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main.cpp
- Committer:
- Albutt
- Date:
- 2020-05-22
- Revision:
- 8:0c6d6ed55851
- Parent:
- 7:0434857199cf
- Child:
- 9:62fe47a1374f
File content as of revision 8:0c6d6ed55851:
/*
ELEC2645 Embedded Systems Project
School of Electronic & Electrical Engineering
University of Leeds
2019/20
Name: Albert Tan Mulligan
Username: el18ajst
Student ID Number:201241153
Date:10/4/2020
*/
// includes
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "Character.h"
#include "Bullets.h"
#include "Enemy.h"
#include <vector>
Serial pc(USBTX, USBRX);
//STRUCTS
struct State {
int number;
int next_state[2];
};
//OBJECTS
Gamepad pad;
N5110 lcd;
Character p1;
vector<Bullets> shots;
volatile int enemy_number = 1;
vector<Enemy> enemies;
//Variables
State fsm[3] = {
{0,{1,1}},
{1,{2,2}},
{2,{1,0}}
};
volatile int Current_State = 0;
volatile int timer = 0;
//PROTOTYPES
void menu();
void GameRun();
void Pause();
void LevelUp();
//FUNCTIONS
int main()
{
//pc.printf("Main Open");
//SETUPS
pad.init();
lcd.init();
lcd.clear();
//testing CoolTerm
//pc.printf("CoolTerm is Connected\n");
//pc.printf("CurrentState = %d\n", Current_State);
while(1){
if(Current_State == 0){
menu();
}
else if (Current_State == 1){
GameRun();
}
else if (Current_State ==2){
Pause();
}
}
}
void menu(){
//pc.printf("Menu Open");
lcd.printString(" BoxHead ",0,1);
lcd.printString(" Choose your",0,3);
lcd.printString(" Weapon",0,4);
lcd.refresh();
while (1) {
//pc.printf("While Loop + %d", g_pad.Button_A_flag);
if (pad.A_pressed()) {
//pc.printf("Button_A");
Current_State = fsm[0].next_state[0];
enemies.push_back(Enemy(timer));
p1.init(40,22);
return;
}
/* if (pad.X_pressed()) {
//pc.printf("Button_X");
Current_State = fsm[0].next_state[0];
enemies.push_back(Enemy(timer));
p1.init(40,22);
return;
}
if (pad.Y_pressed()) {
//pc.printf("Button_Y");
Current_State = fsm[0].next_state[0];
enemies.push_back(Enemy(timer));
p1.init(40,22);
return;
}*/
sleep();
}
}
void GameRun(){
//pc.printf("Game Open");
Direction dir = pad.get_direction();
float mag = pad.get_mag();
while(1){
timer++;
//movement code
dir = pad.get_direction();
mag = pad.get_mag();
if (pad.A_pressed()) {
shots.push_back(Bullets(p1.get_x()+2, p1.get_y()+2, dir));
}
if (enemies.size()== 0) {
LevelUp();
}
p1.update(dir, mag);
for(int i = 0; i<shots.size(); i++){
shots.at(i).update();
}
for(int i = 1; i<shots.size(); i++){
if(shots.at(i).get_x()>84|shots.at(i).get_x()<1|shots.at(i).get_y()>48|shots.at(i).get_y()<1){
shots.erase(shots.begin()+i);
}
}
for(int i = 0; i<enemies.size(); i++){
enemies.at(i).update(p1.get_x()+1, p1.get_y()+1);
for(int j = 1; j<shots.size(); j++){
if(shots.at(j).get_x() >= enemies.at(i).get_x()-1 & shots.at(j).get_x()<= enemies.at(i).get_x()+1& shots.at(j).get_y() >= enemies.at(i).get_y()-1 & shots.at(j).get_y()<= enemies.at(i).get_y()+1){
enemies.at(i).dead();
shots.erase(shots.begin()+i);
}
}
}
lcd.clear();
for(int i = 0; i<enemies.size(); i++){
enemies.at(i).draw(lcd);
}
for(int i = 0; i<shots.size(); i++){
shots.at(i).draw(lcd);
}
p1.draw(lcd);
lcd.refresh();
wait(1.0f/10.0f);
if (pad.start_pressed()) {
Current_State = fsm[Current_State].next_state[0];
return;
}
}
}
void Pause(){
lcd.printString(" PAUSED ",0,1);
lcd.refresh();
// put the MCU to sleep until an interrupt wakes it up
if (pad.start_pressed()) {
Current_State = fsm[Current_State].next_state[0];
return;
}
if (pad.B_pressed()) {
Current_State = fsm[Current_State].next_state[1];
lcd.clear();
return;
}
sleep();
}
void LevelUp(){
lcd.printString("NEXT LEVEL ",0,1);
lcd.refresh();
wait(2.0);
enemy_number *= 2;
for(int i = 0; i < enemy_number; i++){
enemies.push_back(Enemy(timer));
}
p1.level_up();
Current_State = 1;
return;
}