Dependencies:   mbed

Navigation

  • From the Main Menu the A button will take you into one of the play, highscore or instructions options.
  • The B button will return you to the Main Menu from either the highscore or instruction screens, though this is prompted on screen.
  • When in the Main Menu Pot1 can be used to adjust the contrast and the volume control by the speaker is active.
  • When the game is over the B button can be used to return to the Main Menu, again this is prompted.
  • To return to the Main Menu while the game is being played the reset button must be pressed, this will not save your score or anything about the game.

In Game

  • While in the game the A button is used to shoot while you aim with the Joystick.
  • You have control over the cross while the objective of the game is to rack up as many points shooting the moving head.
  • There is a slight reload time on each shot so you are unable to spam A if you miss.
  • Once you miss 6 times the game will end and your score will be saved.
  • When hit by a falling spike the game will transition and the head will vanish.
  • 4 new spikes will spawn which you need to avoid, being hit by 1 of these will decrease your remaining miss chances by 5.
  • When the game is in this state you must avoid these spikes by tilting the device, the Joystick will have no effect.
  • The head will move progressively faster as the game goes on, make use of the clock power up by shooting it when it appears, this will slow the head down to a more manageable level hopefully helping you to reach a higher score.

Highscore

  • If you have a SD card inserted into the device the game can save your highest score.
  • A decent score is somewhere around 25.
Committer:
el18jgb
Date:
Wed Apr 22 16:00:38 2020 +0000
Revision:
1:1144f48b5965
there's a basket thing that moves side to side! woo!

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el18jgb 1:1144f48b5965 1 #include "Bitmap.h"
el18jgb 1:1144f48b5965 2
el18jgb 1:1144f48b5965 3 #include <iostream>
el18jgb 1:1144f48b5965 4
el18jgb 1:1144f48b5965 5 #include "N5110.h"
el18jgb 1:1144f48b5965 6
el18jgb 1:1144f48b5965 7 Bitmap::Bitmap(int const *contents,
el18jgb 1:1144f48b5965 8 unsigned int const height,
el18jgb 1:1144f48b5965 9 unsigned int const width)
el18jgb 1:1144f48b5965 10 :
el18jgb 1:1144f48b5965 11 _contents(std::vector<int>(height*width)),
el18jgb 1:1144f48b5965 12 _height(height),
el18jgb 1:1144f48b5965 13 _width(width)
el18jgb 1:1144f48b5965 14 {
el18jgb 1:1144f48b5965 15 // Perform a quick sanity check of the dimensions
el18jgb 1:1144f48b5965 16 if (_contents.size() != height * width) {
el18jgb 1:1144f48b5965 17 std::cerr << "Contents of bitmap has size " << _contents.size()
el18jgb 1:1144f48b5965 18 << " pixels, but its dimensions were specified as "
el18jgb 1:1144f48b5965 19 << width << " * " << height << " = " << width * height << std::endl;
el18jgb 1:1144f48b5965 20 }
el18jgb 1:1144f48b5965 21
el18jgb 1:1144f48b5965 22 for(unsigned int i = 0; i < height*width; ++i) _contents[i] = contents[i];
el18jgb 1:1144f48b5965 23 }
el18jgb 1:1144f48b5965 24
el18jgb 1:1144f48b5965 25 /**
el18jgb 1:1144f48b5965 26 * @returns the value of the pixel at the given position
el18jgb 1:1144f48b5965 27 */
el18jgb 1:1144f48b5965 28 int Bitmap::get_pixel(unsigned int const row,
el18jgb 1:1144f48b5965 29 unsigned int const column) const
el18jgb 1:1144f48b5965 30 {
el18jgb 1:1144f48b5965 31 // First check that row and column indices are within bounds
el18jgb 1:1144f48b5965 32 if(column >= _width || row >= _height)
el18jgb 1:1144f48b5965 33 {
el18jgb 1:1144f48b5965 34 std::cerr << "The requested pixel with index " << row << "," << column
el18jgb 1:1144f48b5965 35 << "is outside the bitmap dimensions: " << _width << ","
el18jgb 1:1144f48b5965 36 << _height << std::endl;
el18jgb 1:1144f48b5965 37 }
el18jgb 1:1144f48b5965 38
el18jgb 1:1144f48b5965 39 // Now return the pixel value, using row-major indexing
el18jgb 1:1144f48b5965 40 return _contents[row * _width + column];
el18jgb 1:1144f48b5965 41 }
el18jgb 1:1144f48b5965 42
el18jgb 1:1144f48b5965 43 /**
el18jgb 1:1144f48b5965 44 * @brief Prints the contents of the bitmap to the terminal
el18jgb 1:1144f48b5965 45 */
el18jgb 1:1144f48b5965 46 void Bitmap::print() const
el18jgb 1:1144f48b5965 47 {
el18jgb 1:1144f48b5965 48 for (unsigned int row = 0; row < _height; ++row)
el18jgb 1:1144f48b5965 49 {
el18jgb 1:1144f48b5965 50 // Print each element of the row
el18jgb 1:1144f48b5965 51 for (unsigned int column = 0; column < _width; ++column)
el18jgb 1:1144f48b5965 52 {
el18jgb 1:1144f48b5965 53 int pixel = get_pixel(row, column);
el18jgb 1:1144f48b5965 54 std::cout << pixel;
el18jgb 1:1144f48b5965 55 }
el18jgb 1:1144f48b5965 56
el18jgb 1:1144f48b5965 57 // And then terminate with a new-line character
el18jgb 1:1144f48b5965 58 std::cout << std::endl;
el18jgb 1:1144f48b5965 59 }
el18jgb 1:1144f48b5965 60 }
el18jgb 1:1144f48b5965 61
el18jgb 1:1144f48b5965 62 /**
el18jgb 1:1144f48b5965 63 * @brief Renders the contents of the bitmap onto an N5110 screen
el18jgb 1:1144f48b5965 64 *
el18jgb 1:1144f48b5965 65 * @param[in] lcd The screen to use for rendering
el18jgb 1:1144f48b5965 66 * @param[in] x0 The horizontal position in pixels at which to render the bitmap
el18jgb 1:1144f48b5965 67 * @param[in] y0 The vertical position in pixels at which to render the bitmap
el18jgb 1:1144f48b5965 68 *
el18jgb 1:1144f48b5965 69 * @details Note that x0, y0 gives the location of the top-left of the bitmap on
el18jgb 1:1144f48b5965 70 * the screen.
el18jgb 1:1144f48b5965 71 * This function only updates the buffer on the screen. You still need
el18jgb 1:1144f48b5965 72 * to refresh the screen in order to actually see the bitmap.
el18jgb 1:1144f48b5965 73 */
el18jgb 1:1144f48b5965 74 void Bitmap::render(N5110 &lcd,
el18jgb 1:1144f48b5965 75 unsigned int const x0,
el18jgb 1:1144f48b5965 76 unsigned int const y0) const
el18jgb 1:1144f48b5965 77 {
el18jgb 1:1144f48b5965 78 // Loop through each row of the bitmap image
el18jgb 1:1144f48b5965 79 for (unsigned int bitmap_row = 0; bitmap_row < _height; ++bitmap_row)
el18jgb 1:1144f48b5965 80 {
el18jgb 1:1144f48b5965 81 // Row index on the screen for rendering the row of pixels
el18jgb 1:1144f48b5965 82 unsigned int screen_row = y0 + bitmap_row;
el18jgb 1:1144f48b5965 83
el18jgb 1:1144f48b5965 84 // Render each pixel in the row
el18jgb 1:1144f48b5965 85 for (unsigned int bitmap_col = 0; bitmap_col < _width; ++bitmap_col)
el18jgb 1:1144f48b5965 86 {
el18jgb 1:1144f48b5965 87 // Column index on the screen for rendering this pixel
el18jgb 1:1144f48b5965 88 int screen_col = x0 + bitmap_col;
el18jgb 1:1144f48b5965 89
el18jgb 1:1144f48b5965 90 // Find the required value of the pixel at the given location within
el18jgb 1:1144f48b5965 91 // the bitmap data and then write it to the LCD screen
el18jgb 1:1144f48b5965 92 int pixel = get_pixel(bitmap_row, bitmap_col);
el18jgb 1:1144f48b5965 93 lcd.setPixel(screen_col, screen_row, pixel);
el18jgb 1:1144f48b5965 94 }
el18jgb 1:1144f48b5965 95 }
el18jgb 1:1144f48b5965 96 }