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);
    }
 
}