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Dependencies: mbed
main.cpp
- Committer:
- henririgby98
- Date:
- 2019-05-08
- Revision:
- 6:e7ac87a41840
- Parent:
- 5:0da65740cd5e
- Child:
- 7:e0cab3e73df9
File content as of revision 6:e7ac87a41840:
///////// pre-processor directives //////// #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "SpaceRebEngine.h" #define SPACEINVADER_WIDTH 8 #define SPACEINVADER_HEIGHT 11 #define MISSILES_SIZE 2 #define MISSILES_SPEED 3 /////////////// structs ///////////////// struct UserInput { Direction d; float mag; }; /////////////// objects /////////////// N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); Gamepad pad; SpaceRebEngine spacerebellion; ///////////// 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) { spacerebellion.read_input(pad); spacerebellion.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 spacerebellion.init(SPACEINVADER_WIDTH,SPACEINVADER_HEIGHT,MISSILES_SIZE,MISSILES_SPEED); } // this function draws each frame on the LCD void render() { // clear screen, re-draw and refresh lcd.clear(); spacerebellion.draw(lcd); lcd.refresh(); } // simple splash screen displayed on start-up void welcome() { lcd.printString(" Space ",0,1); lcd.printString(" Rebellion! ",0,2); 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); } }