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:
Wed May 20 14:37:02 2020 +0000
Revision:
18:c600a6545e81
Parent:
16:7c612029d9c9
Child:
19:33c77517cb88
spikemode uses accelerometer ;

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