Rosie Gillman

Dependencies:   mbed Gamepad2 ELEC2645_Project_el18rg

Dependents:   ELEC2645_Project_el18rg

https://os.mbed.com/media/uploads/el18rg/bug_splat_logo.png

Rosemary Gillman 201265952

Objective

The goal of the game is to splat the bug as fast as you can using the swatter.

Controls

1 - Joystick - left/right to control the swatter 2 - Start button - starts the game 3 - Reset - resets the game 4 - Volume pot - adjusts the volume https://os.mbed.com/media/uploads/el18rg/buttons.png

Instructions

  1. Turn the gamepad on
  2. Wait for start screen and press start
  3. Move the joystick to control the swatter
  4. Splat the bug as fast as you can
  5. Press reset to play again

Gameplay

Start Screen 1

  • Low pad tone plays for 0.5s
  • Pad lights flash (200ms on/200ms off)
  • Text saying "Bug Splat Leeds Edition" is displayed
  • After 5 flashes the screen changes to Start Screen 2

https://os.mbed.com/media/uploads/el18rg/intro_screen1.jpg

Start Screen 2

  • Pad lights stay on constantly
  • Text reads "Splat the bug as fast as you can! Press start"
  • When start is pressed the screen changes to Gamplay Screen

https://os.mbed.com/media/uploads/el18rg/intro_screen_2.jpg

Gameplay Screen

  • The timer begins
  • Bug appears in the top right corner
  • Swatter appears in the bottom left corner
  • The bug bounces (with random velocity/direction) off the sides
  • When the bug bounces off the wall a low pad tone is played each time for 0.1 seconds
  • Swatter is controlled left to right with the joystick
  • When the bug and swatter overlap the screen changes to the Ending Screen

https://os.mbed.com/media/uploads/el18rg/gameplay.jpg

Ending Screen

  • Low pad tone plays for 0.5s
  • The timer ends and its value is displayed
  • Text reads "SPLAT (time) secs"
  • Splats are drawn on the screen https://os.mbed.com/media/uploads/el18rg/end_screen.jpg
Committer:
el18rg
Date:
Fri May 29 18:31:28 2020 +0000
Revision:
17:a50b273253ef
Parent:
16:33d8b58a1a65
Child:
18:879daedaff42
Timer working

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el18rg 2:b936aa854de2 1 #include "Engine.h"
el18rg 2:b936aa854de2 2 #include "mbed.h"
el18rg 2:b936aa854de2 3 #include "Gamepad.h"
el18rg 2:b936aa854de2 4 #include "N5110.h"
el18rg 16:33d8b58a1a65 5 #include <ctime>
el18rg 2:b936aa854de2 6
el18rg 15:4ed54ff548cf 7 Engine::Engine() {} //Constuctor
el18rg 15:4ed54ff548cf 8 Engine::~Engine() {} //Destructor
el18rg 2:b936aa854de2 9
el18rg 15:4ed54ff548cf 10 void Engine::init(int swatter_width,int swatter_height,int speed) //initalises the game
el18rg 2:b936aa854de2 11 {
el18rg 11:93da75c1849d 12 width = swatter_width;
el18rg 11:93da75c1849d 13 height = swatter_height;
el18rg 2:b936aa854de2 14 _speed = speed;
el18rg 2:b936aa854de2 15 x = GAP;
el18rg 10:b6e45e4acde7 16 _swatter.init(x,height,width);
el18rg 9:e7dce4de0910 17 _bug.init(_speed);
el18rg 2:b936aa854de2 18 }
el18rg 2:b936aa854de2 19
el18rg 15:4ed54ff548cf 20 void Engine::read_input(Gamepad &pad) //reads the direction and magnitude inputs
el18rg 2:b936aa854de2 21 {
el18rg 2:b936aa854de2 22 _d = pad.get_direction();
el18rg 2:b936aa854de2 23 _mag = pad.get_mag();
el18rg 2:b936aa854de2 24 }
el18rg 2:b936aa854de2 25
el18rg 15:4ed54ff548cf 26 void Engine::draw(N5110 &lcd) //draws the bug and swatter
el18rg 2:b936aa854de2 27 {
el18rg 9:e7dce4de0910 28 _bug.draw(lcd);
el18rg 10:b6e45e4acde7 29 _swatter.draw(lcd);
el18rg 2:b936aa854de2 30 }
el18rg 2:b936aa854de2 31
el18rg 15:4ed54ff548cf 32 void Engine::update(N5110 & lcd, Gamepad & pad) //updates the game
el18rg 2:b936aa854de2 33 {
el18rg 10:b6e45e4acde7 34 _swatter.update(_d,_mag);
el18rg 9:e7dce4de0910 35 _bug.update();
el18rg 14:9b4a219dd91e 36 check_side_collision(pad);
el18rg 11:93da75c1849d 37 check_swatter_collisions(lcd, pad);
el18rg 2:b936aa854de2 38 }
el18rg 15:4ed54ff548cf 39 void Engine::check_side_collision(Gamepad &pad) //checks if the bug collides with the sides and redirects it
el18rg 2:b936aa854de2 40 {
el18rg 13:09bc615e6665 41 srand(time(NULL));
el18rg 9:e7dce4de0910 42 Vector2D bug_pos = _bug.get_pos();
el18rg 9:e7dce4de0910 43 Vector2D bug_velocity = _bug.get_velocity();
el18rg 11:93da75c1849d 44 if (bug_pos.y <= 1) {
el18rg 11:93da75c1849d 45 bug_pos.y = 1;
el18rg 9:e7dce4de0910 46 bug_velocity.y = -bug_velocity.y;
el18rg 13:09bc615e6665 47 bug_velocity.x = rand() % 5 + 0;
el18rg 11:93da75c1849d 48
el18rg 2:b936aa854de2 49 pad.tone(750.0,0.1);
el18rg 11:93da75c1849d 50 } else if (bug_pos.y + 10 >= (HEIGHT-1) ) {
el18rg 9:e7dce4de0910 51 bug_pos.y = (HEIGHT-1) - 10;
el18rg 9:e7dce4de0910 52 bug_velocity.y = -bug_velocity.y ;
el18rg 13:09bc615e6665 53 bug_velocity.x = rand() % 5 + 0;
el18rg 4:5cc1b81999a9 54 pad.tone(750.0,0.1);
el18rg 4:5cc1b81999a9 55 }
el18rg 11:93da75c1849d 56 if (bug_pos.x <= 1) {
el18rg 11:93da75c1849d 57 bug_pos.x = 1;
el18rg 9:e7dce4de0910 58 bug_velocity.x = -bug_velocity.x;
el18rg 13:09bc615e6665 59 bug_velocity.y = rand() % 5 + 0;
el18rg 4:5cc1b81999a9 60 pad.tone(750.0,0.1);
el18rg 11:93da75c1849d 61 } else if (bug_pos.x + 10 >= (WIDTH-1) ) {
el18rg 9:e7dce4de0910 62 bug_pos.x = (WIDTH-1) - 10;
el18rg 9:e7dce4de0910 63 bug_velocity.x = -bug_velocity.x ;
el18rg 13:09bc615e6665 64 bug_velocity.y = rand() % 5 + 0;
el18rg 2:b936aa854de2 65 pad.tone(750.0,0.1);
el18rg 2:b936aa854de2 66 }
el18rg 2:b936aa854de2 67
el18rg 9:e7dce4de0910 68 _bug.set_velocity(bug_velocity);
el18rg 9:e7dce4de0910 69 _bug.set_pos(bug_pos);
el18rg 2:b936aa854de2 70 }
el18rg 15:4ed54ff548cf 71 void Engine::check_swatter_collisions(N5110 & lcd, Gamepad & pad) //checks if the swatter and bug have collided
el18rg 2:b936aa854de2 72 {
el18rg 9:e7dce4de0910 73 Vector2D bug_pos = _bug.get_pos();
el18rg 10:b6e45e4acde7 74 Vector2D p_pos = _swatter.get_pos();
el18rg 9:e7dce4de0910 75 Vector2D bug_velocity = _bug.get_velocity();
el18rg 13:09bc615e6665 76
el18rg 13:09bc615e6665 77 if ((bug_pos.x <= (p_pos.x +5)) && (bug_pos.x +5 >= p_pos.x)) {
el18rg 3:2f4a7787beb3 78 collisionX=true;
el18rg 11:93da75c1849d 79 } else {
el18rg 3:2f4a7787beb3 80 collisionX=false;
el18rg 3:2f4a7787beb3 81 }
el18rg 11:93da75c1849d 82 if ((bug_pos.y <= (p_pos.y+5)) && (bug_pos.y+5 >= p_pos.y )) {
el18rg 3:2f4a7787beb3 83 collisionY=true;
el18rg 11:93da75c1849d 84 } else {
el18rg 3:2f4a7787beb3 85 collisionY=false;
el18rg 2:b936aa854de2 86 }
el18rg 11:93da75c1849d 87 if (collisionX && collisionY) {
el18rg 7:b5ef03efe784 88 ending(lcd, pad);
el18rg 11:93da75c1849d 89 }
el18rg 2:b936aa854de2 90 }
el18rg 15:4ed54ff548cf 91 void Engine::timer() //starts the timer off
el18rg 13:09bc615e6665 92 {
el18rg 13:09bc615e6665 93 start = clock();
el18rg 13:09bc615e6665 94 }
el18rg 15:4ed54ff548cf 95 void Engine::ending(N5110 & lcd, Gamepad & pad) //runs end of the game sequence
el18rg 7:b5ef03efe784 96 {
el18rg 7:b5ef03efe784 97 lcd.clear();
el18rg 7:b5ef03efe784 98 pad.leds_on();
el18rg 17:a50b273253ef 99 pad.tone(500.0,0.5);
el18rg 16:33d8b58a1a65 100 duration = clock() - start;
el18rg 16:33d8b58a1a65 101 final = ((float)duration/CLOCKS_PER_SEC)/2;
el18rg 13:09bc615e6665 102 char buffer[1];
el18rg 16:33d8b58a1a65 103 sprintf(buffer,"%.2f",final);
el18rg 11:93da75c1849d 104 for (double i = 0; i < 100000; i += 0.1) {
el18rg 11:93da75c1849d 105 lcd.refresh();
el18rg 16:33d8b58a1a65 106 lcd.printString(buffer,23,2);
el18rg 16:33d8b58a1a65 107 lcd.printString("s",50,2);
el18rg 11:93da75c1849d 108 _splat.draw(lcd);
el18rg 7:b5ef03efe784 109 }
el18rg 7:b5ef03efe784 110 }