Joe Body 201215898

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:
Fri May 22 14:06:35 2020 +0000
Revision:
20:6db651a3cfec
Parent:
19:33c77517cb88
Child:
22:7406068f6c59
sounds and some better documentation;

Who changed what in which revision?

UserRevisionLine numberNew 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
el18jgb 1:1144f48b5965 7 Name:Joe Body
el18jgb 1:1144f48b5965 8 Username:el18jgb
el18jgb 1:1144f48b5965 9 Student ID Number:201215898
el18jgb 1:1144f48b5965 10 Date:11/03/2020
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"
el18jgb 4:6f898b000797 17 #include "Aim.h"
el18jgb 2:56b31902c800 18 #include "Heston.h"
el18jgb 5:c37f4ed2cad3 19 #include "Eng.h"
el18jgb 14:66a1965318cb 20 #include "Menu.h"
el18jgb 18:c600a6545e81 21 #include "FXOS8700CQ.h"
el18jgb 19:33c77517cb88 22 #include "SDFileSystem.h"
el18jgb 19:33c77517cb88 23 #include "Highscore.h"
el18jgb 20:6db651a3cfec 24 #include "Sound.h"
el18jgb 19:33c77517cb88 25
eencae 0:b7f1f47bb26a 26
eencae 0:b7f1f47bb26a 27
eencae 0:b7f1f47bb26a 28 // objects
eencae 0:b7f1f47bb26a 29 Gamepad pad;
eencae 0:b7f1f47bb26a 30 N5110 lcd;
el18jgb 14:66a1965318cb 31 Menu menu;
el18jgb 5:c37f4ed2cad3 32 Eng eng;
el18jgb 18:c600a6545e81 33 FXOS8700CQ acc(I2C_SDA,I2C_SCL);
el18jgb 19:33c77517cb88 34 Highscore hs;
el18jgb 19:33c77517cb88 35 SDFileSystem sd(PTE3, PTE1, PTE2, PTE4, "sd");
el18jgb 1:1144f48b5965 36
el18jgb 5:c37f4ed2cad3 37 // flag - must be volatile as changes within ISR
el18jgb 5:c37f4ed2cad3 38 // g_ prefix makes it easier to distinguish it as global
el18jgb 5:c37f4ed2cad3 39 volatile int g_timer_flag = 0;
el18jgb 5:c37f4ed2cad3 40
el18jgb 5:c37f4ed2cad3 41 // function prototypes
el18jgb 5:c37f4ed2cad3 42 void timer_isr();
el18jgb 1:1144f48b5965 43
el18jgb 1:1144f48b5965 44
el18jgb 1:1144f48b5965 45 void init();
el18jgb 1:1144f48b5965 46 void render();
el18jgb 18:c600a6545e81 47 void play(Gamepad &pad, N5110 &lcd, FXOS8700CQ &acc);
el18jgb 1:1144f48b5965 48 //void read_input(Gamepad &pad);
eencae 0:b7f1f47bb26a 49
eencae 0:b7f1f47bb26a 50 int main()
eencae 0:b7f1f47bb26a 51 {
el18jgb 14:66a1965318cb 52 //int fps = 10; // frames per second
el18jgb 14:66a1965318cb 53 //int A_timer = 0;
el18jgb 1:1144f48b5965 54 init(); // initialise and then display welcome screen...
el18jgb 1:1144f48b5965 55 while (1) {
el18jgb 16:7c612029d9c9 56 menu.display(lcd, pad);
el18jgb 16:7c612029d9c9 57 int mode = menu.getmode();
el18jgb 14:66a1965318cb 58 wait(0.1); // and wait for one frame period
el18jgb 16:7c612029d9c9 59 if (mode == 0){
el18jgb 16:7c612029d9c9 60 menu.display(lcd, pad);
el18jgb 16:7c612029d9c9 61 }
el18jgb 14:66a1965318cb 62 if (mode == 1){
el18jgb 18:c600a6545e81 63 play(pad, lcd, acc);
el18jgb 8:0b9a824c75fe 64 }
el18jgb 19:33c77517cb88 65 else if (mode == 2){
el18jgb 19:33c77517cb88 66 menu.highs_screen(lcd, pad, hs, sd);
el18jgb 19:33c77517cb88 67 }
el18jgb 14:66a1965318cb 68 else if (mode == 3){
el18jgb 14:66a1965318cb 69 menu.instructions(lcd, pad);
el18jgb 14:66a1965318cb 70 }
el18jgb 16:7c612029d9c9 71 mode = 0;
el18jgb 1:1144f48b5965 72 }
eencae 0:b7f1f47bb26a 73
eencae 0:b7f1f47bb26a 74 }
eencae 0:b7f1f47bb26a 75
el18jgb 1:1144f48b5965 76 // initialies all classes and libraries
el18jgb 1:1144f48b5965 77 void init()
el18jgb 1:1144f48b5965 78 {
el18jgb 1:1144f48b5965 79 // need to initialise LCD and Gamepad
el18jgb 1:1144f48b5965 80 lcd.init();
el18jgb 1:1144f48b5965 81 pad.init();
el18jgb 18:c600a6545e81 82
el18jgb 18:c600a6545e81 83 acc.init();
el18jgb 5:c37f4ed2cad3 84
el18jgb 5:c37f4ed2cad3 85 eng.init();
el18jgb 18:c600a6545e81 86
el18jgb 1:1144f48b5965 87
el18jgb 1:1144f48b5965 88 }
el18jgb 1:1144f48b5965 89
el18jgb 1:1144f48b5965 90 // this function draws each frame on the LCD
el18jgb 1:1144f48b5965 91 void render()
el18jgb 1:1144f48b5965 92 {
el18jgb 1:1144f48b5965 93 // clear screen, re-draw and refresh
el18jgb 1:1144f48b5965 94 lcd.clear();
el18jgb 5:c37f4ed2cad3 95
el18jgb 5:c37f4ed2cad3 96 eng.draw(lcd);
el18jgb 1:1144f48b5965 97 lcd.refresh();
el18jgb 1:1144f48b5965 98 }
el18jgb 1:1144f48b5965 99
el18jgb 14:66a1965318cb 100
el18jgb 18:c600a6545e81 101 void play(Gamepad &pad, N5110 &lcd, FXOS8700CQ &acc)
el18jgb 14:66a1965318cb 102 {
el18jgb 14:66a1965318cb 103 int A_timer = 0;
el18jgb 16:7c612029d9c9 104 eng.init();
el18jgb 14:66a1965318cb 105 while (1) {
el18jgb 14:66a1965318cb 106 //read_input(pad);
el18jgb 14:66a1965318cb 107 int fire = 0;
el18jgb 14:66a1965318cb 108 if (A_timer <= 0){
el18jgb 14:66a1965318cb 109 fire = 0;
el18jgb 14:66a1965318cb 110 if (pad.A_held()){
el18jgb 14:66a1965318cb 111 fire = 1;
el18jgb 14:66a1965318cb 112 A_timer = 6;
el18jgb 14:66a1965318cb 113
el18jgb 14:66a1965318cb 114 }
el18jgb 14:66a1965318cb 115 }
el18jgb 14:66a1965318cb 116
el18jgb 14:66a1965318cb 117
el18jgb 18:c600a6545e81 118 eng.update(pad, fire, lcd, acc);
el18jgb 14:66a1965318cb 119 render();
el18jgb 14:66a1965318cb 120 wait(0.1);
el18jgb 14:66a1965318cb 121
el18jgb 19:33c77517cb88 122 //if (fire == 1){
el18jgb 19:33c77517cb88 123 int x = eng.checkgame(lcd);
el18jgb 19:33c77517cb88 124 if (x == 1) {
el18jgb 19:33c77517cb88 125 eng.gameover(lcd, pad, hs, sd);
el18jgb 19:33c77517cb88 126 break;
el18jgb 19:33c77517cb88 127 }
el18jgb 19:33c77517cb88 128 //}
el18jgb 15:01a69bdb85e9 129
el18jgb 14:66a1965318cb 130 A_timer--;
el18jgb 14:66a1965318cb 131
el18jgb 14:66a1965318cb 132 eng.tik();
el18jgb 14:66a1965318cb 133 //printf("fire = %d\n", fire);
el18jgb 14:66a1965318cb 134 //printf("shot cooldown = %d\n", A_timer);
el18jgb 14:66a1965318cb 135
el18jgb 14:66a1965318cb 136 }
el18jgb 14:66a1965318cb 137 }