please review my team’s code and tell me what I can improve on
void usercontrol( void ) {
/* setting velocites */
FrontL.setVelocity( 50, vex::velocityUnits::pct );
FrontR.setVelocity( 50, vex::velocityUnits::pct );
BackL.setVelocity( 50, vex::velocityUnits::pct );
BackR.setVelocity( 50,vex::velocityUnits::pct );
IntakeL.setVelocity( 100, vex::velocityUnits::pct );
IntakeR.setVelocity( 100, vex::velocityUnits::pct );
Pusher.setVelocity( 100, vex::velocityUnits::pct);
while (1) {
velocityUnits go = velocityUnits::pct;
Controller1.Screen.clearScreen();
Controller1.Screen.setCursor(1,1);
Controller1.Screen.print("let's go champ!!11!1!");
/* driving */
FrontL.spin(directionType::fwd, Controller1.Axis3.value(), go);
FrontR.spin(directionType::fwd, Controller1.Axis2.value(), go);
BackL.spin(directionType::fwd, Controller1.Axis3.value(), go);
BackR.spin(directionType::fwd, Controller1.Axis2.value(), go);
/* intake */
if (Controller1.ButtonL1.pressing()){
IntakeL.spin(vex::directionType::fwd, 100, go);
IntakeR.spin(vex::directionType::fwd, 100, go);
} else if (Controller1.ButtonR1.pressing()) {
IntakeL.spin(vex::directionType::rev, 100, go);
IntakeR.spin(vex::directionType::rev, 100, go);
} else {
IntakeL.stop(brakeType::hold);
IntakeR.stop(brakeType::hold);
}
/* pusher */
if (Controller1.ButtonL2.pressing()){
Pusher.spin(vex::directionType::fwd, 100, go);
} else if (Controller1.ButtonR2.pressing()) {
Pusher.spin(vex::directionType::rev, 100 , go);
} else {
Pusher.stop(brakeType::hold);
}
/* stack cubes */
if (Controller1.ButtonLeft.pressing()){
Pusher.spin(vex::directionType::fwd, 50, go);
IntakeL.spin(vex::directionType::fwd, 25, go);
IntakeR.spin(vex::directionType::fwd, 25, go);
} else {
Pusher.stop(brakeType::hold);
IntakeL.stop(brakeType::hold);
IntakeR.stop(brakeType::hold);
}
}
}