Zhang Xin yu
/
ZhangXinyu201090208
zhangxinyu01text
main.cpp
- Committer:
- Jenny121
- Date:
- 2019-05-06
- Revision:
- 24:8b1494a6bdbe
- Parent:
- 12:3952ba0683c7
File content as of revision 24:8b1494a6bdbe:
///////// pre-processor directives //////// #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "cxkEngine.h" #ifdef WITH_TESTING # include "tests.h" #endif /* ELEC2645 Embeeded System Project School of Elctronic & Electrical Enigneering University of Leeds Name : Zhang Xinyu Username : Zhang Xin yu Student ID number : 201090208 Date : 2019. 05.6 */ /////////////// structs ///////////////// struct UserInput { Direction d; float vara; // vara is the magnitude of the joystich }; /////////////// objects /////////////// N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); Gamepad pad; cxkEngine basketball; ///////////// prototypes define the void /////////////// void init(); void update_game(UserInput input); void render();// main contain void welcome(); void over(); ///////////// functions //////////////// int main() { int fps = 8; // frames 8k per second init(); // initialise and then display welcome screen... welcome(); // waiting for the user to start render(); // first draw the initial frame wait(1.0f/fps); // and wait for one frame period // game loop - read input, update the game state and render the display while (1) { basketball.read_input(pad); basketball.update(pad); render(); wait(1.0f/fps); } } // initialies all classes and libraries void init() { // need to initialise LCD and Gamepad lcd.init(); pad.init(); // initialise the game with correct ball and paddle sizes basketball.init(2,8,2,3); } // this function draws each frame on the LCD void render() { // clear screen, re-draw and refresh lcd.clear(); basketball.draw(lcd); lcd.refresh(); } // simple splash screen displayed on start-up void welcome() { lcd.printString(" U beautiful",0,1); lcd.printString("zhang xinyu",0,2); lcd.printString(" Press Start ",0,4); lcd.refresh(); // wait flashing LEDs until start button is pressed while ( pad.check_event(Gamepad::START_PRESSED) == false) { pad.leds_on(); wait(0.1); pad.leds_off(); wait(0.1); } }