Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: mbed
Fork of ll14zs by
main.cpp
- Committer:
- ll14zs
- Date:
- 2018-05-08
- Revision:
- 2:5d3aac7fd3df
- Parent:
- 1:4f9586b828c9
File content as of revision 2:5d3aac7fd3df:
/*
ELEC2645 Embedded Systems Project
School of Electronic & Electrical Engineering University of Leeds
Name: ZESHAAN SAEED
Username: LL14ZS
Student ID Number: 200967328
Date: 01/04/2018
*/
// Pre-Processor Directives //
#include "mbed.h"
#include "N5110.h"
#include "Gamepad.h"
#include "DashEngine.h"
#include "Tone.h"
#define BALL_WIDTH 3
#define BALL_HEIGHT 3
int FLOOR_WIDTH;
#define FLOOR_HEIGHT 1
#define _X 3
#define _Y 3
// structs //
struct UserInput {
Direction d;
float mag;
};
// Objects //
Gamepad pad;
N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
//FallEngine fall;
// Prototypes //
void init();
void render();
void welcome();
void update_game(UserInput input);
//Functions//
int main() {
int fps = 8; // frames per second
init();
welcome();
render(); // draw initial frame
wait(1.0f/fps);
// game loop - read input, update the game state and render the display
while(1) {
// fall.read_input(pad);
// fall.update(pad,lcd);
render();
wait(1.0f/fps);
}
}
void init()
{
// need to initialise LCD and Gamepad
lcd.init();
pad.init();
// initialise the game
// fall.init(BALL_WIDTH,BALL_HEIGHT,FLOOR_HEIGHT,_X,_Y);
}
void render()
{
// clear screen, re-draw and refresh
lcd.clear();
// fall.draw(lcd,pad);
lcd.refresh();
}
void flash() // Produce a brief flash on screen
{
lcd.inverseMode();
wait(0.5);
lcd.normalMode();
}
void welcome() {
lcd.printString(" DASH! ",0,0);
wait(0.5);
lcd.printString(" Zeshaan ",0,2);
wait(0.5);
lcd.printString(" Saeed ",0,3);
wait(0.5);
lcd.printString(" Press Start ",0,5);
lcd.refresh();
// wait flashing LEDs until start button is pressed
while ( pad.check_event(Gamepad::START_PRESSED) == false) {
pad.leds_on();
wait(0.1);
pad.leds_off();
wait(0.1);
}
}
