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timerunner16
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since you said you've tested this in sim i'm fine with merging once you look over my review; just a few small things here and there, it looks good overall
| setPattern(1, LEDPattern.kSolidYellow, LEDSection.Priority.BASIC); | ||
| setPattern(2, LEDPattern.kSolidYellow, LEDSection.Priority.BASIC); | ||
| setPattern(3, LEDPattern.kSolidYellow, LEDSection.Priority.BASIC); | ||
| setPattern(4, LEDPattern.kSolidYellow, LEDSection.Priority.BASIC); |
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same note as above with the multiple sections, and for the rest of the game state leds
| setPattern(1, LEDPattern.kBlinkTeamColorsInverted, LEDSection.Priority.WARNING); | ||
| setPattern(2, LEDPattern.kBlinkTeamColors, LEDSection.Priority.WARNING); | ||
| setPattern(3, LEDPattern.kBlinkTeamColorsInverted, LEDSection.Priority.WARNING); | ||
| setPattern(4, LEDPattern.kBlinkTeamColors, LEDSection.Priority.WARNING); |
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| setPattern(1, LEDPattern.kBlinkTeamColorsInverted, LEDSection.Priority.WARNING); | |
| setPattern(2, LEDPattern.kBlinkTeamColors, LEDSection.Priority.WARNING); | |
| setPattern(3, LEDPattern.kBlinkTeamColorsInverted, LEDSection.Priority.WARNING); | |
| setPattern(4, LEDPattern.kBlinkTeamColors, LEDSection.Priority.WARNING); |
we only want to change one of the sections (thus why i just set pattern 0 originally). if the robot's doing something the drivers are trying to observe, we shouldn't block out our indicators with the state change
| public static int m_blinkSpeed; | ||
| public static int m_checkeredSpeed; | ||
| public static int m_checkeredBlinkSpeed; | ||
| public static int m_slideSpeed; | ||
| public static int m_gradientSpeed; | ||
| public static int m_rainbowSpeed; |
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| public static int m_blinkSpeed; | |
| public static int m_checkeredSpeed; | |
| public static int m_checkeredBlinkSpeed; | |
| public static int m_slideSpeed; | |
| public static int m_gradientSpeed; | |
| public static int m_rainbowSpeed; | |
| private int m_blinkSpeed; | |
| private int m_checkeredSpeed; | |
| private int m_checkeredBlinkSpeed; | |
| private int m_slideSpeed; | |
| private int m_gradientSpeed; | |
| private int m_rainbowSpeed; |
when we're writing classes (especially singletons like our subsystems), we almost always want to keep our member variables private and non-static. feel free to ask if you want info on why
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public static final LEDPattern kBlinkBlue =
new LEDPattern(PatternType.BLINK, Color.kBlue, Color.kBlack, m_blinkSpeed);
this says that you cant make a static reference to a non-static field
| public static final LEDPattern kSolidWhite = | ||
| new LEDPattern(PatternType.SOLID, Color.kWhite, Color.kWhite, 1); | ||
| public static final LEDPattern kSolidMaroon = | ||
| new LEDPattern(PatternType.SOLID, Color.kRed, Color.kMaroon, 1); |
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| new LEDPattern(PatternType.SOLID, Color.kRed, Color.kMaroon, 1); | |
| new LEDPattern(PatternType.SOLID, Color.kMaroon, Color.kMaroon, 1); |
i think this was supposed to have them both be maroon, since solid patterns are supposed to only show one color (even though it takes in two colors, its weird i know mb)
| public static final LEDPattern kSolidPurple = | ||
| new LEDPattern(PatternType.SOLID, Color.kPurple, Color.kPurple, 1); | ||
| public static final LEDPattern kSolidPink = | ||
| new LEDPattern(PatternType.SOLID, Color.kPurple, Color.kPink, 1); |
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| new LEDPattern(PatternType.SOLID, Color.kPurple, Color.kPink, 1); | |
| new LEDPattern(PatternType.SOLID, Color.kPink, Color.kPink, 1); |
same note as above
virtual led lights now respond to the timer which seems to work as well, also did some color stuff