new BaseGameMode(this); string[] trough_switchnames = new string[5] { "trough1", "trough2", "trough3", "trough4", "trough5" }; trough = new Trough(this, trough_switchnames, "trough5", "trough", new string[] { "leftOutlane", "rightOutlane" }, "shooterLane"); ball_save = new BallSave(this, "ballSave", "shooterLane"); claw = new Claw(this); // Link ball save to trough ball_save.allow_multiple_saves = false; trough.ball_save_callback = new AnonDelayedHandler(ball_save.launch_callback); trough.num_balls_to_save = new GetNumBallsToSaveHandler(ball_save.get_num_balls_to_save); ball_save.trough_enable_ball_save = new BallSaveEnable(trough.enable_ball_save); // Instead of resetting everything here as well as when a user initiated reset occurs, do everything in // this.reset and call it now and during a user initiated reset this.Reset(); }