Dependencies: mbed
Diff: main.cpp
- Revision:
- 7:8d381315f72c
- Parent:
- 6:a2c72def99f9
--- a/main.cpp Tue May 26 18:14:03 2020 +0000 +++ b/main.cpp Tue May 26 22:53:42 2020 +0000 @@ -1,4 +1,4 @@ -/* +/* ELEC2645 Embedded Systems Project School of Electronic & Electrical Engineering University of Leeds @@ -10,6 +10,7 @@ Date: 10/03/2020 */ +// includes #include "mbed.h" #include "Gamepad.h" #include "N5110.h" @@ -17,27 +18,30 @@ #include "Menu.h" #include "Game.h" +//objects N5110 lcd; Gamepad pad; Menu menu(lcd,pad); -//prototypes +//functions void init(); void game_function(); //variables int g_check = 0; -// functions + int main() { + //initialises the lcd and the gamepad init(); - lcd.clear(); + //creates the initial screen menu.initscreen(); - + //infinite loop for the game and menu while(1) { + //checks if the gameover function is returning new game or menu if (g_check == 2 || g_check == 0) { menu.menu_screen(); game_function(); @@ -48,12 +52,13 @@ } void init() { - lcd.init(); - pad.init(); + lcd.init();//initialises the screen + pad.init();//initialises the gamepad } void game_function() { + //creates class objects Game game; game.movement(pad); game.draw(lcd, pad); @@ -66,19 +71,26 @@ //printf("updating_position"); game.draw(lcd, pad); //printf("draw\n"); + /*this part is executed if you die, and + chose to return to the main menu*/ if (game.death(lcd, pad) == 2) { - g_check = 2; //this part is executed if you die, and - break; //chose to return to the main menu + g_check = 2; + break; + /*this part is executed if you die, and + chose to play again*/ } else if (game.death(lcd, pad) == 1) { - g_check = 1; //this part is executed if you die, and - break; //chose to play again + g_check = 1; + break; } //printf("death\n"); game.point(lcd, pad); //printf("point\n"); lcd.refresh(); - for(int i = 0; i < 25; i++) { - wait(pad.read_pot2()/50); + /*based on the value of the potentiometer + the refresh rate can be increased and + by doing so you can increase the speed*/ + for(int i = 0; i < pad.read_pot2()*50; i++) { + wait(0.01); game.movement(pad); } }