ELEC2645 (2017/18) / Mbed OS el16ajm
Committer:
Andrew_M
Date:
Tue May 08 13:15:41 2018 +0000
Revision:
14:a57a40ff9430
Parent:
13:81573be8fac6
Child:
15:130900e5c268
Minor restructuring and removal of unneeded functions. Doxygen has been utilised

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Andrew_M 0:66e5b37c127e 1 /*
Andrew_M 0:66e5b37c127e 2 ELEC2645 Embedded Systems Project
Andrew_M 0:66e5b37c127e 3 School of Electronic & Electrical Engineering
Andrew_M 0:66e5b37c127e 4 University of Leeds
Andrew_M 2:9ca5e1c221c3 5 Name: Andrew Moore
Andrew_M 2:9ca5e1c221c3 6 Username: el16ajm
Andrew_M 2:9ca5e1c221c3 7 Student ID Number: 201042893
Andrew_M 8:9d01fd4a63ad 8 Date:
Andrew_M 0:66e5b37c127e 9 */
Andrew_M 0:66e5b37c127e 10
Andrew_M 14:a57a40ff9430 11 /** The Main class
Andrew_M 14:a57a40ff9430 12 * @brief Sends and recives data from the Menu and Engine classes, alters the refresh rate and calls all drawing from other classes
Andrew_M 14:a57a40ff9430 13 * @author Andrew J. Moore
Andrew_M 14:a57a40ff9430 14 * @date May, 2018
Andrew_M 14:a57a40ff9430 15 */
Andrew_M 14:a57a40ff9430 16
Andrew_M 0:66e5b37c127e 17 #include "mbed.h"
Andrew_M 1:a14415de3ad5 18 #include "Gamepad.h"
Andrew_M 1:a14415de3ad5 19 #include "N5110.h"
Andrew_M 1:a14415de3ad5 20 #include "Engine.h"
Andrew_M 9:fe86ddbf7799 21 #include "Menu.h"
Andrew_M 0:66e5b37c127e 22
Andrew_M 1:a14415de3ad5 23 /////////////// structs /////////////////
Andrew_M 1:a14415de3ad5 24 struct UserInput {
Andrew_M 1:a14415de3ad5 25 Direction d;
Andrew_M 1:a14415de3ad5 26 };
Andrew_M 1:a14415de3ad5 27
Andrew_M 1:a14415de3ad5 28 /////////////// objects ///////////////
Andrew_M 1:a14415de3ad5 29 N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
Andrew_M 1:a14415de3ad5 30 Gamepad pad;
Andrew_M 1:a14415de3ad5 31 Engine gameEngine;
Andrew_M 9:fe86ddbf7799 32 Menu mainMenu;
Andrew_M 0:66e5b37c127e 33
Andrew_M 1:a14415de3ad5 34 ///////////// prototypes ///////////////
Andrew_M 14:a57a40ff9430 35 /** Initialization function */
Andrew_M 1:a14415de3ad5 36 void init();
Andrew_M 14:a57a40ff9430 37
Andrew_M 14:a57a40ff9430 38 /** Initialization function */
Andrew_M 1:a14415de3ad5 39 void update_game(UserInput input);
Andrew_M 14:a57a40ff9430 40
Andrew_M 14:a57a40ff9430 41 /** Draws the game onto the LCD */
Andrew_M 9:fe86ddbf7799 42 void renderGame();
Andrew_M 14:a57a40ff9430 43
Andrew_M 14:a57a40ff9430 44 /** Draws the menu onto the LCD */
Andrew_M 9:fe86ddbf7799 45 void renderMenu();
Andrew_M 14:a57a40ff9430 46
Andrew_M 14:a57a40ff9430 47 /** Draws the welcome screen onto the LCD */
Andrew_M 1:a14415de3ad5 48 void welcome();
Andrew_M 14:a57a40ff9430 49
Andrew_M 14:a57a40ff9430 50 /** Draws the transition screen onto the LCD */
Andrew_M 10:279d3775d52c 51 void transition();
Andrew_M 14:a57a40ff9430 52
Andrew_M 14:a57a40ff9430 53 /** Resets game and menu logic once a game over state has been reached */
Andrew_M 12:d3eef5ea3f43 54 void reset();
Andrew_M 14:a57a40ff9430 55
Andrew_M 14:a57a40ff9430 56 /** Sets the difficulty/refresh rate */
Andrew_M 11:b25874e7efe4 57 float setDif();
Andrew_M 1:a14415de3ad5 58
Andrew_M 1:a14415de3ad5 59 ///////////// functions ////////////////
Andrew_M 1:a14415de3ad5 60 int main()
Andrew_M 10:279d3775d52c 61 {
Andrew_M 1:a14415de3ad5 62 init();
Andrew_M 1:a14415de3ad5 63 welcome();
Andrew_M 8:9d01fd4a63ad 64
Andrew_M 10:279d3775d52c 65 transition();
Andrew_M 11:b25874e7efe4 66
Andrew_M 2:9ca5e1c221c3 67 // game loop - read input, update the game state and render the display
Andrew_M 2:9ca5e1c221c3 68 while (1) {
Andrew_M 10:279d3775d52c 69 if (!mainMenu.started()) { //menu logic and rendering
Andrew_M 10:279d3775d52c 70 mainMenu.read_input(pad);
Andrew_M 10:279d3775d52c 71 mainMenu.update();
Andrew_M 12:d3eef5ea3f43 72 gameEngine.setLvl(mainMenu.getLvl());
Andrew_M 10:279d3775d52c 73 renderMenu();
Andrew_M 12:d3eef5ea3f43 74 } else if (gameEngine.getGameOver()) { //resets the game once a game over state has been reached
Andrew_M 12:d3eef5ea3f43 75 gameEngine.gameOverScreen(lcd);
Andrew_M 12:d3eef5ea3f43 76 reset();
Andrew_M 10:279d3775d52c 77 } else { //game logic and rendering
Andrew_M 9:fe86ddbf7799 78 gameEngine.read_input(pad);
Andrew_M 9:fe86ddbf7799 79 gameEngine.update(pad);
Andrew_M 9:fe86ddbf7799 80 renderGame();
Andrew_M 9:fe86ddbf7799 81 }
Andrew_M 2:9ca5e1c221c3 82 }
Andrew_M 1:a14415de3ad5 83 }
Andrew_M 1:a14415de3ad5 84
Andrew_M 1:a14415de3ad5 85 void welcome()
Andrew_M 1:a14415de3ad5 86 {
Andrew_M 8:9d01fd4a63ad 87 lcd.printString(" Snake! ",0,1);
Andrew_M 1:a14415de3ad5 88 lcd.printString(" Press Start ",0,4);
Andrew_M 1:a14415de3ad5 89 lcd.refresh();
Andrew_M 8:9d01fd4a63ad 90
Andrew_M 8:9d01fd4a63ad 91 // wait flashing LEDs until start button is pressed
Andrew_M 1:a14415de3ad5 92 while ( pad.check_event(Gamepad::START_PRESSED) == false) {
Andrew_M 1:a14415de3ad5 93 pad.leds_on();
Andrew_M 1:a14415de3ad5 94 wait(0.1);
Andrew_M 1:a14415de3ad5 95 pad.leds_off();
Andrew_M 1:a14415de3ad5 96 wait(0.1);
Andrew_M 0:66e5b37c127e 97 }
Andrew_M 9:fe86ddbf7799 98
Andrew_M 0:66e5b37c127e 99 }
Andrew_M 0:66e5b37c127e 100
Andrew_M 1:a14415de3ad5 101 void init()
Andrew_M 1:a14415de3ad5 102 {
Andrew_M 8:9d01fd4a63ad 103 // need to initialise LCD and Gamepad
Andrew_M 3:6253a2d374fa 104 gameEngine.init();
Andrew_M 1:a14415de3ad5 105 lcd.init();
Andrew_M 8:9d01fd4a63ad 106 pad.init();
Andrew_M 9:fe86ddbf7799 107 mainMenu.init();
Andrew_M 1:a14415de3ad5 108
Andrew_M 1:a14415de3ad5 109 }
Andrew_M 2:9ca5e1c221c3 110
Andrew_M 12:d3eef5ea3f43 111 void reset()
Andrew_M 12:d3eef5ea3f43 112 {
Andrew_M 12:d3eef5ea3f43 113 mainMenu.init();
Andrew_M 12:d3eef5ea3f43 114 gameEngine.init();
Andrew_M 12:d3eef5ea3f43 115 }
Andrew_M 12:d3eef5ea3f43 116
Andrew_M 9:fe86ddbf7799 117 void renderGame()
Andrew_M 2:9ca5e1c221c3 118 {
Andrew_M 2:9ca5e1c221c3 119 // clear screen, re-draw and refresh
Andrew_M 8:9d01fd4a63ad 120 lcd.clear();
Andrew_M 2:9ca5e1c221c3 121 gameEngine.draw(lcd);
Andrew_M 2:9ca5e1c221c3 122 lcd.refresh();
Andrew_M 11:b25874e7efe4 123 wait(setDif());
Andrew_M 2:9ca5e1c221c3 124 }
Andrew_M 8:9d01fd4a63ad 125
Andrew_M 9:fe86ddbf7799 126 void renderMenu()
Andrew_M 9:fe86ddbf7799 127 {
Andrew_M 9:fe86ddbf7799 128 // clear screen, re-draw and refresh
Andrew_M 9:fe86ddbf7799 129 lcd.clear();
Andrew_M 9:fe86ddbf7799 130 mainMenu.draw(lcd);
Andrew_M 9:fe86ddbf7799 131 lcd.refresh();
Andrew_M 9:fe86ddbf7799 132 wait(1.0f/8);
Andrew_M 9:fe86ddbf7799 133 }
Andrew_M 9:fe86ddbf7799 134
Andrew_M 10:279d3775d52c 135 void transition()
Andrew_M 11:b25874e7efe4 136 {
Andrew_M 11:b25874e7efe4 137 //transition animation between modes to stop 'ghosting' of inputs
Andrew_M 10:279d3775d52c 138 for (int i = 0; i <= 11; i++) {
Andrew_M 10:279d3775d52c 139 for (int j = 0; j <= 21; j++) {
Andrew_M 10:279d3775d52c 140 lcd.drawRect(j*4,i*4,4,4,FILL_BLACK);
Andrew_M 10:279d3775d52c 141 wait(0.005);
Andrew_M 10:279d3775d52c 142 lcd.refresh();
Andrew_M 10:279d3775d52c 143 }
Andrew_M 10:279d3775d52c 144 }
Andrew_M 10:279d3775d52c 145
Andrew_M 10:279d3775d52c 146 }
Andrew_M 10:279d3775d52c 147
Andrew_M 11:b25874e7efe4 148 float setDif()
Andrew_M 11:b25874e7efe4 149 {
Andrew_M 11:b25874e7efe4 150 int _dif = mainMenu.getDif();
Andrew_M 11:b25874e7efe4 151
Andrew_M 13:81573be8fac6 152 if (_dif == 1) { //Low difficulty
Andrew_M 11:b25874e7efe4 153 return 1.0f/4;
Andrew_M 13:81573be8fac6 154 } else if (_dif == 2) { //Medium difficulty
Andrew_M 11:b25874e7efe4 155 return 1.0f/8;
Andrew_M 13:81573be8fac6 156 } else if (_dif == 3) { //Hard difficulty
Andrew_M 11:b25874e7efe4 157 return 1.0f/12;
Andrew_M 13:81573be8fac6 158 } else { //Adaptive difficulty
Andrew_M 13:81573be8fac6 159 float _delta = gameEngine.getScore();
Andrew_M 13:81573be8fac6 160 if (_delta < 25) { //Limits FPS to 25
Andrew_M 14:a57a40ff9430 161 return ((1.0f/(_delta + 1.0)));
Andrew_M 11:b25874e7efe4 162 } else {
Andrew_M 11:b25874e7efe4 163 return (1.0f/25);
Andrew_M 11:b25874e7efe4 164 }
Andrew_M 11:b25874e7efe4 165 }
Andrew_M 11:b25874e7efe4 166 }