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.

Gamepad2/Bitmap.cpp

Committer:
el18jgb
Date:
2020-05-24
Revision:
23:0e8155320571
Parent:
1:1144f48b5965

File content as of revision 23:0e8155320571:

#include "Bitmap.h"

#include <iostream>

#include "N5110.h"

Bitmap::Bitmap(int const               *contents,
               unsigned int const       height,
               unsigned int const       width)
    :
    _contents(std::vector<int>(height*width)),
    _height(height),
    _width(width)
{
    // Perform a quick sanity check of the dimensions
    if (_contents.size() != height * width) {
        std::cerr << "Contents of bitmap has size " << _contents.size()
                  << " pixels, but its dimensions were specified as "
                  << width << " * " << height << " = " << width * height << std::endl;
    }

    for(unsigned int i = 0; i < height*width; ++i) _contents[i] = contents[i];
}

/**
 * @returns the value of the pixel at the given position
 */
int Bitmap::get_pixel(unsigned int const row,
                      unsigned int const column) const
{
    // First check that row and column indices are within bounds
    if(column >= _width || row >= _height)
    {
        std::cerr << "The requested pixel with index " << row << "," << column
                  << "is outside the bitmap dimensions: " << _width << ","
                  << _height << std::endl;
    }

    // Now return the pixel value, using row-major indexing
    return _contents[row * _width + column];
}

/**
 * @brief Prints the contents of the bitmap to the terminal
 */
void Bitmap::print() const
{
    for (unsigned int row = 0; row < _height; ++row)
    {
        // Print each element of the row
        for (unsigned int column = 0; column < _width; ++column)
        {
            int pixel = get_pixel(row, column);
            std::cout << pixel;
        }

        // And then terminate with a new-line character
        std::cout << std::endl;
    }
}

/**
 * @brief Renders the contents of the bitmap onto an N5110 screen
 *
 * @param[in] lcd The screen to use for rendering
 * @param[in] x0  The horizontal position in pixels at which to render the bitmap
 * @param[in] y0  The vertical position in pixels at which to render the bitmap
 *
 * @details Note that x0, y0 gives the location of the top-left of the bitmap on
 *          the screen.
 *          This function only updates the buffer on the screen.  You still need
 *          to refresh the screen in order to actually see the bitmap.
 */
void Bitmap::render(N5110 &lcd,
                    unsigned int const x0,
                    unsigned int const y0) const
{
    // Loop through each row of the bitmap image
    for (unsigned int bitmap_row = 0; bitmap_row < _height; ++bitmap_row)
    {
        // Row index on the screen for rendering the row of pixels
        unsigned int screen_row = y0 + bitmap_row;
                
        // Render each pixel in the row
        for (unsigned int bitmap_col = 0; bitmap_col < _width; ++bitmap_col)
        {
            // Column index on the screen for rendering this pixel
            int screen_col = x0 + bitmap_col;

            // Find the required value of the pixel at the given location within
            // the bitmap data and then write it to the LCD screen
            int pixel = get_pixel(bitmap_row, bitmap_col);
            lcd.setPixel(screen_col, screen_row, pixel);
        }
    }
}