Albert Tan Mulligan Submission
Dependencies: mbed
Diff: main.cpp
- Revision:
- 17:c81c09625d92
- Parent:
- 16:a3a47fcba272
- Child:
- 24:19994f789276
--- a/main.cpp Tue May 26 19:52:01 2020 +0000 +++ b/main.cpp Tue May 26 23:07:51 2020 +0000 @@ -20,6 +20,8 @@ #include "Bitmaps.h" #include <vector> #include <Bitmap.h> + +//my computer had issues with CoolTerm but setting up serial communication fixed it Serial pc(USBTX, USBRX); //STRUCTS struct State { @@ -112,11 +114,11 @@ //Runs actual game code void GameRun() { - //pc.printf("Game Open"); + //pc.printf("Game Open/n"); Direction dir = pad.get_direction(); pad.play_melody(46, melody,durations,180.0,true); while(1) { //main game run loop - + //pc.printf("Direction = %d/n", dir); timer++; //Timer to seed random functions/spawn enemies intermittently if(timer % 100 == 0) { AddEnemy(); @@ -144,6 +146,7 @@ collisions(); if (pad.start_held()) { + //pc.printf("Start Held/n"); Current_State = fsm[Current_State].next_state[0]; //Brings up pause menu if you press start return; } @@ -158,11 +161,13 @@ void Pause() //Creates the Pause menu { + //pc.printf("Pause Menu/n"); lcd.printString(" PAUSED",0,1); lcd.refresh(); lcd.printString(" Press B to",0,4); lcd.printString("Unpause",21,5); if (pad.B_held()) { //B goes back to main game run code + //pc.printf("B Held/n"); Current_State = fsm[Current_State].next_state[0]; lcd.clear(); return; @@ -172,12 +177,14 @@ void AddEnemy() //Add enemies { + //pc.printf("Add Enemy/n"); enemies.push_back(Enemy(timer)); //adds an enemy to the vector of enemy class return; } void PlayerDead() //Called When Player Dies, B returns the game to menu { + //pc.printf("Player Dead/n"); pad.play_melody(6, dead_music, dead_duration,90.0,false); DeathAnimation(); lcd.inverseMode(); @@ -226,6 +233,7 @@ void reset() //Resets the game variables when you die { + //pc.printf("Game Reset/n"); score = 0; while(enemies.size() >= 1) { enemies.pop_back(); @@ -242,7 +250,7 @@ void collisions() //all the collisions { - + //pc.printf("Collisions/n"); for(int i = 1; i < shots.size(); i++) { //Checking all shots to make sure they are erased if they leave the screen 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) { shots.erase(shots.begin()+i); @@ -270,6 +278,7 @@ void draws() //All the draw functions w/ clear and refresh { + //pc.printf("Draw Functions/n"); lcd.clear(); for(int i = 0; i < enemies.size(); i++) { enemies.at(i).draw(lcd); @@ -283,6 +292,7 @@ void updates(Direction dir) //Updates objects after every frame(enemy update is in collisions) { + //pc.printf("Update Functions/n"); p1.update(dir); for(int i = 0; i < shots.size(); i++) { shots.at(i).update();