Snake vs Block Game to be run upon K64F.

Dependencies:   mbed

main.cpp

Committer:
AhmedPlaymaker
Date:
2019-05-01
Revision:
63:205f0ca48473
Parent:
62:ebf6ecf8a6d5
Child:
66:e47333ffc6ca

File content as of revision 63:205f0ca48473:

/*
ELEC2645 Embedded Systems Project
School of Electronic & Electrical Engineering
University of Leeds
Name: Ahmed Nomaan Adamjee
Username: el17ana
Student ID Number: 201161436
Date:
*/

///////// pre-processor directives ////////
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "FXOS8700CQ.h"
#include "StartScreen.h"
#include "SnakevsBlock.h"
#include "SDFileSystem.h"

/////////////// objects ///////////////
N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
Gamepad pad;
FXOS8700CQ device(I2C_SDA,I2C_SCL);
StartScreen _start;
Stats stats;
SnakevsBlock game;
AnalogIn noisy(PTB0); //This creates a random noise which I can use to seed the random numbers.
// Connections to SD card holder on K64F (SPI interface)
SDFileSystem sd(PTE3, PTE1, PTE2, PTE4, "sd"); // MOSI, MISO, SCK, CS
//Serial serial(USBTX, USBRX);  // for PC debug

///////////// prototypes //////////////
void init();
void refresh_game();

//Constants//
int fps = 40;  // frames per second, this will be changed in menu.
int g_mode = 1; //selects between joystick and motion control.
int back; //this allows us to use the back key to exit the game loop;

///////////// MAIN ////////////////
int main()
{
    init();
    _start.screen_saver(lcd, pad);
    while(1)  { //This loop is created for Play/Continue configuration
        _start.read_stats(sd); //this is to save the current highest level in the stats class that can be used in menu.
        stats.write(1, sd); //this tells the stats class that the game has started from level 1;
        _start.main_menu(lcd, pad);  // this takes us to main menu inside startscreen, and connects automatically to all other menu functions.
        _start.credits(lcd); // this is after the menu to allow us to hide credits if we want to play the game fast.
        fps = _start.fps; // sets the frames per second required, selected from the game speed menu.
        g_mode = _start.g_mode;// allows us to pass this information on to the snakevsblock class, to set the controls to either joystick or motion control.
        // start the game
        refresh_game();
        wait(1.0f/fps);

        // snakeVSblock - detect input respect to the menu options, and update data and refresh screen
        while (1) {

            game.read_input(pad, device, g_mode); //this reads the angle or joystick direction, on the condition of either of them being selected.
            game.update(lcd, pad); //updates the game screen and checks for any collisions.
            back = game.CheckGameProgression(lcd, pad, sd); //the int back stores the value 1 if back is pressed inside the update function of snakevsblock,
            //This function also handles level progression and level failure operations by using the class WinLoose.
            //and also sends relevant data to the sd card to implement stats functionality.
            
            
            if(back)  {
                break;    //and this allows us to return to main menu by using the keyword break.
            }

            refresh_game();
            wait(1.0f/fps);
        }
    }
}

void init()
{
    // need to initialise LCD and Gamepad
    lcd.init(); //init for the N5110 Library.
    device.init(); //init for the FXOS8700CQ Library.
    pad.init(); //init for the Gamepad Library.
    game.init(); //init for the SnakeVSBlock Class.
    _start.init(); //init for the Menu Class --> StartScreen.
    srand(100000*noisy.read_u16()); //seeds the random number generator with a random noise from the K64F.
}

void refresh_game()
{
    lcd.clear();  //clears the N5110 screen for the next frame
    game.draw(lcd, pad); //draws the next game frame
    game.get_pos(); //takes the game object coordinates and saves it privately to use later for implementing collisions.
    lcd.refresh();  //refreshes the N5110 screen to display the frame.
}