Simple game

main.cpp

Committer:
AnnaBridge
Date:
2016-04-13
Revision:
0:c0ff9a7daaac

File content as of revision 0:c0ff9a7daaac:

/*
The MIT License (MIT)
Copyright (c) 2016 British Broadcasting Corporation.
This software is provided by Lancaster University by arrangement with the BBC.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/

/* The letter game....

   This simple game demonstrates the use of:
   1) The random function
   2) Events on the message bus to handle button presses
   3) Driving the display for both characters, numbers and animations.
   4) The system timer
   
   The start of the game will be preceeded by the following message:
   "Get Ready.."
   and then a small animation showing shrinking boxes.
   Once the game starts a random letter from A-Z will be displayed on the screen.
   If it is a consonant then you press the right button.
   If it is a vowel then you press the left button.
   You must press the corresponding button within the time period for the current level.
   Each time you level up, the time to respond decreases. When you level up the shrinking
   box animation will be displayed again.
   
   The initial allowed time is defined as INITIAL_LIMIT.
   The amount by which the time allowed decreases at each level is defined by SPEEDUP.
   The point at which a level up occurs is defined as LEVEL_UP.
    
*/

#include "MicroBit.h"
#include <stdio.h>

void level_up();
void start();
void game_over();
void display_letter();
void check_press(unsigned long delay);
void onButtonA(MicroBitEvent e);
void onButtonB(MicroBitEvent e);


MicroBit uBit;

#define INITIAL_LIMIT  2000 //ms
#define SPEEDUP         200 //ms
#define LEVEL_UP         20  // level/speed up each time score accumulates by this amount

typedef enum 
{
    NONE,
    VOWEL,
    CONSONANT,
    LATE_PRESS
} Letter_type;

Letter_type buttonPress = NONE;
Letter_type type = NONE;
unsigned long time_val;
unsigned long limit;
unsigned score = 0;

void level_up()
{
    MicroBitImage outer("255,255,255,255,255\n255,0,0,0,255\n255,0,0,0,255\n255,0,0,0,255\n255,255,255,255,255\n");
    uBit.display.print(outer, 0, 0);
    uBit.sleep(200);
    MicroBitImage middle("0,0,0,0,0\n0,255,255,255,0\n0,255,0,255,0\n0,255,0,255,0\n0,0,0,0,0\n");
    uBit.display.print(middle, 0, 0);
    uBit.sleep(200);
    MicroBitImage inner("0,0,0,0,0\n0,0,0,0,0\n0,0,255,0,0\n0,0,0,0,0\n0,0,0,0,0\n");
    uBit.display.print(inner, 0, 0); 
    uBit.sleep(200);
    uBit.display.print(middle, 0, 0);
    uBit.sleep(200);
    uBit.display.print(outer, 0, 0);    
    uBit.sleep(200);
    uBit.display.clear();
    uBit.sleep(300);
}

void start()
{
    score = 0;
    limit = INITIAL_LIMIT;
    uBit.display.clear();
    uBit.display.scroll("GET READY...", 100);
    uBit.sleep(500);
    level_up();
    uBit.sleep(500);
    display_letter();
}

void game_over()
{
    char val[5];
    uBit.display.clear();
    uBit.display.scroll("GAME OVER!", 100);
    uBit.display.scroll("SCORE = ");
    sprintf(val,"%u", score);
    uBit.display.scroll(val, 100);
}


void display_letter()
{
    // random number from 65 - 90 ie ASCII A-Z
    char letter = uBit.random(26) + 65;
    
    switch(letter)
    {
       case 'A':
       case 'E':
       case 'I':
       case 'O':
       case 'U': 
          type = VOWEL;
          break;
          
       default:
           type = CONSONANT;
    }

    uBit.display.printChar(letter,500);
    //uBit.sleep(limit);
    uBit.display.clear();
    time_val = uBit.systemTime();
}

void check_press(unsigned long delay)
{
    if (buttonPress == type && delay <= limit)
    {
        score++;            
        if ((score % LEVEL_UP) == 0 && limit > SPEEDUP)
        {
            // Increase speed
            limit -= SPEEDUP;    
            level_up();
        }
        buttonPress = NONE;
        display_letter();
    }
    else
    {
        game_over();            
        uBit.sleep(1000);
        start();
    }
    
}   

void onButtonA(MicroBitEvent e)
{
    if (e.value == MICROBIT_BUTTON_EVT_CLICK)
    {
        unsigned long delay = uBit.systemTime() - time_val;
        buttonPress = VOWEL;
        check_press(delay);
    }
}

void onButtonB(MicroBitEvent e)
{
    if (e.value == MICROBIT_BUTTON_EVT_CLICK)
    {
        unsigned long delay = uBit.systemTime() - time_val;
        buttonPress = CONSONANT;
        check_press(delay);
    }
 
}


int main()
{
    
    // Initialise the micro:bit runtime.
    uBit.init();
    
    // Set up button event handlers
    uBit.messageBus.listen(MICROBIT_ID_BUTTON_B, MICROBIT_EVT_ANY, onButtonB);
    uBit.messageBus.listen(MICROBIT_ID_BUTTON_A, MICROBIT_EVT_ANY, onButtonA);
    
    start();
    while(1)
    {            
        uBit.sleep(100);
    }

    // If main exits, there may still be other fibers running or registered event handlers etc.
    // Simply release this fiber, which will mean we enter the scheduler. Worse case, we then
    // sit in the idle task forever, in a power efficient sleep.
    release_fiber();
}