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#include "cCrossroad.h"
cCrossroad::cCrossroad()
{
render = new cRender(' ', _COL_GREEN, _SIZE_X_, _SIZE_Y_);
//handler = new cObjectHandler(render);
}
cCrossroad::~cCrossroad()
{
delete render;
//delete handler;
}
void cCrossroad::run()
{
int iWait = 4;
int iPhase = -1;
int iFrames = 0;
cObjectHandler handler(render);
cObject *backround = new cObject(_SIZE_X_, _SIZE_Y_);
//Objects
cTrafficLight tlNorth(_TL_NORTH_, _TL_COL_GREEN_);
cTrafficLight tlSouth(_TL_SOUTH_, _TL_COL_GREEN_);
cTrafficLight tlEast(_TL_EAST_, _TL_COL_RED_);
cTrafficLight tlWest(_TL_WEST_, _TL_COL_RED_);
cPeasantTrafficLight ptl1(_CTL_1, _CTL_COL_GREEN);
cPeasantTrafficLight ptl2(_CTL_2, _CTL_COL_RED);
cPeasantTrafficLight ptl3(_CTL_3, _CTL_COL_RED);
cPeasantTrafficLight ptl4(_CTL_4, _CTL_COL_GREEN);
cPeasantTrafficLight ptl5(_CTL_5, _CTL_COL_GREEN);
cPeasantTrafficLight ptl6(_CTL_6, _CTL_COL_RED);
cPeasantTrafficLight ptl7(_CTL_7, _CTL_COL_RED);
cPeasantTrafficLight ptl8(_CTL_8, _CTL_COL_GREEN);
cCar carSouth(_CAR_DIR_SOUTH, &iPhase);
cCar carNorth(_CAR_DIR_NORTH, &iPhase);
cCar carEast(_CAR_DIR_EAST, &iPhase);
cCar carWest(_CAR_DIR_WEST, &iPhase);
cPeasant peasantNorth(_PE_DIR_NORTH, &iPhase);
cPeasant peasantWest(_PE_DIR_WEST, &iPhase);
//init
backround->setPosition(0, 0);
backround->drawRectangle('�', '�', sPos{ 0, _SIZE_Y_ / 2 - 4 }, sPos{ _SIZE_X_ - 1, _SIZE_Y_ / 2 + 4 }, _COL_DEFAULT, _COL_DEFAULT);
backround->drawRectangle('�', '�', sPos{ _SIZE_X_ / 2 - 6, 0 }, sPos{ _SIZE_X_ / 2 + 6, _SIZE_Y_ }, _COL_DEFAULT, _COL_DEFAULT);
//add objects to handler
handler.createObject(backround);
handler.createObject(tlNorth.getObject());
handler.createObject(tlSouth.getObject());
handler.createObject(tlEast.getObject());
handler.createObject(tlWest.getObject());
handler.createObject(ptl1.getObject());
handler.createObject(ptl2.getObject());
handler.createObject(ptl3.getObject());
handler.createObject(ptl4.getObject());
handler.createObject(ptl5.getObject());
handler.createObject(ptl6.getObject());
handler.createObject(ptl7.getObject());
handler.createObject(ptl8.getObject());
handler.createObject(carSouth.getObject());
handler.createObject(carNorth.getObject());
handler.createObject(carEast.getObject());
handler.createObject(carWest.getObject());
handler.createObject(peasantNorth.getObject());
handler.createObject(peasantWest.getObject());
handler.write();
render->render();
//main Loop
//Starting with vertical Green, horizontal red
while(1)
{
if (iWait <= 0)
{
iPhase++;
switch (iPhase)
{
case 0: //ptls to red
ptl1.next();
ptl4.next();
ptl5.next();
ptl8.next();
iWait = 4;
break;
case 1: //switch to yellow
tlNorth.next();
tlSouth.next();
iWait = 4;
break;
case 2: //to red
tlNorth.next();
tlSouth.next();
iWait = 4;
break;
case 3: //Yellow-Red
tlEast.next();
tlWest.next();
iWait = 4;
break;
case 4: //Green
tlEast.next();
tlWest.next();
ptl2.next();
ptl3.next();
ptl7.next();
ptl6.next();
iWait = 10;
break;
case 5: //vert ptls to red
ptl2.next();
ptl3.next();
ptl7.next();
ptl6.next();
iWait = 4;
break;
case 6: //Yellow-red
tlEast.next();
tlWest.next();
iWait = 4;
break;
case 7: //red
tlEast.next();
tlWest.next();
iWait = 4;
break;
case 8: //yellow-red
tlNorth.next();
tlSouth.next();
iWait = 4;
break;
case 9: //green
tlNorth.next();
tlSouth.next();
ptl1.next();
ptl4.next();
ptl5.next();
ptl8.next();
iPhase = -1;
iWait = 10;
break;
}
}
carWest.drive();
carEast.drive();
carNorth.drive();
carSouth.drive();
if (iFrames % 2 == 0) { //Run every 2nd frame
peasantNorth.run();
peasantWest.run();
}
handler.write();
render->render();
iWait--;
iFrames++;
backround->drawText(to_string(iFrames) , sPos{ 0,0 }, _COL_DEFAULT); //Framecounter
usleep(100*1000);
}
}
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