Albert Tan Mulligan Submission
Dependencies: mbed
main.cpp
- Committer:
- Albutt
- Date:
- 2020-05-22
- Revision:
- 6:546eba371942
- Parent:
- 5:51fd6635141f
- Child:
- 7:0434857199cf
File content as of revision 6:546eba371942:
/* ELEC2645 Embedded Systems Project School of Electronic & Electrical Engineering University of Leeds 2019/20 Name: Albert Tan Mulligan Username: el18ajst Student ID Number:201241153 Date:10/4/2020 */ // includes #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "Character.h" #include "Bullets.h" #include "Enemy.h" #include <vector> Serial pc(USBTX, USBRX); //STRUCTS struct State { int number; int next_state[2]; }; //OBJECTS Gamepad pad; N5110 lcd; Character p1; Bullets shot; volatile int enemy_number = 1; vector<Enemy> enemies; //Variables State fsm[3] = { {0,{1,1}}, {1,{2,2}}, {2,{1,0}} }; volatile int Current_State = 0; volatile int timer = 0; //PROTOTYPES void menu(); void GameRun(); void Pause(); void LevelUp(); //FUNCTIONS int main() { //pc.printf("Main Open"); //SETUPS pad.init(); lcd.init(); lcd.clear(); //testing CoolTerm //pc.printf("CoolTerm is Connected\n"); //pc.printf("CurrentState = %d\n", Current_State); while(1){ if(Current_State == 0){ menu(); } else if (Current_State == 1){ GameRun(); } else if (Current_State ==2){ Pause(); } } } void menu(){ //pc.printf("Menu Open"); lcd.printString(" BoxHead ",0,1); lcd.printString(" Choose your",0,3); lcd.printString(" Weapon",0,4); lcd.refresh(); while (1) { //pc.printf("While Loop + %d", g_pad.Button_A_flag); if (pad.A_pressed()) { //pc.printf("Button_A"); Current_State = fsm[0].next_state[0]; enemies.push_back(Enemy(timer)); p1.init(40,22); return; } if (pad.X_pressed()) { //pc.printf("Button_X"); Current_State = fsm[0].next_state[0]; enemies.push_back(Enemy(timer)); p1.init(40,22); return; } if (pad.Y_pressed()) { //pc.printf("Button_Y"); Current_State = fsm[0].next_state[0]; enemies.push_back(Enemy(timer)); p1.init(40,22); return; } sleep(); } } void GameRun(){ //pc.printf("Game Open"); Direction dir = pad.get_direction(); float mag = pad.get_mag(); while(1){ timer++; //movement code dir = pad.get_direction(); mag = pad.get_mag(); if (pad.A_pressed()) { shot.init(p1.get_x()+2, p1.get_y()+2, 1); } if (enemies.size()== 0) { LevelUp(); } p1.update(dir, mag); shot.update(p1.get_x()+2, p1.get_y()+2); for(int i = 0; i<enemies.size(); i++){ enemies.at(i).update(p1.get_x()+2, p1.get_y()+2); } lcd.clear(); for(int i = 0; i<enemies.size(); i++){ enemies.at(i).draw(lcd); } p1.draw(lcd); shot.draw(lcd); lcd.refresh(); wait(1.0f/10.0f); if (pad.start_pressed()) { Current_State = fsm[Current_State].next_state[0]; return; } } } void Pause(){ lcd.printString(" PAUSED ",0,1); lcd.refresh(); // put the MCU to sleep until an interrupt wakes it up if (pad.start_pressed()) { Current_State = fsm[Current_State].next_state[0]; return; } if (pad.B_pressed()) { Current_State = fsm[Current_State].next_state[1]; lcd.clear(); return; } sleep(); } void LevelUp(){ lcd.printString("NEXT LEVEL ",0,1); lcd.refresh(); wait(2.0); enemy_number *= 2; for(int i = 0; i < enemy_number; i++){ enemies.push_back(Enemy(timer)); } p1.level_up(); Current_State = 1; return; }