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Dependencies: mbed
Game/Game.cpp
- Committer:
- KaifK
- Date:
- 2020-05-26
- Revision:
- 28:215e8327d4e6
- Parent:
- 26:04b2d7742a84
- Child:
- 29:532e5c371be4
File content as of revision 28:215e8327d4e6:
#include "Game.h"
SDFileSystem sd(PTE3, PTE1, PTE2, PTE4, "sd");
Ticker ticker;
FILE *fp;
volatile int sound_timer_flag = 0;
volatile int sound_sample = 0;
volatile int level_flag = 1; //initially set
void timer_isr();
Game::Game(N5110 &lcd, Gamepad &pad, Ball &ball) {
_lcd = &lcd;
_pad = &pad;
_ball = &ball;
}
Game::~Game() {}
void Game::init() {
level_flag = 1;
_is_goal = false;
_lives = 3;
_new_lives_threshold = 0;
_level = 1;
_score = 0;
_speed = 0.30f;
_new_speed_threshold = 0.00f;
_x_val = 42.00f;
_y_val = 0.00f;
_shot_x = 0;
_shot_y = 0;
//Initialising Highscore
fp = fopen("/sd/highscore.txt", "r"); //check for file
if (fp == NULL) { // if it can't open the file (file does not exist)
printf("No exisiting highscore!\n");
set_highscore(0); // initialise highscore to zero
} else { // if file exists, read highscore and initialise to that value
fscanf(fp, "%d", & _highscore);
printf("Initial Highscore found: %d\n", _highscore);
set_highscore(_highscore);
fclose(fp); // ensure you close the file after reading
}
}
void Game::play() {
// if all live are lost game ends
while (_lives > 0) {
updateSpeed();
updateLives();
updateLevel();
readInput();
if (_is_goal) { _score++; }
else {
//ball should not go through obstacle hence y value limited to 21
//this is done after calculations to ensure accurate isGoal checking
if (_shot_y >= 9 && _shot_y <= 19) { _shot_y = 21; }
if (_shot_y <= 5) { _shot_y = 3; }
_lives--;
}
_ball -> playShot(_shot_x, _shot_y);
print_goal_message((int) _is_goal);
}
if (_score > _highscore) { set_highscore(_score); }
_pad -> leds(0.0); //turn of all leds
}
void Game::readInput() {
_pad -> reset_buttons(); //forced debounce/reset
_x_val = 42; //reset x_val
_y_val = 0; //reset y_val
while (!_pad -> A_pressed()) {
pointer_input();
}
_pad -> reset_buttons(); //forced debounce/reset
while (!_pad -> B_pressed()) {
power_meter_input();
}
convert_to_shot_x();
convert_to_shot_y();
_is_goal = _ball -> isGoal(_level, _shot_x, _shot_y);
//printf("x val = %.2f \n",_x_val);
//printf("shot_x val = %d \n",_shot_x);
//printf("y val = %.2f \n",_y_val);
//printf("shot_y val = %d \n",_shot_y);
}
void Game::updateLives() {
int val[6] = {0, 0, 0, 0, 0, 0};
// +1 life if score hits a multiple of 5 provided less than 3 lives left
//update threshold so lives don't increase if score stays same
if (_score % 5 == 0 && _score != _new_lives_threshold && _lives != 3) {
_lives++;
_new_lives_threshold = _score;
playGoalSound(4);
}
//printf("Lives = %d \n", _lives);
switch (_lives) {
case 0:
break;
case 1: //red leds only
val[0] = val[3] = 1;
break;
case 2: //red and yellow leds
val[0] = val[1] = val[3] = val[4] = 1;
break;
case 3: //all leds on
for (int i = 0; i < 6; i++) { val[i] = 1; }
break;
default:
error("Invalid Number of Lives");
break;
}
updateLeds(val);
}
void Game::updateScore() {
char buffer[12];
sprintf(buffer, "%d", _score);
_lcd -> printString(buffer, 2, 5);
}
void Game::updateSpeed() {
if (abs(_speed) <= 3) { // max speed = 3
if (_score % 3 == 0 && _score != _new_speed_threshold) {
// add 0.2 everytime score hits a multiple of 3
_speed = abs(_speed) + 0.20f;
//update threshold so speed does not increase if score stays same
_new_speed_threshold = _score;
}
}
//printf("speed = %.2f \n", _speed);
//printf("score = %d \n", _score);
}
void Game::updateLevel() {
_level = random_level_gen(10); //generate random level
if (level_flag == 1) { //first level is always level 1
level_flag = 0; //flag always stays 0 after first time
_level = 1;
}
_ball -> set_level(_level); //set level
//printf("Level (in game) = %d \n", _level);
}
void Game::updateLeds(int val[6]) {
_pad -> led(1, val[0]);
_pad -> led(2, val[1]);
_pad -> led(3, val[2]);
_pad -> led(4, val[3]);
_pad -> led(5, val[4]);
_pad -> led(6, val[5]);
}
void Game::playGoalSound(int sound) {
sound_sample = 0;
float val = 0.0f;
int NUM_ELEMENTS = 0;
ticker.attach( & timer_isr, 226e-7); //sample rate of sound effects
// set number of elements based on sound required
if (sound == 1) { NUM_ELEMENTS = NUM_ELEMENTS_1; }
else if (sound == 2) { NUM_ELEMENTS = NUM_ELEMENTS_3; }
else if (sound == 3) { NUM_ELEMENTS = NUM_ELEMENTS_2; }
else if (sound == 4) { NUM_ELEMENTS = NUM_ELEMENTS_4; }
while (sound_sample <= NUM_ELEMENTS) {
if (sound_timer_flag == 1) {
sound_timer_flag = 0;
//play sound effect based on input value
// convert from 0 to 255 to 0.0 to 1.0
if (sound == 1) { val = float(miss[sound_sample]) / 256.0f; }
else if (sound == 2) { val = float(goall[sound_sample]) / 256.0f; }
else if (sound == 3) { val = float(over[sound_sample]) / 256.0f; }
else if (sound == 4) { val = float(life[sound_sample]) / 256.0f; }
_pad -> write_dac(val); // write to DAC
sound_sample++; // move onto next sample
}
}
}
void Game::set_highscore(int score) {
_highscore = score;
fp = fopen("/sd/highscore.txt", "w");
if (fp == NULL) { // if it can't open the file then print error message
printf("Error! Unable to open file!\n");
} else { // opened file so can write
printf("Writing to file highscore: %d \n", _highscore);
fprintf(fp, "%d", _highscore); // ensure data type matches
printf("Done.\n");
fclose(fp); // ensure you close the file after writing
}
}
int Game::get_highscore() {
fp = fopen("/sd/highscore.txt", "r");
if (fp == NULL) { // if it can't open the file then print error message
printf("Error! Unable to open file!\n");
} else { // opened file so can write
fscanf(fp, "%d", & _highscore); // ensure data type matches - note address operator (&)
//printf("Read %d from file.\n",_highscore);
fclose(fp); // ensure you close the file after reading
}
int val = _highscore;
return val;
}
void Game::pointer_input() {
updateScore();
_ball -> displayBackground();
_ball -> drawBall(BALL_INIT_X, BALL_INIT_Y, 6);
//draw aim pointer
_lcd -> drawLine(WIDTH / 2 - 5, 41, _x_val, HEIGHT / 2 + 7, 1); //left side
_lcd -> drawLine(WIDTH / 2 + 5, 41, _x_val, HEIGHT / 2 + 7, 1); //right side
_lcd -> drawLine(WIDTH / 2 + 5, 41, WIDTH / 2 - 5, 41, 1); //base
_x_val += _speed;
//printf("dir = %d \n", _speed);
if ((int) _x_val >= 70) {
_speed = (-1 * _speed);
}
//pointer points out of screen i.e. 70=84 therefore, switch direction
//value found through trial and error using print statement
else if ((int) _x_val <= 12) {
_speed = abs(_speed);
}
_lcd -> refresh();
_lcd -> clear();
wait(0.01);
}
void Game::power_meter_input() {
updateScore();
_ball -> displayBackground();
_ball -> drawBall(BALL_INIT_X, BALL_INIT_Y, 6);
//keep direction of pointer
_lcd -> drawLine(WIDTH / 2 - 5, 41, _x_val, HEIGHT / 2 + 7, 1);
_lcd -> drawLine(WIDTH / 2 + 5, 41, _x_val, HEIGHT / 2 + 7, 1);
_lcd -> drawLine(WIDTH / 2 + 5, 41, WIDTH / 2 - 5, 41, 1);
//fill and empty power meter
_lcd -> drawRect(77, 27, 6, _y_val, FILL_BLACK);
_y_val += _speed / 2;
if ((int) _y_val >= 20) { //power meter full
_speed = (-1 * _speed);
}
else if ((int) _y_val <= 0) { // power meter empty
_speed = abs(_speed);
}
_lcd -> refresh();
_lcd -> clear();
wait(0.01);
}
void Game::convert_to_shot_x() {
//convert from range 12-70 (range of pointer) to 0-84 (range of screen)
_shot_x = ((((int) _x_val - 12) * (84)) / (70 - 12));
//ball misses goal completely
if (_shot_x <= 7) {
_shot_x = 0;
} else if (_shot_x >= 77) {
_shot_x = 84;
}
}
void Game::convert_to_shot_y() {
_shot_y = ((((int) _y_val) * (24)) / (20));
if( _shot_y >= 21) {
_shot_y = 28; // Very little power, so ball does not reach goal
}
}
int Game::random_level_gen(int limit) {
int number = (rand() % limit) + 1; //random level between 1-limit
return number;
}
void Game::print_goal_message(int n) {
_ball -> displayBackground();
_lcd -> drawRect(0, 14, 84, 11, FILL_WHITE); //white background
_lcd -> drawRect(0, 14, 84, 11, FILL_TRANSPARENT); //black outline
switch (n) {
case 0:
_lcd -> printString("MISS!", 30, 2);
break;
case 1:
_lcd -> printString("GOAL!", 30, 2);
break;
}
_lcd -> refresh();
wait(0.5);
// adding 1 offsets the range of inputs from 0-1 to 1-2 (needed for function)
playGoalSound((int) _is_goal + 1);
wait(1);
}
void timer_isr() {
sound_timer_flag = 1; // set flag in the isr
}