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Dependencies: mbed ll16j23s_test_docs
Revision 14:2dfe04ced21c, committed 2020-05-27
- Comitter:
- JoeShotton
- Date:
- Wed May 27 03:18:16 2020 +0000
- Parent:
- 13:7b7ec5db56b2
- Commit message:
- Final Version
Changed in this revision
--- a/Food/Food.cpp Wed May 27 00:59:14 2020 +0000
+++ b/Food/Food.cpp Wed May 27 03:18:16 2020 +0000
@@ -21,7 +21,7 @@
srand(_seed);
while (rand_pos(pad, lcd) == false){ //while new food coordinates are in the snake/walls
rand_pos(pad, lcd); //choose new coords by rerunning the function
- printf("Reselected food position\n");
+ //printf("Reselected food position\n");
}
}
@@ -45,6 +45,7 @@
// draw food, with alternating pixels depending on frame.
_frame++;
_frame = _frame % 12;
+ //printf("Food frame: %d\n", _frame);
if (_frame > 6) {
lcd.drawLine(x, y, x + 1, y + 1, 1);
} else {
--- a/Food/Food.h Wed May 27 00:59:14 2020 +0000 +++ b/Food/Food.h Wed May 27 03:18:16 2020 +0000 @@ -6,7 +6,7 @@ #include "Gamepad.h" #include "FXOS8700CQ.h" -/** SnakeEngine Class: +/** SnakeEngine: @brief - Functions that exclusively control the food @author Joseph Shotton @date May 2020
--- a/SnakeBody/SnakeBody.cpp Wed May 27 00:59:14 2020 +0000
+++ b/SnakeBody/SnakeBody.cpp Wed May 27 03:18:16 2020 +0000
@@ -92,6 +92,7 @@
if(_length_increase > 0) { //converts length increase into length, one unit at a time
_length++;
_length_increase--;
+ //printf("L increase: %d\n", _length_increase);
}
}
@@ -133,7 +134,7 @@
{
head_x = 42;
head_y = 24;
- for(int i = 3; i < body_y.size(); i++) {
+ for(int i = 1; i < body_y.size(); i++) {
body_y.at(i) = 50; //moves all body coordinates off-screen
}
_length = 4;
--- a/SnakeBody/SnakeBody.h Wed May 27 00:59:14 2020 +0000 +++ b/SnakeBody/SnakeBody.h Wed May 27 03:18:16 2020 +0000 @@ -6,7 +6,7 @@ #include "Gamepad.h" #include <vector> -/** SnakeBody Class: +/** SnakeBody: @brief - Functions that exclusively control the snake body @author Joseph Shotton @date May 2020
--- a/SnakeEngine/SnakeEngine.cpp Wed May 27 00:59:14 2020 +0000
+++ b/SnakeEngine/SnakeEngine.cpp Wed May 27 03:18:16 2020 +0000
@@ -37,8 +37,7 @@
//printf("Dead!");
game_state = 4; //sets game_state to death, which changes the active while loop in main.cpp
death_init(pad, lcd); //displays death menu
- }
- //snake-wall collision
+ }
}
void SnakeEngine::snake_food_collision(Gamepad &pad, N5110 &lcd) {
@@ -58,7 +57,7 @@
}
void SnakeEngine::map_run(N5110 &lcd) {
- switch(_map_select+1) { //selects chosen map
+ switch(_map_select + 1) { //selects chosen map
case 2:
map2_draw(lcd);
snake_map2_collision();
@@ -176,7 +175,7 @@
transition_black(lcd);
transition_white(lcd);
lcd.refresh();
- //printf("Menu 2\n");
+ //printf("Menu 1\n");
lcd.printString("SNAKE",27,0); //displays relevant text
lcd.printString("Play",30,2);
lcd.drawCircle(24,19,3,FILL_TRANSPARENT); //draws empty circles for option display
@@ -277,7 +276,8 @@
game_init(pad, lcd, mag);
game_state = 3;
} else {
- menu2_init(pad, lcd);
+ menu2_init(pad, lcd);
+ menu_flash(pad, 2);
game_state = 2;
}
}
--- a/SnakeEngine/SnakeEngine.h Wed May 27 00:59:14 2020 +0000 +++ b/SnakeEngine/SnakeEngine.h Wed May 27 03:18:16 2020 +0000 @@ -9,7 +9,7 @@ #include "Food.h" #include <vector> -/** SnakeEngine Class: +/** SnakeEngine: @brief - Engine that controls the mechanics of the snake game @author Joseph Shotton @date May 2020
--- a/main.cpp Wed May 27 00:59:14 2020 +0000
+++ b/main.cpp Wed May 27 03:18:16 2020 +0000
@@ -41,13 +41,11 @@
while(snake.game_state == 1){ //menu 1
snake.menu1_select(pad, lcd, mag); //run menu 1 controls
snake.contrast(pad, lcd); //set contrast with pot2
- sleep();
}
while(snake.game_state == 2){ //menu 2
snake.menu2_select(pad, lcd, mag); //run menu 2 controls
snake.contrast(pad, lcd); //set contrast with pot2
- sleep(); //puts the chip in 'sleep' mode so it saves power when inactive
}
while(snake.game_state == 3){ //game
@@ -60,7 +58,6 @@
while(snake.game_state == 4){ //death menu
snake.death_select(pad, lcd, mag); //run death menu controls
snake.contrast(pad, lcd); //set contrast with pot2
- sleep(); //puts the chip in 'sleep' mode so it saves power when inactive
}
}
}
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