ELEC2645 (2017/18) / Mbed 2 deprecated ll14zs

Dependencies:   mbed

Fork of ll14zs by Zeshaan Saeed

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);
    }
 
}