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main.cpp
- Committer:
- JamesCummins
- Date:
- 2019-04-27
- Revision:
- 29:42651f87522b
- Parent:
- 26:0dc10374546f
- Child:
- 31:c95f1b1d6423
File content as of revision 29:42651f87522b:
/* ELEC2645 Embedded Systems Project School of Electronic & Electrical Engineering University of Leeds Name: James Nathan Cummins Username: el17jnc Student ID Number: 201096364 Date: 22/03/19 */ #include "Gamepad.h" #include "mbed.h" #include "N5110.h" #include "BrickBreakerEngine.h" #include "ClassicEngine.h" #include "OptionsEngine.h" #include "SDFileSystem.h" #define RADIUS 3 //Objects Gamepad gamepad; N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); ClassicEngine classic; BrickBreakerEngine brick; OptionsEngine opt; Map map; AnalogIn randnoise(PTB0); FXOS8700CQ accelerometer(I2C_SDA,I2C_SCL); Ball ball; Pause pause; SDFileSystem sd(PTE3,PTE1,PTE2,PTE4,"sd"); //Enumeric class and struct for game mode selection menu enum StartOption{ CLASSIC, BRICKBREAKER, OPTIONS }; struct StartSelection{ int output; StartOption next_state[3]; }; //Methods void startscreen(); StartOption menu(); void init(); void print_start_menu(int output); void classic_mode(); void brickbreaker_mode(); void options_menu(); ////////////////Main Function///////////////// int fps = 16; //declared globally so it doesn't have to be passed to //the different game mode functions int main(){ init(); startscreen(); while(1){ StartOption choice_selected = menu(); if(choice_selected == CLASSIC){ classic_mode();} if(choice_selected == BRICKBREAKER){ brickbreaker_mode();} if(choice_selected == OPTIONS){ options_menu();} } } //////////////Start up functions/////////////////// void init(){ gamepad.init(); lcd.init(); lcd.setContrast(0.55); brick.init(RADIUS, ball); opt.init(); map.init(); pause.init(); accelerometer.init(); sd.disk_initialize(); wait(1); } void startscreen() { lcd.clear(); char gamename[] = {'L', 'A', 'B', 'Y', 'R', 'I', 'N', 'T', 'H', ' ', ' ', '\0'}; int i = 0; for(int a = 0; a < 35; a++){ lcd.clear(); lcd.drawCircle(24+2*a, 21, 3, FILL_BLACK); for (i = 0; i < a/3; i++) { lcd.printChar(gamename[i], 15+i*6, 2); lcd.refresh(); } wait_ms(50); } lcd.printString("Press start", 9, 4); lcd.printString("to play >", 15, 5); lcd.refresh(); bool advance = false; while (!advance){ if (gamepad.check_event(gamepad.START_PRESSED)){ lcd.clear(); lcd.refresh(); advance = true; } else { advance = false; } } } StartOption menu(){ StartSelection fsm[3] = { {0,{OPTIONS,BRICKBREAKER,CLASSIC}}, {2,{CLASSIC,OPTIONS,BRICKBREAKER}}, {4,{BRICKBREAKER,CLASSIC,OPTIONS}} }; StartOption state = CLASSIC; //start with the arrow on the top option int next = 2; //next_state = 2 so that by default it doesn't change arrow position while(!(gamepad.check_event(gamepad.A_PRESSED))){ //select choice by pushing joystick to the right state = fsm[state].next_state[next]; lcd.clear(); if(gamepad.get_direction() == N){ next = 0;} else if(gamepad.get_direction() == S){ next = 1;} else {next = 2;} print_start_menu(fsm[state].output); lcd.refresh(); wait(0.25); } lcd.clear(); lcd.refresh(); return state; } void print_start_menu(int output){ lcd.printString(">", 0, output); lcd.printString("Classic", 36, 0); lcd.printString("BrickBreak", 18, 2); lcd.printString("Options", 36, 4); lcd.printString("(A = Select)", 12, 5); } //////////////////Game Mode Functions//////////////////////////////// void classic_mode(){ classic.init(ball, map); while(!(map.check_wall_collision(gamepad, ball))){ classic.classic_update(ball, accelerometer, map); lcd.clear(); classic.classic_draw(lcd, map, ball); lcd.refresh(); wait(1/fps); if(gamepad.check_event(gamepad.BACK_PRESSED)){ PauseOption choice = pause.pause_menu(gamepad, lcd, fps); if(choice == RESUME){} if(choice == RESTART){ classic.init(ball, map); } if(choice == QUIT){ break; } if(choice == HELP){ pause.classic_help(gamepad, lcd); } } } } void brickbreaker_mode(){ for(int i = 0; i < 45*fps; i++){ if(i == 1){ brick.set_score(0); } //reset score when game restarts ball.read_input(accelerometer); ball.update(); /*Vector2D position = _ball.get_position(); printf("ball_x = %f | ball_y = %f\n", position.x, position.y); //note: running with tests causes the game to run slow and take ~2min30s*/ brick.check_square_collision(randnoise, ball); lcd.clear(); brick.brickbreaker_draw(lcd, ball); lcd.refresh(); wait_ms(1000/fps); if(gamepad.check_event(gamepad.BACK_PRESSED)){ PauseOption choice = pause.pause_menu(gamepad, lcd, fps); i = pause.brickbreaker_action(choice, gamepad, lcd, i, fps); //returns which frame to jump to } } brick.write_high_scores(); } void options_menu(){ Option choice = BRIGHTNESS; while(!(gamepad.check_event(gamepad.A_PRESSED))){ lcd.clear(); opt.display_options(lcd); choice = opt.option_selection(gamepad, lcd); lcd.refresh(); wait(0.2); } if(choice == BRIGHTNESS){ opt.change_brightness(gamepad, lcd); } if(choice == BALL_SPEED){ opt.change_ball_speed(gamepad, lcd, ball); } if(choice == HIGH_SCORES){ opt.view_high_scores(gamepad, lcd); } }