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Dependencies: mbed
Diff: main.cpp
- Revision:
- 1:25a839625a1e
- Parent:
- 0:e1442f3aa3c7
- Child:
- 3:910d7e87f367
- Child:
- 7:75ba0b323011
--- a/main.cpp Wed Feb 08 19:51:44 2017 +0000
+++ b/main.cpp Wed Mar 01 13:55:16 2017 +0000
@@ -2,16 +2,13 @@
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
-#include "Paddle.h"
-#include "Ball.h"
#include "PongEngine.h"
#define PADDLE_WIDTH 2
#define PADDLE_HEIGHT 10
-#define P1_X 1
-#define P2_X WIDTH - PADDLE_WIDTH - P1_X
#define BALL_RADIUS 2
#define BALL_SPEED 3
+
/////////////// structs /////////////////
struct UserInput {
Direction d;
@@ -20,25 +17,24 @@
/////////////// objects ///////////////
N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
Gamepad pad;
-Paddle p1;
-Paddle p2;
-Ball ball;
PongEngine pong;
///////////// prototypes ///////////////
void init();
-UserInput read_input();
void update_game(UserInput input);
void render();
///////////// functions ////////////////
int main()
{
- init();
+ int fps = 8;
- int fps = 3;
+ init();
+
+ render(); // draw initial frame
+ wait(1.0f/fps);
while (1) {
- UserInput input = read_input();
- update_game(input);
+ pong.read_input(pad);
+ pong.update(pad);
render();
wait(1.0f/fps);
}
@@ -49,35 +45,18 @@
lcd.init();
pad.init();
- p1.init(P1_X,PADDLE_HEIGHT,PADDLE_WIDTH);
- p2.init(P2_X,PADDLE_HEIGHT,PADDLE_WIDTH);
- ball.init(BALL_RADIUS,BALL_SPEED,pad);
- pong.init(); // does nothing yet
-}
+ float rand1 = pad.read_pot();
+ Vector2D rand2 = pad.get_coord();
+ int seed = int(1.0e6f*(rand1 + (rand2.x/rand2.y)));
+ // create some random number from ADC pins to use in srand
+
+ pong.init(PADDLE_WIDTH,PADDLE_HEIGHT,BALL_RADIUS,BALL_SPEED,seed);
-UserInput read_input()
-{
- Direction d = pad.get_direction();
- float mag = pad.get_mag();
- UserInput input = {d,mag};
- return input;
-}
-
-void update_game(UserInput input)
-{
- // important to update paddles and ball before checking collisions so can
- // correct for it before updating the display
- p1.update(input.d,input.mag);
- p2.update(input.d,input.mag);
- ball.update();
- pong.check_collisions(ball,p1,p2);
}
void render()
{
lcd.clear(); // clear screen, re-draw and refresh
- p1.draw(lcd);
- p2.draw(lcd);
- ball.draw(lcd);
+ pong.draw(lcd);
lcd.refresh();
}
\ No newline at end of file