![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Owen Cavender 201159294
main.cpp
- Committer:
- el17oc
- Date:
- 2020-05-30
- Revision:
- 16:9500059ad5d8
- Parent:
- 14:7fb3c93343b6
File content as of revision 16:9500059ad5d8:
/* ELEC2645 Embedded Systems Project School of Electronic & Electrical appleering University of Leeds 2019/20 /////////////SNAKE /////////// Name: Owen Cavender Username: el17oc Student ID Number: 201159294 Date: 20/04/2020 */ ////////////////////////////// //includes #include "mbed.h" //addresses each header file of external classes being used in the programme #include "Gamepad.h" #include "N5110.h" #include "snake.h" #include "GameEngine.h" //objects Gamepad pad; Snake snake; N5110 lcd; GameEngine engine; //functions void welcome(); void render(); void init(); void update_snake(); //Serial pc(USBTX, USBRX); int main() { init(); //initialises game objects welcome(); //displays welcome screen before entering game loop while (1) { update_snake(); //reads input from gamepad and updates the position of the snake - this is the function influences how the other functions behave snake.check_gameover(lcd); //checking if any one of the three game over conditions is true // snake.gameover_true(lcd, pad); //checking if an apple has been collected - increases the score and generates new apple position if apple has been collected snake.apple_collected(lcd, pad); snake.get_Apple_position(lcd); engine.get_LEDs(pad, snake); engine.print_countdown(lcd, snake); //prints the value of the countdown counter - it will have incremented by 25 if an apple has been collected and would have decreased by 1 if not snake.render(lcd, pad); //prints the snake, the apple, the score and the border // snake.print_display_time(lcd); wait(0.01); } } void init() { lcd.init(); //initialises the lcd pad.init(); //initialises the gamepad snake.init(); //initialises snake class } void update_snake() { snake.get_direction(pad); //sets the direction based on buttons pressed on the Gamepad snake.render_clear_tail(lcd); //clears the trailing pixel of the snake before updating position to avoid the snake growing with each move - the trailing pixel would be locked and fixed as 1 in its initial position without this // =needs to be cleared before _x3, _y3 is updated snake.move_snake(); //alters the coordinate of each snake bit in accordance with the Gamepad instruction engine.get_LEDs(pad, snake); //Turns on on LEDS based on where the snake is in the box } void welcome() { while ( pad.start_pressed() == false) { //main menu - wont enter game loop until start is pressed lcd.printString(" SNAKE ",0,1); // lcd.printString("COLLECT APPLES",0,3); //game task lcd.printString(" Press Start ",0,5); //instruction lcd.setContrast( pad.read_pot1()); //adjust contrast pad.leds_off(); pad.led(1,1); wait(0.2); pad.led(1,0); //turning on the LEDS in a sequence which reflects the snakes movement pad.led(2,1); wait (0.2); pad.led(2,0); pad.led(3,1); wait(0.2); pad.led(3,0); wait(0.1); pad.led(6,1); wait (0.2); pad.led(6,0); pad.led(5,1); wait (0.2); pad.led(5,0); pad.led(4,1); wait(0.2); lcd.refresh(); //updates screen } }