Forgot throttle needs inverting. Actually drives now.
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@ -1,5 +1,6 @@
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#include "WPILib.h"
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#include "TankDrive.h"
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#include "Shooter.h"
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/**
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* This sample shows how to use the new CANTalon to just run a motor in a basic
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@ -61,8 +62,9 @@ public:
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drive.Drive(&lstick);
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float power = (1.0 - rstick.GetThrottle()) / 2.0;
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shooter1.Set(power);
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shooter2.Set(power);
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//shooter1.Set(power);
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//shooter2.Set(power);
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shooter.SetPower(power);
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}
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@ -9,16 +9,21 @@
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#define SRC_SHOOTER_H_
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class Shooter {
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RobotDrive shooterDrive;
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public:
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Shooter(CANTalon *s1, CANTalon *s2) {
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shooterDrive = RobotDrive(s1, s2);
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shooterDrive = new RobotDrive(s1, s2);
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}
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virtual ~Shooter()
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{
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delete shooterDrive;
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}
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virtual ~Shooter();
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void SetPower(float power) {
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shooterDrive.ArcadeDrive(power, 0, false);
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shooterDrive->TankDrive(power, -power, false);
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}
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private:
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RobotDrive *shooterDrive;
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};
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#endif /* SRC_SHOOTER_H_ */
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@ -23,8 +23,8 @@ class TankDrive {
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public:
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TankDrive(CANTalon *l1, CANTalon *l2, CANTalon* r1, CANTalon *r2) {
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dt1 = RobotDrive(l1, r1);
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dt2 = RobotDrive(l2, r2);
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dt1 = new RobotDrive(l1, r1);
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dt2 = new RobotDrive(l2, r2);
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}
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virtual ~TankDrive() {
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delete dt1;
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@ -37,7 +37,9 @@ public:
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* Some math on the "rot" variable could make the driving smoother, I think.
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*/
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void Drive(Joystick *js) {
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float x = js->GetX(), y = js->GetY(), th = ((1.0 - (js.GetThrottle()))
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float x = js->GetX();
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float y = js->GetY();
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float th = -((1.0 - (js->GetThrottle()))
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/ 2.0);
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// set deadzone
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@ -51,12 +53,12 @@ public:
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float speed = y * th;
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float rot = x; // do some math here to smooth out turning?
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dt1.ArcadeDrive(speed, rot, false);
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dt2.ArcadeDrive(speed, rot, false);
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dt1->ArcadeDrive(speed, rot, false);
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dt2->ArcadeDrive(speed, rot, false);
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}
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private:
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RobotDrive dt1, dt2;
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RobotDrive *dt1, *dt2;
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};
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#endif /* SRC_TANKDRIVE_H_ */
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