![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Bluetooth
Dependencies: 4DGL-uLCD-SE mbed MMA8452 PinDetect SDFileSystem wave_player
Diff: main.cpp
- Revision:
- 3:2499b6bda80f
- Parent:
- 2:655c8a5c2ad8
--- a/main.cpp Sat Dec 03 17:30:14 2022 +0000 +++ b/main.cpp Mon Dec 05 04:19:54 2022 +0000 @@ -8,17 +8,31 @@ #include <ctime> #include "mbed.h" #include "uLCD_4DGL.h" +//#include "SDFileSystem.h" +#include "SDFileSystem.h" +#include "wave_player.h" +#include "PinDetect.h" +#include "MMA8452.h" +#include "Speaker.h" MMA8452 acc(p28, p27, 40000); //instantiate an acc object BusOut myled(LED1,LED2,LED3,LED4); Serial blue(p9,p10); Serial pc(USBTX, USBRX); uLCD_4DGL ulcd(p13,p14,p11); - +DigitalIn pb2(p24);//check later if thats ok +DigitalIn pb1(p25);//check later if thats ok +SDFileSystem sd(p5, p6, p7, p8, "sd"); // the pinout on the mbed Cool Components workshop board +AnalogOut speaker(p26); +wave_player waver(&speaker); -int but_pushed = -1; // ==1 -> pb1 pushed, == 2 -> pb2 pushed +int screenBreak = 0; +int but_pushed1 = 0; // ==1 -> pb1 pushed, == 2 -> pb2 pushed +int but_pushed2 = 0; bool selectedDiceArray[5]; -int accFlag = 1; // this is gonna be the variable that the accelerometer flips to roll the dice +int faceValCarry[5]; +int randoArray[5]; +int accFlag = 0; // this is gonna be the variable that the accelerometer flips to roll the dice int selectDice() @@ -64,6 +78,15 @@ } +void shaking_sound() { + FILE *wave_file; + //open wav file and play it + wave_file=fopen("/sd/thread_sound.wav","r"); + waver.play(wave_file); + fclose(wave_file); + //end of program + wait(.2); +} void draw_readyRoll(){ ulcd.text_width(1); @@ -93,6 +116,12 @@ } +int roll(){ + + int rando = (rand()%6)+1; + + return rando; +} void draw_diceSelect(){ ulcd.text_width(1); @@ -108,6 +137,7 @@ void draw_scoreScreen(){ + // I think we should add "ulcd.cls;" to declutter the screen sometimes, or print a black background ulcd.text_width(1); ulcd.text_height(1); ulcd.locate(1,1); @@ -119,100 +149,184 @@ } // This fuctuion prints a single dice to the screen, but can be used over and over to print every dice - int xarry[] = {22,22,64,64,105};//holds the center point for every dice on the X axis (for uLCD) - int yarry[] = {32,96,32,96,32};//holds the center point for every dice on the Y axis (for uLCD) -void diceLoc(int diceLoc,int diceFaceNum)//diceLoc is the location of the dice (1-5) and diceFaceNum is the number on the dice face (provided by a random number gen + int xarry[] = {22,22,64,64,105};//holds the center point for every dice on the X axis (for ulcd) + int yarry[] = {32,96,32,96,32};//holds the center point for every dice on the Y axis (for ulcd) +void diceLoc(int diceLoc,int diceFaceNum,int color)//diceLoc is the location of the dice (1-5) and diceFaceNum is the number on the dice face (provided by a random number gen { int x1=xarry[diceLoc] + 20; int x2=xarry[diceLoc] - 20; int y1=yarry[diceLoc] + 20; int y2=yarry[diceLoc] - 20; - uLCD.rectangle(x1,y1,x2,y2,WHITE); + if(color == 1){ + ulcd.rectangle(x1,y1,x2,y2,WHITE); + } + else if(color == 2){ + ulcd.rectangle(x1,y1,x2,y2,BLUE); + } switch(diceFaceNum){ case 1://if dice =1 - uLCD.filled_circle(xarry[diceLoc] , yarry[diceLoc] ,3, WHITE); - num1++; + ulcd.filled_circle(xarry[diceLoc] , yarry[diceLoc] ,3, WHITE); break; case 2://if dice =2 - uLCD.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]- 10), 3, WHITE); - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+10) ,3, WHITE); - num2++; + ulcd.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]- 10), 3, WHITE); + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+10) ,3, WHITE); break; case 3://so on - uLCD.filled_circle((xarry[diceLoc]) , (yarry[diceLoc]) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc] - 10) ,3, WHITE); - num3++; + ulcd.filled_circle((xarry[diceLoc]) , (yarry[diceLoc]) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc] - 10) ,3, WHITE); break; case 4://so forth - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]- 10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]+10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+ 10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]- 10) ,3, WHITE); - num4++; + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]- 10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]+10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+ 10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]- 10) ,3, WHITE); break; case 5: - uLCD.filled_circle((xarry[diceLoc]) , (yarry[diceLoc]) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]+ 10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]- 10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]- 10) ,3, WHITE); - num5++; + ulcd.filled_circle((xarry[diceLoc]) , (yarry[diceLoc]) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]+ 10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]- 10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]- 10) ,3, WHITE); break; case 6: - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]- 10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]+10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+ 10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]- 10) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]) ,3, WHITE); - uLCD.filled_circle((xarry[diceLoc]- 10 ) , (yarry[diceLoc]) ,3, WHITE); - num6++; + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]- 10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]+10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]+ 10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]- 10) , (yarry[diceLoc]- 10) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]+ 10) , (yarry[diceLoc]) ,3, WHITE); + ulcd.filled_circle((xarry[diceLoc]- 10 ) , (yarry[diceLoc]) ,3, WHITE); break; default: break; } +} //end dice printing function - int shakeDetect(int accFlag){ +void shakeDetect() +{ acc.setBitDepth(MMA8452::BIT_DEPTH_12); acc.setDynamicRange(MMA8452::DYNAMIC_RANGE_4G); - acc.setDataRate(MMA8452::RATE_100);// dont worry about this garbage. it just sets some internal values for the acc - + acc.setDataRate(MMA8452::RATE_100);// dont worry about this garbage. it just sets some internal values for the acc double x = 0; - while(1){ + double y = 0; + + while(1) + { acc.readXGravity(&x); //notice this is passed by reference use pointers - - if(x >= .6){ - accFlag = 0; + acc.readYGravity(&y); + if(x >= .6 || y >= .6) + { + accFlag = 1; break; - } - } - return accFlag;// this is to pass back the value of the acc flag so I dont do an extra run. -} -// end acc stuff + } + } + +}// end acc stuff int main() { + ulcd.cls(); ulcd.baudrate(3000000); //jack up baud rate to max for fast display - int selectedDice = 0; - while(1) { - draw_start(); - selectedDice = selectDice(); - pc.printf("Selected Dice: '%d %d'\n", selectedDice, selectedDiceArray[selectedDice]); + //int selectedDice = 0; + + while(1) + { + draw_start(); + //audio needed here + + screenBreak = pb1; + if(screenBreak == 1) + { + break; + } + } + + screenBreak = 0; + + for (int j=0; 3 ;++j) + { //tbis is where the Game happens, breaks after j = 3 for three rounds + while(1) + { + draw_readyRoll(); + screenBreak = pb1; + shakeDetect(); + if (accFlag== 1 && screenBreak == 1) + { + break; + } + + } + accFlag = 0; + screenBreak = 0; + for(int k = 0; 5 ; ++k) + { + if(selectedDiceArray[k] == false) + { + randoArray[k] = roll(); + } + } + + for (int i=0; 5 ;++i) + { //tbis part prints the dice on the ulcd + + if(selectedDiceArray[i] == false) + {//this wont reprint the values of the duce if the dice has been selected on the bluetooth + diceLoc(i,randoArray[i],1);// print function for dice. i is the location of the dice and rando is a random number for the dice face + } + else if (selectedDiceArray[i] == true) + { + diceLoc(i,randoArray[i],2); + //faceValCarry[i] = randoArray[i];// I think this works, what I am tring to do is retain the random value I generated earlier + } + } + + draw_diceDisp(); + wait(2); + + while(1) + { + draw_diceSelect(); + but_pushed1 = pb1; + but_pushed2 = pb2; + if(but_pushed1==1) + { + selectDice(); + break; + } + + else if(but_pushed2==1) + { + break; + } + } + } + + while (1) + {//score screen + draw_scoreScreen(); + } + + +}//end main() + + + //selectedDice = selectDice(); + //pc.printf("Selected Dice: '%d %d'\n", selectedDice, selectedDiceArray[selectedDice]); /* pseudocode to match flow block diagram but_pushed = -1; @@ -226,5 +340,4 @@ } */ // draw_scoreScreen(); - } -} +