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main.cpp
- Committer:
- Kern_EL17KJTF
- Date:
- 2019-05-05
- Revision:
- 3:b248dc1f3e8d
- Parent:
- 2:6baf849b0270
- Child:
- 4:59175720d8ee
File content as of revision 3:b248dc1f3e8d:
/* ELEC2645 Embedded Systems Project School of Electronic & Electrical Engineering University of Leeds Name: Kern Fowler Username: el17kjtf Student ID Number: 201116686 Date: 19/02/2019 Version: 1.2 */ #include "main.h" int fps = 24; int direction; int menu_option_pos = 0; int arrow_pos = 0; float brightness = 0.5; float contrast = 0.430; int volume = 1; int main() { init(); // initialise peripherals welcome(); // display welcome message while(1) { // infinite loop arrow_location(); print_menu(); // this re-prints the menu at the start of every loop arrow_select(); wait_ms(1.0f/fps); } } void init() { // initialise LCD lcd.init(); // initialise Gamepad pad.init(); wait(2.5); } void arrow_location() { direction = pad.get_direction(); if (direction == N) { menu_option_pos = menu_option_pos - 1; // printf("North Pressed"); wait_ms(250); } if (direction == S) { menu_option_pos = menu_option_pos + 1; // printf("South Pressed"); wait_ms(250); } if (menu_option_pos > 3) { menu_option_pos = 0; } if (menu_option_pos < 0) { menu_option_pos = 3; } arrow_pos = 16 + (menu_option_pos * 8); // printf("Option Num = %d", menu_option_pos) } void arrow_select() { if (pad.check_event(Gamepad::A_PRESSED) == true) { if (menu_option_pos == 0) { // printf("GameEngine"); game_engine_run(); } if (menu_option_pos == 1) { // printf("Controls"); controls_run(); } if (menu_option_pos == 2) { // printf("Instructions"); instructions_run(); } if (menu_option_pos == 3) { // printf("Options"); options_run(); } } } void print_menu() { lcd.clear(); lcd.printString("Main Menu",19,0); lcd.printString("Start Game",8,2); lcd.printString("Controls",8,3); lcd.printString("Instructions",8,4); lcd.printString("Options",8,5); lcd.drawSprite(0,arrow_pos,7,7,(int *)menu_arrow); lcd.refresh(); } void welcome() { lcd.clear(); lcd.drawSprite(24,0,36,34,(int *)menu_dk_face); lcd.printString(" Donkey Kong",0,5); lcd.refresh(); wait(1.0); //edit back to longer lcd.clear(); lcd.printString(" Created",0,0); lcd.printString(" By",0,1); lcd.printString(" Kern Fowler",0,3); lcd.printString(" 201116686",0,4); lcd.refresh(); wait(1.0); } void game_engine_run() { wait_ms(250); while (pad.check_event(Gamepad::BACK_PRESSED) == false) { //printf("Game State"); lcd.clear(); lcd.printString("Game",0,0); lcd.refresh(); wait_ms(1.0f/fps); } } void controls_run() { wait_ms(250); while (pad.check_event(Gamepad::BACK_PRESSED) == false) { //printf("Control State"); lcd.clear(); lcd.printString("Controls",19,0); lcd.refresh(); wait_ms(1.0f/fps); } } void instructions_run() { wait_ms(250); while (pad.check_event(Gamepad::BACK_PRESSED) == false) { //printf("Instructions State"); lcd.clear(); lcd.printString("Instructions",7,0); lcd.refresh(); wait_ms(1.0f/fps); } } void options_run() { wait_ms(250); while (pad.check_event(Gamepad::BACK_PRESSED) == false) { //printf("Options State"); lcd.clear(); lcd.printString("Options",21,0); options_brightness(); options_contrast(); options_volume(); lcd.refresh(); wait_ms(1.0f/fps); } } void options_brightness() { if (pad.check_event(Gamepad::B_PRESSED) == true) { brightness = 0; } if (pad.check_event(Gamepad::A_PRESSED) == true) { brightness = 0.5; } lcd.setBrightness(brightness); lcd.printString("A/B = BackLite",0,2); } void options_contrast() { contrast = pad.read_pot(); lcd.setContrast(contrast); lcd.printString("Pot = Contrast",0,3); } void options_volume() { if (pad.check_event(Gamepad::Y_PRESSED) == true) { volume = 0; } if (pad.check_event(Gamepad::X_PRESSED) == true) { volume = 1; pad.tone(2400, 0.2); wait_ms(200); pad.tone(2400, 0.2); wait_ms(200); pad.tone(2400, 0.2); } lcd.printString("X/Y = Volume",0,4); if (volume == 0) { lcd.printString("Off",36,5); } else { lcd.printString("On",36,5); } }