tweaks - untested

This commit is contained in:
Aidan Ferguson 2016-02-15 20:54:20 -05:00
parent 1b681a3610
commit 1f09e12f2d
2 changed files with 17 additions and 10 deletions

View File

@ -163,7 +163,7 @@ private:
/* /*
* Run the Shooter only while the THUMB button is held down on the operator stick. * Run the Shooter only while the THUMB button is held down on the operator stick.
* the 'pickupRunning' boolean is there to prevent the shooter from calling PickUp * the 'pickupRunning' boolean is there to prevent the shooter from calling PickUp
* every itteration of the TeleopPeriodic method (once every 10ms!) * every iteration of the TeleopPeriodic method (once every 10ms!)
* The pickup is disabled when the thumb button is released, but the code still * The pickup is disabled when the thumb button is released, but the code still
* has 'pickupRunning' as true. * has 'pickupRunning' as true.
*/ */
@ -177,10 +177,14 @@ private:
shooter.PickUp(false); shooter.PickUp(false);
pickupRunning = false; pickupRunning = false;
} }
else if(launch_spinny.Get() != 1)
{
launch_spinny.Set(1);
}
/* /*
* The 'inverting' variable is used to make sure that the drive train isn't getting * The 'inverting' variable is used to make sure that the drive train isn't getting
* inverted every itteration of the TeleopPeriodic method while the button is held down. * inverted every iteration of the TeleopPeriodic method while the button is held down.
* This is important because the TeleopPeriodic method executes something like once every 10ms. * This is important because the TeleopPeriodic method executes something like once every 10ms.
* Thus, this if-else if pair make the button a toggle. * Thus, this if-else if pair make the button a toggle.
*/ */

View File

@ -84,13 +84,10 @@ public:
void Shoot() void Shoot()
{ {
// TODO: Shooter Logic should go as follows: if (shotClock.Get() > (SPINUP_TIME + 0.1))
{
/* state = RESETTING;
Assuming a ball is held in the shooter. When the trigger is pulled, }
the launch-spinny should be STOPPED. Start a Timer object counting
When... too hard to write.. I emailed you a flow chart.
*/
switch (state) switch (state)
{ {
case READY: case READY:
@ -152,7 +149,13 @@ public:
{ {
pickup->Set((float) (state * PICKUP_POWER)); pickup->Set((float) (state * PICKUP_POWER));
launcher->Set((float) (state * PICKUP_POWER * -1)); launcher->Set((float) (state * PICKUP_POWER * -1));
//launch_spinny->Set(-1.0*PICKUP_POWER); if (state)
{
launch_spinny->Set(-1.0);
} else
{
launch_spinny->Set(1);
}
//std::cout << "picking up!\n"; //std::cout << "picking up!\n";
} }