runner
Dependencies: mbed
main.cpp
- Committer:
- kamtas
- Date:
- 2019-05-09
- Revision:
- 2:1900a4144537
- Parent:
- 1:d7a334d806dd
- Child:
- 3:59e67155e2dd
File content as of revision 2:1900a4144537:
// pre-processor directives #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "GameEngine.h" #define RUNNER_WIDTH 2 #define RUNNER_HEIGHT 8 // structs struct UserInput { Direction d; float mag; }; // objects N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); Gamepad pad; GameEngine engine; // prototypes void init(); void update_game(UserInput input); void render(); void welcome(); // functions int main() { int fps = 8; // frames per second init(); // initialise and then display welcome screen... welcome(); // waiting for the user to start render(); // first draw the initial frame wait(1.0f/fps); // and wait for one frame period // game loop - read input, update the game state and render the display while (1) { engine.read_input(pad); engine.update(pad); render(); wait(1.0f/fps); } } // initialies all classes and libraries void init() { // need to initialise LCD and Gamepad lcd.init(); pad.init(); // initialise the game with correct ball and paddle sizes engine.init(RUNNER_WIDTH,RUNNER_HEIGHT); } // this function draws each frame on the LCD void render() { // clear screen, re-draw and refresh lcd.clear(); engine.draw(lcd); lcd.refresh(); } // simple splash screen displayed on start-up void welcome() { lcd.printString(" Runner ",0,1); lcd.printString(" Press Start ",0,4); 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); } }