![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Control the wondrous spinning-frog game of Zuma's Revenge with a rotating chair and an Airzooka. Maps compass rotation, flex sensor and push button input to USB actions to control Zuma's Revenge (http://www.popcap.com/games/zumas-revenge/online)
Dependencies: LSM303DLHC mbed
Note that content for USB HID and USB Device is actually from the USBDevice mbed library. However, we made a couple of small changes to this library (allowing USB clicks at a particular location) that required us to break it off from the main project if we wanted to publish without pushing upstream.
main.cpp
- Committer:
- andrewhead
- Date:
- 2014-09-29
- Revision:
- 0:4df415dde990
File content as of revision 0:4df415dde990:
#include "mbed.h" #include "LSM303DLHC.h" #include "USBMouseKeyboard.h" USBMouseKeyboard mouseKeyboard(ABS_MOUSE); LSM303DLHC compass(PTC11, PTC10); InterruptIn switchButton(D13); AnalogIn fireButton(A0); const float FLEX_THRESHOLD = .6; float lastFlexValue = 0; bool spaceHit = false; void hitSpace(void) { /* Register trigger that the SPACE control button has been hit */ spaceHit = true; } bool wasFlexReleased(void) { /* Check to see whether the flex sensor was released according to predetermined threshold. */ bool released = false; float flexValue = fireButton.read(); if ((lastFlexValue > FLEX_THRESHOLD) && (flexValue < FLEX_THRESHOLD)) { released = true; } lastFlexValue = flexValue; return released; } int main(void) { /* Variables for sensing orientation */ int16_t x_center = (X_MAX_ABS - X_MIN_ABS)/2; int16_t y_center = (Y_MAX_ABS - Y_MIN_ABS)/2; float xRot, yRot, nullRot; int16_t xPos, yPos; /* When the switch button is hit, register SPACE getting hit */ switchButton.fall(&hitSpace); while (1) { /* This loop just checks sensors and maps them to keyboard and mouse motions that will accurately enough control the game that has been opened in a browser and centered in the middle of the screen. */ /* Detect rotation from the compass. We don't care about several compass variables, (the ones returned into the nullRot variable) so we just pass in an unused variable. */ /* The x and y that we compute don't appear to be perfectly accurate mappings to the rotating compass -- the radius of the circle changes as one rotates. But the heuristic effect we get below is good enough for playing Zuma. */ compass.read(&nullRot, &nullRot, &nullRot, &xRot, &yRot, &nullRot); xPos = x_center + int16_t(xRot * 12000); yPos = y_center + int16_t(yRot * 12000); /* Move the mouse to a rotated position on a circle centered at the middle of the screen */ mouseKeyboard.move(xPos, yPos); /* Check on flex sensor to see if ball was fired */ bool fired = wasFlexReleased(); if (fired) { mouseKeyboard.click(xPos, yPos, MOUSE_LEFT); } /* Check to see if button for hitting SPACE was triggered */ if (spaceHit == true) { mouseKeyboard.printf(" "); spaceHit = false; } /* Put a healthy amount of space between each iteration */ wait_ms(10); } }