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:
Sun May 17 13:11:55 2020 +0000
Revision:
5:c37f4ed2cad3
Parent:
4:6f898b000797
Child:
6:d560ecc21ae6
collision checker and reset, now will make it only check when a pressed.;

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"
eencae 0:b7f1f47bb26a 20
eencae 0:b7f1f47bb26a 21
eencae 0:b7f1f47bb26a 22 // objects
eencae 0:b7f1f47bb26a 23 Gamepad pad;
eencae 0:b7f1f47bb26a 24 N5110 lcd;
el18jgb 5:c37f4ed2cad3 25
el18jgb 5:c37f4ed2cad3 26 Eng eng;
el18jgb 5:c37f4ed2cad3 27
el18jgb 1:1144f48b5965 28
el18jgb 5:c37f4ed2cad3 29 // flag - must be volatile as changes within ISR
el18jgb 5:c37f4ed2cad3 30 // g_ prefix makes it easier to distinguish it as global
el18jgb 5:c37f4ed2cad3 31 volatile int g_timer_flag = 0;
el18jgb 5:c37f4ed2cad3 32
el18jgb 5:c37f4ed2cad3 33 // function prototypes
el18jgb 5:c37f4ed2cad3 34 void timer_isr();
el18jgb 1:1144f48b5965 35
el18jgb 1:1144f48b5965 36
el18jgb 1:1144f48b5965 37 void init();
el18jgb 1:1144f48b5965 38 void render();
el18jgb 1:1144f48b5965 39 //void draw(N5110 &lcd);
el18jgb 1:1144f48b5965 40 //void read_input(Gamepad &pad);
eencae 0:b7f1f47bb26a 41
eencae 0:b7f1f47bb26a 42 int main()
eencae 0:b7f1f47bb26a 43 {
el18jgb 1:1144f48b5965 44 int fps = 6; // frames per second
el18jgb 1:1144f48b5965 45
el18jgb 5:c37f4ed2cad3 46 srand (pad.read_pot1()*30000); // initialize random seed:
el18jgb 1:1144f48b5965 47
el18jgb 1:1144f48b5965 48 init(); // initialise and then display welcome screen...
el18jgb 1:1144f48b5965 49
el18jgb 1:1144f48b5965 50 render(); // first draw the initial frame
el18jgb 1:1144f48b5965 51 wait(1.0f/fps); // and wait for one frame period
el18jgb 1:1144f48b5965 52 while (1) {
el18jgb 1:1144f48b5965 53 //read_input(pad);
el18jgb 5:c37f4ed2cad3 54
el18jgb 5:c37f4ed2cad3 55 eng.update(pad);
el18jgb 1:1144f48b5965 56 render();
el18jgb 1:1144f48b5965 57 wait(1.0f/fps);
el18jgb 1:1144f48b5965 58 }
eencae 0:b7f1f47bb26a 59
eencae 0:b7f1f47bb26a 60 }
eencae 0:b7f1f47bb26a 61
el18jgb 1:1144f48b5965 62 // initialies all classes and libraries
el18jgb 1:1144f48b5965 63 void init()
el18jgb 1:1144f48b5965 64 {
el18jgb 1:1144f48b5965 65 // need to initialise LCD and Gamepad
el18jgb 1:1144f48b5965 66 lcd.init();
el18jgb 1:1144f48b5965 67 pad.init();
el18jgb 5:c37f4ed2cad3 68
el18jgb 5:c37f4ed2cad3 69 eng.init();
el18jgb 1:1144f48b5965 70
el18jgb 1:1144f48b5965 71 }
el18jgb 1:1144f48b5965 72
el18jgb 1:1144f48b5965 73 // this function draws each frame on the LCD
el18jgb 1:1144f48b5965 74 void render()
el18jgb 1:1144f48b5965 75 {
el18jgb 1:1144f48b5965 76 // clear screen, re-draw and refresh
el18jgb 1:1144f48b5965 77 lcd.clear();
el18jgb 5:c37f4ed2cad3 78
el18jgb 5:c37f4ed2cad3 79 eng.draw(lcd);
el18jgb 1:1144f48b5965 80 lcd.refresh();
el18jgb 1:1144f48b5965 81 }
el18jgb 1:1144f48b5965 82
el18jgb 1:1144f48b5965 83 //void read_input(Gamepad &pad)
el18jgb 1:1144f48b5965 84 //{
el18jgb 1:1144f48b5965 85 //int _d = pad.get_direction();
el18jgb 1:1144f48b5965 86 //float _mag = pad.get_mag();
el18jgb 1:1144f48b5965 87 //}