def wall_follow_demo(): velocity.init(0.22, 40, 0.5, 0.1) leds.init() pose.init() motion.init() neighbors.init(NBR_PERIOD) state = STATE_IDLE wall_time = 0 while True: # Do updates leds.update() pose.update() velocity.update() new_nbrs = neighbors.update() nbrList = neighbors.get_neighbors() tv = 0 rv = 0 # this is the main finite-state machine if state == STATE_IDLE: leds.set_pattern('r', 'circle', LED_BRIGHTNESS) if new_nbrs: print "idle" if rone.button_get_value('r'): state = STATE_LOOK_FOR_WALL elif state == STATE_LOOK_FOR_WALL: leds.set_pattern('r', 'blink_fast', LED_BRIGHTNESS) if new_nbrs: print "look for wall" tv = MOTION_TV obs = neighbors.get_obstacles() if (obs != None): state = STATE_WALL_FOLLOW elif state == STATE_WALL_FOLLOW: leds.set_pattern('b', 'blink_fast', LED_BRIGHTNESS) if new_nbrs: print "wall follow" # follow the wall (tv, rv, active) = wall_follow(MOTION_TV / 2) if active == True: wall_time = sys.time() if sys.time() > (wall_time + WALL_TIMEOUT): state = STATE_LOOK_FOR_WALL # end of the FSM # set the velocities velocity.set_tvrv(tv, rv) #set the message hba.set_msg(0, 0, 0)
def update(): leds.update() pose.update() motion.update() velocity.update() return neighbors.update()