zhangxinyu01text

Dependencies:   mbed

main.cpp

Committer:
eencae
Date:
2017-02-08
Revision:
0:e1442f3aa3c7
Child:
1:25a839625a1e

File content as of revision 0:e1442f3aa3c7:

///////// pre-processor directives ////////
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "Paddle.h"
#include "Ball.h"
#include "PongEngine.h"

#define PADDLE_WIDTH 2
#define PADDLE_HEIGHT 10
#define P1_X 1
#define P2_X WIDTH - PADDLE_WIDTH - P1_X
#define BALL_RADIUS 2
#define BALL_SPEED 3
/////////////// structs /////////////////
struct UserInput {
    Direction d;
    float mag;
};
/////////////// objects ///////////////
N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
Gamepad pad;
Paddle p1;
Paddle p2;
Ball ball;
PongEngine pong;
///////////// prototypes ///////////////
void init();
UserInput read_input();
void update_game(UserInput input);
void render();
///////////// functions ////////////////
int main()
{
    init();

    int fps = 3;

    while (1) {
        UserInput input = read_input();
        update_game(input);
        render();
        wait(1.0f/fps);
    }
}

void init()
{
    lcd.init();
    pad.init();
    
    p1.init(P1_X,PADDLE_HEIGHT,PADDLE_WIDTH);
    p2.init(P2_X,PADDLE_HEIGHT,PADDLE_WIDTH);
    ball.init(BALL_RADIUS,BALL_SPEED,pad);
    pong.init(); // does nothing yet
}

UserInput read_input()
{
    Direction d = pad.get_direction();
    float mag = pad.get_mag();
    UserInput input = {d,mag};
    return input;
}

void update_game(UserInput input)
{
    // important to update paddles and ball before checking collisions so can
    // correct for it before updating the display
    p1.update(input.d,input.mag);
    p2.update(input.d,input.mag);
    ball.update();
    pong.check_collisions(ball,p1,p2);
}

void render()
{
    lcd.clear();  // clear screen, re-draw and refresh
    p1.draw(lcd);
    p2.draw(lcd);
    ball.draw(lcd);
    lcd.refresh();
}