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
Wall/Wall.h
- Committer:
- davidwst421
- Date:
- 2019-05-09
- Revision:
- 16:a5f5bc55d1bb
- Parent:
- 15:749c595b19e2
File content as of revision 16:a5f5bc55d1bb:
#ifndef WALL_H #define WALL_H #include "mbed.h" #include "N5110.h" #include "Gamepad.h" /** Wall class * * @brief Class for listing the parameter of Wall and its characteristics * * @version 0.56 * * @author Siuting Wong 201186503 * * @date 8th May 2019 * * @code * * /////////////// structs ///////////////// * struct UserInput { * Direction d; * float mag; * Vector2D mapped_coord; * }; * /////////////// objects /////////////// * N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); * Gamepad pad; * Engine eng; * * ///////////// prototypes /////////////// * void init(); * void update_game(UserInput input); * void render(); * void welcome(); * void endgame(); * void introduction(); * void fingersnap(); * * ///////////// Images /////////////// * const int Avenger0[25][32] = { * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,1,0,0,0,0,0,0,0,1,1,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,0,0,0,1,1,1,0,0,0,1,1,0,1,1,1,0,1,1,0,0,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,1,1,0,1,1,1,0,1,1,0,0,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1,1,1,0,1,1,1,0,0,0,1,0,0,0 }, * { 0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,0 }, * { 0,0,0,1,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,1,0,0,0 }, * { 0,0,1,1,1,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,1,0,0,0,1,1,0,1,1,1,0,0 }, * { 0,0,1,1,1,0,1,1,0,0,0,1,1,1,0,0,0,1,0,1,1,0,0,0,1,1,0,1,1,1,0,0 }, * { 0,0,0,1,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,0,0,1,0,0,0 }, * { 0,0,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,1,0,1,1,0,0,1,1,1,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,1,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,1,0,1,1,1,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0 }, * { 0,0,0,1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,0,1,1,1,0,1,1,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * }; * * const int Avenger1[25][32] = { * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0 }, * { 0,0,1,1,1,0,0,0,0,0,0,1,1,0,0,1,1,0,1,1,1,1,1,0,0,0,0,1,1,1,0,0 }, * { 0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,0,1,1,1,0,1,1,0,0,0,1,1,1,0,0 }, * { 0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,1,1,0,1,1,1,0,1,1,0,0,0,0,1,0,0,0 }, * { 0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1,1,1,0,1,1,1,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,0,0,0 }, * { 0,0,0,1,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,1,0,0,0,1,1,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,1,1,0,0,0,1,1,1,0,0,0,1,0,1,1,0,0,0,1,1,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,0,0,1,0,0,0 }, * { 0,0,0,1,0,0,1,1,1,0,1,1,1,0,0,0,0,1,0,1,1,0,0,1,1,1,0,0,1,0,0,0 }, * { 0,0,0,0,0,0,0,1,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,1,0,1,1,1,0,0,0,0,0,0,0 }, * { 0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,1,0,1,1,0,0,0,0,1,0,0,0 }, * { 0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,1,0,0 }, * { 0,0,1,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0,0 }, * { 0,0,0,1,0,0,0,1,1,1,0,1,1,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,1,0,0,0 }, * { 0,0,0,0,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * }; * * const int intro0[8][84] = { * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 }, * { 0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 }, * { 0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 }, * { 0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 }, * { 0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 }, * { 0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * }; * const int intro1[8][84] = { * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * }; * const int intro2[8][84] = { * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 }, * }; * * const int intro3[16][18] = { * { 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0 }, * { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0 }, * { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 }, * { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, * { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 }, * { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 }, * { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0 }, * { 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0 }, * }; * * ///////////// functions //////////////// * int main() { * while (1) { * int fps = 6; * * init(); // initialise and then display welcome screen... * welcome(); * introduction(); // The intro of the story * render(); * wait(1.0f/fps); // and wait for one frame period * * while (1) { * eng.read_input(pad); * eng.update(pad); * render(); * wait(1.0f/fps); * if (eng.get_score() < 3) { // setting diffculty regarding the current stone number * fps = 6; * } * if (eng.get_score() == 3) { * fps = 9; * } * if (eng.get_score() == 4) { * fps = 12; * } * if (eng.get_score() == 5) { * fps = 15; * } * if (eng.get_score() == 6) { // you win!! * fingersnap(); * break; * } else if (eng.get_score() < 0) { // you lose :( * endgame(); * break; * } * } * } * } * * void init() { * // need to initialise LCD and Gamepad * lcd.init(); * pad.init(); * * // initialise the game with correct ball and paddle sizes * eng.init(WALL_WIDTH,WALL_GAP,STONE_SIZE,SPEED); * } * * void welcome() { * lcd.clear(); * lcd.printString("Eternity Stone",0,0); //play messages * lcd.printString("Start story",9,4); * lcd.drawSprite(25,8,25,32,(int *)Avenger0); * lcd.refresh(); * pad.tone(440.00,0.21); // adding avenger music * wait(0.21); * pad.tone(587.3,0.63); * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.63); * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.63); * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.42); * wait(0.42); * pad.tone(880.0,0.21); * wait(0.21); * pad.tone(784.0,1.40); * wait(1.40); * pad.tone(698.5,0.70); * wait(0.70); * pad.tone(659.3,0.70); * wait(0.70); * pad.tone(587.3,0.63); * wait(0.70); * while (pad.check_event(Gamepad::START_PRESSED) == false) { // animation loop until start button is pressed * lcd.clear(); * lcd.printString("Eternity Stone",0,0); * lcd.printString("Start story",9,4); * lcd.drawSprite(25,8,25,32,(int *)Avenger0); * lcd.refresh(); * wait(0.5); * lcd.clear(); * lcd.printString("Eternity Stone",0,0); * lcd.printString("Start story",9,4); * lcd.drawSprite(25,8,25,32,(int *)Avenger1); * lcd.refresh(); * wait(0.5); * } * } * * void introduction() { // background story * lcd.clear(); * lcd.printString("Five years",12,0); * lcd.refresh(); * wait(1.0); * lcd.printString("Since Thanos",6,2); * lcd.printString("destroyed half",0,3); * lcd.printString("of all life",9,4); * lcd.printString("on Earth",18,5); * lcd.refresh(); * wait(1.0); * lcd.printString("(Press start)",3,1); * wait(1.0); * while (pad.check_event(Gamepad::START_PRESSED) == false) { // while-looping until the button is on * lcd.refresh(); * wait(0.5); * } * * lcd.clear(); // background story * lcd.printString("You are a",12,0); * lcd.printString("member of",15,1); * lcd.printString("Avengers and",6,2); * lcd.printString("you need to",9,3); * lcd.printString("time travel in",0,4); * lcd.printString("Quantum realm",3,5); * lcd.refresh(); * wait(1.0); * while ( pad.check_event(Gamepad::START_PRESSED) == false) { // while-looping until the button is on * lcd.refresh(); * wait(0.5); * } * * while (pad.check_event(Gamepad::START_PRESSED) == false) { // tutorial with animation * lcd.clear(); * lcd.printString("Use your",18,0); * lcd.printString("joystick to",9,1); * lcd.printString("send yourself",3,2); * lcd.printString("to the right",6,3); * lcd.printString("Wormhole",18,4); * lcd.drawSprite(0,40,8,84,(int *)intro0); * lcd.refresh(); * wait(0.5); * lcd.clear(); * lcd.printString("Use your",18,0); * lcd.printString("joystick to",9,1); * lcd.printString("send yourself",3,2); * lcd.printString("to the right",6,3); * lcd.printString("Wormhole",18,4); * lcd.drawSprite(0,40,8,84,(int *)intro1); * lcd.refresh(); * wait(0.5); * lcd.clear(); * lcd.printString("Use your",18,0); * lcd.printString("joystick to",9,1); * lcd.printString("send yourself",3,2); * lcd.printString("to the right",6,3); * lcd.printString("Wormhole",18,4); * lcd.drawSprite(0,40,8,84,(int *)intro2); * lcd.refresh(); * wait(0.5); * } * * while (pad.check_event(Gamepad::START_PRESSED) == false) { // tutorial with animation * lcd.clear(); * lcd.printString("try not to",12,0); * lcd.printString("interrupt",15,1); * lcd.printString("the time",0,2); * lcd.printString("line but",0,3); * lcd.printString("pass thro.",12,4); * lcd.printString("the gap",21,5); * lcd.drawSprite(54,16,16,18,(int *)intro3); * lcd.drawRect(77,0,2,18,FILL_BLACK); * lcd.drawRect(77,30,2,18,FILL_BLACK); * lcd.refresh(); * wait(0.5); * lcd.clear(); * lcd.printString("try not to",12,0); * lcd.printString("interrupt",15,1); * lcd.printString("the time",0,2); * lcd.printString("line but",0,3); * lcd.printString("pass thro.",12,4); * lcd.printString("the gap",21,5); * lcd.drawSprite(60,16,16,18,(int *)intro3); * lcd.drawRect(77,0,2,18,FILL_BLACK); * lcd.drawRect(77,30,2,18,FILL_BLACK); * lcd.refresh(); * wait(0.5); * } * * lcd.clear(); // last message before the game begins * lcd.printString("retrieve 6",12,0); * lcd.printString("stones and",12,1); * lcd.printString("win the game",6,2); * lcd.printString("God speed",15,3); * lcd.printString("Avengers!",15,4); * lcd.refresh(); * wait(0.5); * * while (pad.check_event(Gamepad::START_PRESSED) == false) { //sparking leds * pad.leds_on(); * wait(0.25); * pad.leds_off(); * wait(0.25); * } * } * * void render() { * // clear screen, re-draw and refresh * lcd.clear(); * eng.draw(lcd); * lcd.refresh(); * } * * void fingersnap() { * lcd.clear(); // at this point the game has broken the while loop, clear screen to display congrat message * lcd.printString("Congrat!!",15,0); * lcd.printString("Credit: STWong",0,1); * lcd.printString("201186503",15,2); * lcd.refresh(); * * pad.tone(440.00,0.21); // avenger theme again * wait(0.21); * pad.tone(587.3,0.63); * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.63); * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.63); * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.42); * wait(0.42); * pad.tone(880.0,0.21); * wait(0.21); * pad.tone(784.0,1.40); * wait(1.40); * pad.tone(698.5,0.70); * wait(0.70); * pad.tone(659.3,0.70); * wait(0.70); * pad.tone(587.3,0.63); * wait(0.70); * while (pad.check_event(Gamepad::START_PRESSED) == false) { // enter loop waiting to restart the game * lcd.printString("press start",9,4); * lcd.printString("to return",15,5); * lcd.refresh(); * pad.leds_on(); * wait(0.5); * pad.leds_off(); * wait(0.5); * } * } * * void endgame() { * lcd.clear(); //break the while loop and enter gameover * lcd.printString("Mr.Stark",18,1); * lcd.printString("I don't feel",6,2); * lcd.printString("so good ...",9,3); * lcd.refresh(); * * pad.tone(587.3,0.63); // play sad music when lose * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.63); * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.63); * wait(0.63); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(698.5,0.42); * wait(0.42); * pad.tone(659.3,0.21); * wait(0.21); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(659.3,0.42); * wait(0.42); * pad.tone(587.3,0.21); * wait(0.21); * pad.tone(0.0,0.06); * wait(0.06); * pad.tone(587.3,0.42); * wait(0.42); * pad.tone(554.4,0.21); * wait(0.21); * pad.tone(587.3,0.42); * wait(0.42); * while (pad.check_event(Gamepad::START_PRESSED) == false) { // enter loop waiting to restart the game * lcd.printString("press start",9,4); * lcd.printString("to return",15,5); * lcd.refresh(); * wait(0.5); * } * } * * @endcode */ class Wall { public: Wall(); ~Wall(); // constructors /** * @brief Initiates the parameters for every objects * @param x @details Vertical position of Wall * @param gap @details Gap of Wall * @param width @details Width of Wall * @param speed @details Speed of Wall */ void init(int x,int gap,int width,int speed); /** * @brief Draws the wall near the top first on the LCD * @param N5110 @details LCD screen */ void draw1(N5110 &lcd); /** * @brief Draws the wall near the bottom then * @param N5110 @details LCD screen */ void draw2(N5110 &lcd); /** * @brief Updates the new corrdinate of Wall * @returns The new coordinate of Wall */ void update(); /** * @brief Resets the new corrdinate of Wall * @returns The original coordinate of Wall */ void reset(); /** * @brief Gets the vertical position of Wall * @returns The vertical position of Wall */ int get_x(); /** * @brief Gets the vertical length of Wall * @returns The vertical length of Wall */ int get_height(); private: // parameters of the walls int _height; int _width; int _x; int _y; int _speed; int _gap; }; #endif