Albert Tan Mulligan Submission
Dependencies: mbed
main.cpp@13:217c6102ffc0, 2020-05-26 (annotated)
- Committer:
- Albutt
- Date:
- Tue May 26 12:49:15 2020 +0000
- Revision:
- 13:217c6102ffc0
- Parent:
- 12:c557b6c9b17a
- Child:
- 14:2d7e41f46879
Bug fixes and comments
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
eencae | 0:b7f1f47bb26a | 1 | /* |
eencae | 0:b7f1f47bb26a | 2 | ELEC2645 Embedded Systems Project |
eencae | 0:b7f1f47bb26a | 3 | School of Electronic & Electrical Engineering |
eencae | 0:b7f1f47bb26a | 4 | University of Leeds |
eencae | 0:b7f1f47bb26a | 5 | 2019/20 |
eencae | 0:b7f1f47bb26a | 6 | |
Albutt | 1:a52187d01a78 | 7 | Name: Albert Tan Mulligan |
Albutt | 1:a52187d01a78 | 8 | Username: el18ajst |
Albutt | 1:a52187d01a78 | 9 | Student ID Number:201241153 |
Albutt | 1:a52187d01a78 | 10 | Date:10/4/2020 |
eencae | 0:b7f1f47bb26a | 11 | */ |
eencae | 0:b7f1f47bb26a | 12 | |
eencae | 0:b7f1f47bb26a | 13 | // includes |
eencae | 0:b7f1f47bb26a | 14 | #include "mbed.h" |
eencae | 0:b7f1f47bb26a | 15 | #include "Gamepad.h" |
eencae | 0:b7f1f47bb26a | 16 | #include "N5110.h" |
Albutt | 2:c25ec0da7636 | 17 | #include "Character.h" |
Albutt | 4:b16b6078a432 | 18 | #include "Bullets.h" |
Albutt | 5:51fd6635141f | 19 | #include "Enemy.h" |
Albutt | 6:546eba371942 | 20 | #include <vector> |
Albutt | 2:c25ec0da7636 | 21 | Serial pc(USBTX, USBRX); |
Albutt | 3:fcc9cf213a61 | 22 | //STRUCTS |
Albutt | 3:fcc9cf213a61 | 23 | struct State { |
Albutt | 3:fcc9cf213a61 | 24 | int number; |
Albutt | 3:fcc9cf213a61 | 25 | int next_state[2]; |
Albutt | 3:fcc9cf213a61 | 26 | }; |
Albutt | 3:fcc9cf213a61 | 27 | |
Albutt | 3:fcc9cf213a61 | 28 | //OBJECTS |
eencae | 0:b7f1f47bb26a | 29 | Gamepad pad; |
eencae | 0:b7f1f47bb26a | 30 | N5110 lcd; |
Albutt | 2:c25ec0da7636 | 31 | Character p1; |
Albutt | 7:0434857199cf | 32 | vector<Bullets> shots; |
Albutt | 6:546eba371942 | 33 | vector<Enemy> enemies; |
Albutt | 13:217c6102ffc0 | 34 | |
Albutt | 13:217c6102ffc0 | 35 | //Variables |
Albutt | 10:71ced616a64f | 36 | int melody[46] = {277, 330, 311, 277, 330, 311, 330, 311, 370, 330, 415, 330, 277, 330, 311, 277, 330, 311, 330, 311, 370, 330, 311, 247, 277, 330, 311, 277, 330, 311, 330, 311, 370, 330, 415, 440, 330, 415, 440, 494, 554, 415, 440, 494, 622, 659}; // #c = 277, d# =311, f# = 370, g# = 415 |
Albutt | 10:71ced616a64f | 37 | int durations[46] = {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}; |
Albutt | 10:71ced616a64f | 38 | State fsm[4] = { |
Albutt | 3:fcc9cf213a61 | 39 | {0,{1,1}}, |
Albutt | 10:71ced616a64f | 40 | {1,{2,3}}, |
Albutt | 13:217c6102ffc0 | 41 | {2,{1,1}}, |
Albutt | 10:71ced616a64f | 42 | {3,{0,0}} |
Albutt | 3:fcc9cf213a61 | 43 | }; |
Albutt | 3:fcc9cf213a61 | 44 | volatile int Current_State = 0; |
Albutt | 6:546eba371942 | 45 | volatile int timer = 0; |
Albutt | 10:71ced616a64f | 46 | volatile int score = 0; |
Albutt | 12:c557b6c9b17a | 47 | volatile int holder; |
Albutt | 13:217c6102ffc0 | 48 | |
Albutt | 3:fcc9cf213a61 | 49 | //PROTOTYPES |
Albutt | 3:fcc9cf213a61 | 50 | void menu(); |
Albutt | 3:fcc9cf213a61 | 51 | void GameRun(); |
Albutt | 3:fcc9cf213a61 | 52 | void Pause(); |
Albutt | 10:71ced616a64f | 53 | void AddEnemy(); |
Albutt | 10:71ced616a64f | 54 | void PlayerDead(); |
Albutt | 10:71ced616a64f | 55 | void animation(); |
Albutt | 10:71ced616a64f | 56 | void reset(); |
Albutt | 12:c557b6c9b17a | 57 | void collisions(); |
Albutt | 12:c557b6c9b17a | 58 | void draws(); |
Albutt | 12:c557b6c9b17a | 59 | void updates(Direction dir); |
Albutt | 13:217c6102ffc0 | 60 | |
Albutt | 3:fcc9cf213a61 | 61 | //FUNCTIONS |
Albutt | 13:217c6102ffc0 | 62 | int main() {//pc.printf("Main Open"); |
Albutt | 3:fcc9cf213a61 | 63 | //SETUPS |
Albutt | 3:fcc9cf213a61 | 64 | pad.init(); |
Albutt | 2:c25ec0da7636 | 65 | lcd.init(); |
Albutt | 13:217c6102ffc0 | 66 | lcd.setContrast(0.4 + (pad.read_pot1() / 2.0)); |
Albutt | 3:fcc9cf213a61 | 67 | lcd.clear(); |
Albutt | 3:fcc9cf213a61 | 68 | //pc.printf("CoolTerm is Connected\n"); |
Albutt | 13:217c6102ffc0 | 69 | while(1){ |
Albutt | 3:fcc9cf213a61 | 70 | //pc.printf("CurrentState = %d\n", Current_State); |
Albutt | 3:fcc9cf213a61 | 71 | if(Current_State == 0){ |
Albutt | 3:fcc9cf213a61 | 72 | menu(); |
Albutt | 3:fcc9cf213a61 | 73 | } |
Albutt | 3:fcc9cf213a61 | 74 | else if (Current_State == 1){ |
Albutt | 3:fcc9cf213a61 | 75 | GameRun(); |
Albutt | 3:fcc9cf213a61 | 76 | } |
Albutt | 10:71ced616a64f | 77 | else if (Current_State == 2){ |
Albutt | 3:fcc9cf213a61 | 78 | Pause(); |
Albutt | 3:fcc9cf213a61 | 79 | } |
Albutt | 10:71ced616a64f | 80 | else if (Current_State == 3){ |
Albutt | 10:71ced616a64f | 81 | PlayerDead(); |
Albutt | 13:217c6102ffc0 | 82 | reset(); |
Albutt | 10:71ced616a64f | 83 | } |
Albutt | 3:fcc9cf213a61 | 84 | } |
Albutt | 3:fcc9cf213a61 | 85 | } |
Albutt | 3:fcc9cf213a61 | 86 | |
Albutt | 3:fcc9cf213a61 | 87 | void menu(){ |
Albutt | 3:fcc9cf213a61 | 88 | //pc.printf("Menu Open"); |
Albutt | 10:71ced616a64f | 89 | lcd.clear(); |
Albutt | 10:71ced616a64f | 90 | lcd.printString("BoxHead",21,1); |
Albutt | 10:71ced616a64f | 91 | lcd.printString(" Press A to ",0,3); |
Albutt | 10:71ced616a64f | 92 | lcd.printString("Start",27,4); |
Albutt | 3:fcc9cf213a61 | 93 | lcd.refresh(); |
Albutt | 12:c557b6c9b17a | 94 | while (1) { |
Albutt | 3:fcc9cf213a61 | 95 | //pc.printf("While Loop + %d", g_pad.Button_A_flag); |
Albutt | 13:217c6102ffc0 | 96 | if (pad.A_held()) { |
Albutt | 13:217c6102ffc0 | 97 | //pc.printf("Button_A"); |
Albutt | 13:217c6102ffc0 | 98 | animation(); |
Albutt | 13:217c6102ffc0 | 99 | Current_State = fsm[0].next_state[0]; |
Albutt | 13:217c6102ffc0 | 100 | enemies.push_back(Enemy(timer)); |
Albutt | 13:217c6102ffc0 | 101 | p1.init(40,22); |
Albutt | 13:217c6102ffc0 | 102 | return; |
Albutt | 3:fcc9cf213a61 | 103 | } |
Albutt | 4:b16b6078a432 | 104 | sleep(); |
Albutt | 3:fcc9cf213a61 | 105 | } |
Albutt | 3:fcc9cf213a61 | 106 | } |
Albutt | 13:217c6102ffc0 | 107 | //Runs actual game code |
Albutt | 3:fcc9cf213a61 | 108 | void GameRun(){ |
Albutt | 3:fcc9cf213a61 | 109 | //pc.printf("Game Open"); |
Albutt | 2:c25ec0da7636 | 110 | Direction dir = pad.get_direction(); |
Albutt | 10:71ced616a64f | 111 | pad.play_melody(46, melody,durations,180.0,true); |
Albutt | 13:217c6102ffc0 | 112 | //main game run loop |
Albutt | 2:c25ec0da7636 | 113 | while(1){ |
Albutt | 13:217c6102ffc0 | 114 | //Timer to seed random functions/spawn enemies intermittently |
Albutt | 6:546eba371942 | 115 | timer++; |
Albutt | 12:c557b6c9b17a | 116 | if(timer%100==0){ AddEnemy(); } |
Albutt | 2:c25ec0da7636 | 117 | dir = pad.get_direction(); |
Albutt | 13:217c6102ffc0 | 118 | //setting a placeholder for last direction, because bullets should travel in facing direction if the joystick is in neutral position |
Albutt | 12:c557b6c9b17a | 119 | if(dir == N){ holder = 0; } |
Albutt | 12:c557b6c9b17a | 120 | else if(dir == S){ holder = 2; } |
Albutt | 12:c557b6c9b17a | 121 | else if(dir == E){ holder = 1; } |
Albutt | 13:217c6102ffc0 | 122 | else if(dir == W){ holder = 3; } |
Albutt | 13:217c6102ffc0 | 123 | //pc.printf("Direction holder = %d\n", holder); |
Albutt | 13:217c6102ffc0 | 124 | //shoot if A is pressed |
Albutt | 4:b16b6078a432 | 125 | if (pad.A_pressed()) { |
Albutt | 12:c557b6c9b17a | 126 | shots.push_back(Bullets(p1.get_x()+2, p1.get_y()+2, holder)); } |
Albutt | 13:217c6102ffc0 | 127 | //lcd updates, collsions and draws |
Albutt | 12:c557b6c9b17a | 128 | updates(dir); |
Albutt | 12:c557b6c9b17a | 129 | draws(); |
Albutt | 12:c557b6c9b17a | 130 | collisions(); |
Albutt | 13:217c6102ffc0 | 131 | //Brings up pause menu if you press start |
Albutt | 13:217c6102ffc0 | 132 | if (pad.start_held()) { |
Albutt | 13:217c6102ffc0 | 133 | Current_State = fsm[Current_State].next_state[0]; |
Albutt | 13:217c6102ffc0 | 134 | return; } |
Albutt | 13:217c6102ffc0 | 135 | //Collisions could change current state to 3 (Dead state) |
Albutt | 13:217c6102ffc0 | 136 | if(Current_State!= 1){ return; } |
Albutt | 13:217c6102ffc0 | 137 | //setting frames |
Albutt | 4:b16b6078a432 | 138 | wait(1.0f/10.0f); |
Albutt | 2:c25ec0da7636 | 139 | } |
eencae | 0:b7f1f47bb26a | 140 | } |
Albutt | 13:217c6102ffc0 | 141 | |
Albutt | 3:fcc9cf213a61 | 142 | void Pause(){ |
Albutt | 10:71ced616a64f | 143 | lcd.printString(" PAUSED",0,1); |
Albutt | 3:fcc9cf213a61 | 144 | lcd.refresh(); |
Albutt | 13:217c6102ffc0 | 145 | lcd.printString(" Press B to",0,4); |
Albutt | 13:217c6102ffc0 | 146 | lcd.printString("Unpause",21,5); |
Albutt | 13:217c6102ffc0 | 147 | //B goes back to main game run code |
Albutt | 13:217c6102ffc0 | 148 | if (pad.B_held()) { |
Albutt | 3:fcc9cf213a61 | 149 | Current_State = fsm[Current_State].next_state[0]; |
Albutt | 3:fcc9cf213a61 | 150 | lcd.clear(); |
Albutt | 3:fcc9cf213a61 | 151 | return; |
Albutt | 3:fcc9cf213a61 | 152 | } |
Albutt | 13:217c6102ffc0 | 153 | //sleep function for interrupt |
Albutt | 3:fcc9cf213a61 | 154 | sleep(); |
Albutt | 3:fcc9cf213a61 | 155 | } |
Albutt | 13:217c6102ffc0 | 156 | //Add enemies |
Albutt | 10:71ced616a64f | 157 | void AddEnemy(){ |
Albutt | 13:217c6102ffc0 | 158 | //adds an enemy to the vector of enemy class |
Albutt | 10:71ced616a64f | 159 | enemies.push_back(Enemy(timer)); |
Albutt | 3:fcc9cf213a61 | 160 | return; |
Albutt | 3:fcc9cf213a61 | 161 | } |
Albutt | 13:217c6102ffc0 | 162 | //Called When Player Dies, B returns the game to menu |
Albutt | 10:71ced616a64f | 163 | void PlayerDead(){ |
Albutt | 10:71ced616a64f | 164 | lcd.clear(); |
Albutt | 10:71ced616a64f | 165 | lcd.printString("YOU DIED",18,1); |
Albutt | 10:71ced616a64f | 166 | char buffer[14]; |
Albutt | 10:71ced616a64f | 167 | if(score>10){ |
Albutt | 10:71ced616a64f | 168 | sprintf(buffer, " Score:%d", score); |
Albutt | 10:71ced616a64f | 169 | lcd.printString(buffer,0,2); |
Albutt | 10:71ced616a64f | 170 | }else{ |
Albutt | 10:71ced616a64f | 171 | sprintf(buffer, "Score:0%d", score); |
Albutt | 10:71ced616a64f | 172 | lcd.printString(buffer,18,2); |
Albutt | 10:71ced616a64f | 173 | } |
Albutt | 13:217c6102ffc0 | 174 | lcd.printString(" Press B to ",0,4); |
Albutt | 10:71ced616a64f | 175 | lcd.printString("Restart",21,5); |
Albutt | 10:71ced616a64f | 176 | lcd.refresh(); |
Albutt | 10:71ced616a64f | 177 | while(1){ |
Albutt | 13:217c6102ffc0 | 178 | if(pad.B_held()){ |
Albutt | 13:217c6102ffc0 | 179 | animation(); |
Albutt | 10:71ced616a64f | 180 | Current_State =fsm[Current_State].next_state[1]; |
Albutt | 10:71ced616a64f | 181 | return; |
Albutt | 10:71ced616a64f | 182 | } |
Albutt | 10:71ced616a64f | 183 | sleep(); |
Albutt | 10:71ced616a64f | 184 | } |
Albutt | 10:71ced616a64f | 185 | } |
Albutt | 13:217c6102ffc0 | 186 | //Small animation for transition between main menus |
Albutt | 10:71ced616a64f | 187 | void animation(){ |
Albutt | 10:71ced616a64f | 188 | for(int i = 1; i<=42; i++){ |
Albutt | 13:217c6102ffc0 | 189 | lcd.drawRect(0, 0, i, 48, FILL_BLACK); |
Albutt | 13:217c6102ffc0 | 190 | lcd.drawRect(84-i, 0, i, 48, FILL_BLACK); |
Albutt | 10:71ced616a64f | 191 | lcd.refresh(); |
Albutt | 10:71ced616a64f | 192 | wait(0.005); |
Albutt | 10:71ced616a64f | 193 | } |
Albutt | 10:71ced616a64f | 194 | for(int i = 1; i<=42; i++){ |
Albutt | 13:217c6102ffc0 | 195 | lcd.drawRect(0, 0, i, 48, FILL_WHITE); |
Albutt | 13:217c6102ffc0 | 196 | lcd.drawRect(84-i, 0, i, 48, FILL_WHITE); |
Albutt | 13:217c6102ffc0 | 197 | lcd.refresh(); |
Albutt | 13:217c6102ffc0 | 198 | wait(0.005); |
Albutt | 10:71ced616a64f | 199 | } |
Albutt | 10:71ced616a64f | 200 | |
Albutt | 10:71ced616a64f | 201 | return; |
Albutt | 10:71ced616a64f | 202 | } |
Albutt | 13:217c6102ffc0 | 203 | //Resets the game variables when you die |
Albutt | 11:e60b40963095 | 204 | void reset(){ |
Albutt | 11:e60b40963095 | 205 | score = 0; |
Albutt | 13:217c6102ffc0 | 206 | while(enemies.size() >= 1){ |
Albutt | 11:e60b40963095 | 207 | enemies.pop_back(); |
Albutt | 11:e60b40963095 | 208 | } |
Albutt | 13:217c6102ffc0 | 209 | while(shots.size() >= 1){ |
Albutt | 11:e60b40963095 | 210 | shots.pop_back(); |
Albutt | 11:e60b40963095 | 211 | } |
Albutt | 11:e60b40963095 | 212 | p1.reset(); |
Albutt | 13:217c6102ffc0 | 213 | holder = 0; |
Albutt | 11:e60b40963095 | 214 | return; |
Albutt | 12:c557b6c9b17a | 215 | } |
Albutt | 13:217c6102ffc0 | 216 | //all the collisions and |
Albutt | 12:c557b6c9b17a | 217 | void collisions(){ |
Albutt | 13:217c6102ffc0 | 218 | //Checking all shots to make sure they are erased if they leave the screen |
Albutt | 13:217c6102ffc0 | 219 | for(int i = 1; i < shots.size(); i++){ |
Albutt | 13:217c6102ffc0 | 220 | if(shots.at(i).get_x()>84 | shots.at(i).get_x()<1 | shots.at(i).get_y()>48 | shots.at(i).get_y()<1){ |
Albutt | 12:c557b6c9b17a | 221 | shots.erase(shots.begin()+i); |
Albutt | 12:c557b6c9b17a | 222 | } |
Albutt | 12:c557b6c9b17a | 223 | } |
Albutt | 13:217c6102ffc0 | 224 | //Checking all enemy-player collisions and enemy-bullet collisions |
Albutt | 13:217c6102ffc0 | 225 | for(int i = 0; i < enemies.size(); i++){ |
Albutt | 13:217c6102ffc0 | 226 | //update enemies to save processing time of having another large for loop in updates function |
Albutt | 13:217c6102ffc0 | 227 | enemies.at(i).update(p1.get_x()+1, p1.get_y()+1); |
Albutt | 13:217c6102ffc0 | 228 | //enemy player collisions |
Albutt | 13:217c6102ffc0 | 229 | if(enemies.at(i).get_x()>= p1.get_x()-1 & enemies.at(i).get_x()<= p1.get_x()+3 & enemies.at(i).get_y()>= p1.get_y()-1 & enemies.at(i).get_y()<= p1.get_y()+3){ |
Albutt | 13:217c6102ffc0 | 230 | Current_State = fsm[Current_State].next_state[1]; |
Albutt | 13:217c6102ffc0 | 231 | return; |
Albutt | 12:c557b6c9b17a | 232 | } |
Albutt | 13:217c6102ffc0 | 233 | //enemy bullet collisions |
Albutt | 13:217c6102ffc0 | 234 | for(int j = 0; j < shots.size(); j++){ |
Albutt | 13:217c6102ffc0 | 235 | if(shots.at(j).get_x() >= enemies.at(i).get_x() & shots.at(j).get_x()<= enemies.at(i).get_x()+3 & shots.at(j).get_y() >= enemies.at(i).get_y() & shots.at(j).get_y()<= enemies.at(i).get_y()+3){ |
Albutt | 13:217c6102ffc0 | 236 | shots.at(j).dead(); |
Albutt | 13:217c6102ffc0 | 237 | enemies.at(i).reset(timer); |
Albutt | 13:217c6102ffc0 | 238 | score++; |
Albutt | 13:217c6102ffc0 | 239 | } |
Albutt | 13:217c6102ffc0 | 240 | } |
Albutt | 13:217c6102ffc0 | 241 | } |
Albutt | 12:c557b6c9b17a | 242 | } |
Albutt | 13:217c6102ffc0 | 243 | //All the draw functions w/ clear and refresh |
Albutt | 12:c557b6c9b17a | 244 | void draws(){ |
Albutt | 12:c557b6c9b17a | 245 | lcd.clear(); |
Albutt | 12:c557b6c9b17a | 246 | for(int i = 0; i<enemies.size(); i++){ |
Albutt | 12:c557b6c9b17a | 247 | enemies.at(i).draw(lcd); |
Albutt | 12:c557b6c9b17a | 248 | } |
Albutt | 12:c557b6c9b17a | 249 | for(int i = 0; i<shots.size(); i++){ |
Albutt | 12:c557b6c9b17a | 250 | shots.at(i).draw(lcd); |
Albutt | 12:c557b6c9b17a | 251 | } |
Albutt | 12:c557b6c9b17a | 252 | p1.draw(lcd); |
Albutt | 12:c557b6c9b17a | 253 | lcd.refresh(); |
Albutt | 12:c557b6c9b17a | 254 | } |
Albutt | 13:217c6102ffc0 | 255 | //Updates objects after every frame(enemy update is in collisions) |
Albutt | 12:c557b6c9b17a | 256 | void updates(Direction dir){ |
Albutt | 12:c557b6c9b17a | 257 | p1.update(dir); |
Albutt | 12:c557b6c9b17a | 258 | for(int i = 0; i<shots.size(); i++){ |
Albutt | 12:c557b6c9b17a | 259 | shots.at(i).update(); |
Albutt | 12:c557b6c9b17a | 260 | } |
Albutt | 12:c557b6c9b17a | 261 | } |