Stephen Schwahn / Mbed 2 deprecated Dodger

Dependencies:   4DGL-uLCD-SE LSM9DS1_Library SDFileSystem mbed-rtos mbed wave_player

main.cpp

Committer:
Dogstopper
Date:
2016-03-10
Revision:
2:623f29bad35c
Parent:
0:6a49493943be
Child:
3:27889fffc2f7

File content as of revision 2:623f29bad35c:

#include "mbed.h"
#include "InputHandler.h"
#include "Invader.h"
#include "Player.h"

#define WIDTH 128
#define HEIGHT 128

//DigitalOut led(LED1);

InputHandler input(p9, p10, 0xD6, 0x3C, p15);

uLCD_4DGL uLCD(p28,p27,p30); // serial tx, serial rx, reset pin;

//Player player(&uLCD, &input, WIDTH/2, HEIGHT/2);
Invader invader(&uLCD, WIDTH/2, HEIGHT/2, 0, 2);

void gameLoop(void const *p) 
{      
//    bool alive = true;
//    while(alive) {
////        player.update();
//        invader.update();
//        
//        invader.draw();
////        player.draw();
//        
//        // If there is a collision, we are done
////        if (invader.intersects(player.getX(), player.getY(), player.getWidth(), player.getHeight())) {
////            led = 1;
////            alive = false;
////        }
//        
//        Thread::wait(32); // 30 FPS
//    }
    
}

int main() {
    Thread* gameThread = new Thread(gameLoop);
    Thread* inputThread = input.start();
    uLCD.background_color(BLACK);
    invader.draw();
    while(1) {
        printf("xAccel: %.6f\n\ryAccel: %.6f\n\rbutton: %s\n\r", input.getXAccel(), input.getYAccel(), input.getPushed() ? "true" : "false");

        wait(0.5);
    }
}