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main.cpp
- Committer:
- Ting12138
- Date:
- 2020-05-14
- Revision:
- 12:3b7811c3502c
- Parent:
- 10:167d0aa1c9b3
File content as of revision 12:3b7811c3502c:
///////// pre-processor directives ////////
/*
ELEC2645 Embed Systems Project
School of Electronic &Electrical Engineering
University of Leeds
Name:Liu Liting
Username:el17ll
Student ID Number: ID For LEEDS:201199465 ID For SWJTU:2017110353
Date: 15/05/2020
*/
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "Engine.h"
#define THE_WALL_WIDTH 2
#define THE_WALL_GAP 12
#define ROCKET_BULK 2
#define FOODS_BULK 2
#define SPEED 2
/////////////// structs /////////////////
struct UserInput {
Direction d;
float mag;
Vector2D mapped_coord;
};
/////////////// objects ///////////////
N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
Gamepad pad;
Engine eng;
///////////// prototypes ///////////////
void init();
void update_game(UserInput input);
void renders();
void beginning();
void end_game();
void introduction();
void finger_snap();
///////////// Images ///////////////
const int symbol1[25][32] = {
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1,0,1,0,0,1,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,1,1,0,0,1,0,1,0,1,1,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,1,1,0,1,1,0,0,0,1,0,0,1,1,1,0,1,1,0,1,0,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0 },
{ 0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,0,0 },
{ 0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,1,0,0 },
{ 0,0,1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,1,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,1,1,0,1,0,1,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 },
};
const int symbol2[25][32] = {
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,0,0,0 },
{ 0,0,1,1,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,1,0,1,0,0,1,0,1,1,1,0,0 },
{ 0,0,1,1,1,0,0,1,1,0,0,1,0,0,0,0,1,1,0,0,1,0,1,0,1,1,0,1,1,1,0,0 },
{ 0,0,0,1,0,0,0,1,1,0,1,1,0,0,0,1,0,0,1,1,1,0,1,1,0,1,0,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,1,1,0,1,0,0,0,0,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,0,0,1,0,1,1,0,0,0,0,0,0,0 },
{ 0,0,0,1,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,1,1,1,0,0,1,1,0,0,1,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,1,1,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0 },
{ 0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 },
{ 0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 },
};
//////////////// the main functions //////////////////////
int main() {
while (1) {
int fps = 6;
init(); // initialise and then display screen...
beginning();
introduction(); // The intro of the story
renders();
wait(1.0f/fps); // and wait for one frame period
while (1) {
eng.read_input(pad);
eng.update(pad);
renders();
wait(1.0f/fps);
if (eng.get_final_score() < 3) { // setting diffculty to regard the current ffoods number
fps = 6;
}
if (eng.get_final_score() == 3) {
fps = 9;
}
if (eng.get_final_score() == 4) {
fps = 12;
}
if (eng.get_final_score() == 5) {
fps = 15;
}
if (eng.get_final_score() == 6) { // you win!!
finger_snap();
break;
} else if (eng.get_final_score() < 0) { // you lose :(
end_game();
break;
}
}
}
}
/////////////the introduction part////////////////
const int introduction1[8][84] = {
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 },
{ 1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 },
{ 1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 },
{ 1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 },
{ 1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
};
const int introduction2[8][80] = {
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
};
const int introduction3[8][80] = {
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
};
const int intro3[16][18] = {
{ 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
{ 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0 },
{ 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0 },
};
void init() {
// need to initialise LCD and Gamepad
lcd.init();
pad.init();
// initialise the game with correct ball and paddle bulks
eng.init(THE_WALL_WIDTH,THE_WALL_GAP,FOODS_BULK,SPEED);
}
void beginning() {
lcd.clear();
lcd.printString("The power food",0,0); //play messages
lcd.printString("Start story",9,4);
lcd.drawSprite(25,8,25,32,(int *)symbol1);
lcd.refresh();
pad.tone(440.00,0.60); // adding the theme music, which is my favorite song(hei,hei)
wait(0.60);
pad.tone(329.63,0.60);
wait(0.60);
pad.tone(392.00,0.60);
wait(0.60);
pad.tone(392.00,0.30);
wait(0.30);
pad.tone(293.66,0.30);
wait(0.30);
pad.tone(293.66,0.30);
wait(0.30);
pad.tone(261.63,0.30);
wait(0.30);
pad.tone(293.66,0.30);
wait(0.30);
pad.tone(261.63,0.30);
wait(0.30);
pad.tone(392.00,0.30);
wait(0.30);
pad.tone(293.66,0.15);
wait(0.30);
pad.tone(261.63,0.15);
wait(0.30);
pad.tone(293.66,0.30);
wait(0.30);
pad.tone(392.00,0.30);
wait(0.30);
while (pad.check_event(Gamepad::START_PRESSED) == false) { // animation loop until start button is pressed
lcd.clear();
lcd.printString("Look for food",0,0);
lcd.printString("Start story",9,4);
lcd.drawSprite(25,8,25,32,(int *)symbol1);
lcd.refresh();
wait(0.5);
lcd.clear();
lcd.printString("Look for food",0,0);
lcd.printString("Start story",9,4);
lcd.drawSprite(25,8,25,32,(int *)symbol2);
lcd.refresh();
wait(0.5);
}
}
void introduction() { // background story
lcd.clear();
lcd.printString("Liu Liting",0,0);
lcd.printString("ID:201199465",0,4);
lcd.refresh();
wait(1.0);
lcd.clear();
lcd.printString("long long ago",0,0);
lcd.refresh();
wait(1.0);
lcd.printString("Since the",6,2);
lcd.printString("earth destoried",0,3);
lcd.printString("we need go",9,4);
lcd.printString("to find",18,5);
lcd.refresh();
wait(1.0);
lcd.printString("(Press start)",3,1);
wait(1.0);
while (pad.check_event(Gamepad::START_PRESSED) == false) { // while-looping until the button is on
lcd.refresh();
wait(0.5);
}
lcd.clear(); // background story
lcd.printString("You will ",12,0);
lcd.printString("control them",9,1);
lcd.printString("to get what",6,2);
lcd.printString("you need to",9,3);
lcd.printString("then travel in",0,4);
lcd.printString("the forest",3,5);
lcd.refresh();
wait(1.0);
while ( pad.check_event(Gamepad::START_PRESSED) == false) { // while-looping until the button is on
lcd.refresh();
wait(0.5);
}
while (pad.check_event(Gamepad::START_PRESSED) == false) { // tutorial with animation
lcd.clear();
lcd.printString("Useing your",10,0);
lcd.printString("joystick to",8,1);
lcd.printString("send yourself",2,2);
lcd.printString("to the right",5,3);
lcd.printString("forest",17,4);
lcd.drawSprite(2,40,8,80,(int *)introduction1);
lcd.refresh();
wait(0.5);
lcd.clear();
lcd.printString("Useing your",10,0);
lcd.printString("joystick to",8,1);
lcd.printString("send yourself",2,2);
lcd.printString("to the right",5,3);
lcd.printString("forest",17,4);
lcd.drawSprite(2,40,8,80,(int *)introduction2);
lcd.refresh();
wait(0.5);
lcd.clear();
lcd.printString("Useing your",10,0);
lcd.printString("joystick to",8,1);
lcd.printString("send yourself",2,2);
lcd.printString("to the right",5,3);
lcd.printString("forest",17,4);
lcd.drawSprite(2,40,8,80,(int *)introduction3);
lcd.refresh();
wait(0.5);
}
while (pad.check_event(Gamepad::START_PRESSED) == false) { // tutorial with animation
lcd.clear();
lcd.printString("try not to",0,0);
lcd.printString("interrupt it",0,1);
lcd.printString("line when",0,3);
lcd.printString("pass thro.",0,4);
lcd.printString("the gap",0,5);
lcd.drawSprite(54,16,16,18,(int *)intro3);
lcd.drawRect(78,0,2,18,FILL_BLACK);
lcd.drawRect(78,30,2,18,FILL_BLACK);
lcd.refresh();
wait(0.5);
lcd.clear();
lcd.printString("try not to",0,0);
lcd.printString("interrupt it",0,1);
lcd.printString("line when",0,3);
lcd.printString("pass thro.",0,4);
lcd.printString("the gap",0,5);
lcd.drawSprite(62,16,16,18,(int *)intro3);
lcd.drawRect(78,0,2,18,FILL_BLACK);
lcd.drawRect(78,30,2,18,FILL_BLACK);
lcd.refresh();
wait(0.5);
}
lcd.clear(); // last message before the game begins
lcd.printString("rearch 6",12,0);
lcd.printString("foods and then",0,1);
lcd.printString("win the game",6,2);
lcd.printString("God speed",15,3);
lcd.printString("Going!",15,4);
lcd.refresh();
wait(0.5);
while (pad.check_event(Gamepad::START_PRESSED) == false) { //sparking leds
pad.leds_on();
wait(0.25);
pad.leds_off();
wait(0.25);
}
}
void renders() {
// clear screen, re-draw and refresh
lcd.clear();
eng.draw(lcd);
lcd.refresh();
}
void finger_snap() {
lcd.clear(); // at this point the game has broken the while loop, clear screen to display congrat message
lcd.printString("Congrat!!",17,0);
lcd.printString("Liu Liting",0,1);
lcd.printString("201199465",15,2);
lcd.refresh();
pad.tone(440.00,0.60); // adding the theme music
wait(0.60);
pad.tone(329.63,0.60);
wait(0.60);
pad.tone(392.00,0.60);
wait(0.60);
pad.tone(392.00,0.30);
wait(0.30);
pad.tone(293.66,0.30);
wait(0.30);
pad.tone(293.66,0.30);
wait(0.30);
pad.tone(261.63,0.30);
wait(0.30);
pad.tone(293.66,0.30);
wait(0.30);
pad.tone(261.63,0.30);
wait(0.30);
pad.tone(392.00,0.30);
wait(0.30);
pad.tone(293.66,0.15);
wait(0.30);
pad.tone(261.63,0.15);
wait(0.30);
pad.tone(293.66,0.30);
wait(0.30);
pad.tone(392.00,0.30);
wait(0.30);
while (pad.check_event(Gamepad::START_PRESSED) == false) { // enter loop waiting to restart the game
lcd.printString("press start",9,4);
lcd.printString("to return",15,5);
lcd.refresh();
pad.leds_on();
wait(0.5);
pad.leds_off();
wait(0.5);
}
}
void end_game() {
lcd.clear(); //break the while loop and enter gameover
lcd.printString("OH!!!",18,1);
lcd.printString("I don't feel",6,2);
lcd.printString("so good ...",9,3);
lcd.refresh();
pad.tone(261.63,1.63); // play sad music when lose
wait(1.63);
pad.tone(0.0,0.06);
wait(0.06);
pad.tone(261.63,0.63);
wait(0.63);
pad.tone(293.66,0.63);
wait(0.06);
pad.tone(329.63,0.63);
wait(0.63);
pad.tone(261.63,0.63);
wait(0.06);
pad.tone(329.63,1.63);
wait(1.63);
pad.tone(0.00,0.06);
wait(0.06);
pad.tone(261.63,0.63);
wait(0.63);
pad.tone(293.66,0.63);
wait(0.63);
pad.tone(329.63,0.63);
wait(0.63);
pad.tone(261.63,0.63);
wait(0.63);
pad.tone(349.23,0.63);
wait(0.63);
while (pad.check_event(Gamepad::START_PRESSED) == false) { // enter loop waiting to restart the game
lcd.printString("press start",9,4);
lcd.printString("to return",15,5);
lcd.refresh();
wait(0.5);
}
}