Custom Game Controllers assembled in lab sessions and mounted with Nokia N5110 LCD display and a FRDM-K64F mbed plus various buttons, a joystick, potentiometer and piezo. Designed a game called 'Fruit Basket' to be played on the game controller where the player controls a basket and moves it catch objects that fall from random points along the top of the display to collect score.
Dependencies: Basket Catch_Model Fruit Gamepad N5110 Objects mbed
Project_Submission.cpp
- Committer:
- Nathanj94
- Date:
- 2017-05-04
- Revision:
- 19:6888ecf6ec89
- Parent:
- 17:d0853ac51e38
File content as of revision 19:6888ecf6ec89:
#include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "Catch_Model.h" #define BASKET_Y 41 #define BASKET_WIDTH 12 #define LIVES 5 //OBJECTS// N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); Gamepad pad; Catch_Model catchm; Objects objects; Basket basket; int objects_speed; int lives; //FUNCTION PROTOTYPES// void init(); void render(); void welcome(); void instructions_general(); void instructions_buttons(); void set_brightness(); int set_speed(); //MAIN// int main() { int fps = 8; init(); welcome(); instructions_general(); instructions_buttons(); set_brightness(); while(1) { set_speed();//don't init game until speed is set manually catchm.init(BASKET_Y,BASKET_WIDTH,set_speed(),LIVES); //printf("game initialised\n"); render(); wait(1.0f/fps); do { catchm.input(pad); catchm.update(lcd, pad); catchm.check_a(lcd,pad); //game runs better if these functions are catchm.check_b(lcd,pad); //seperate from Catch_Model::update() lives = catchm.get_lives(); render(); wait(1.0f/fps); // frame rate } while (lives > 0); } } //FUNCTIONS// void init() { // initialise LCD and Gamepad lcd.init(); pad.init(); } void render() { // re-draw screen each loop lcd.clear(); catchm.draw(lcd,pad); lcd.refresh(); } void welcome() { lcd.printString("FRUIT BASKET",0,2); lcd.printString("press start",0,3); lcd.refresh(); while (pad.check_event(Gamepad::START_PRESSED) == false) { pad.leds_on(); wait(0.1); pad.leds_off(); wait(0.1); } } void instructions_general() { lcd.clear(); lcd.printString("Move the",0,0); // instructions for moving basket lcd.printString("basket with",0,1); lcd.printString("L/R or the",0,2); lcd.printString("joystick to",0,3); lcd.printString("catch the",0,4); lcd.printString("fruit.",0,5); lcd.refresh(); while (pad.check_event(Gamepad::START_PRESSED) == false) { pad.leds_on(); wait(0.1); pad.leds_off(); wait(0.1); } } void instructions_buttons() { lcd.clear(); lcd.printString("Press A for a",0,0); // A button cancels an object mid-drop lcd.printString("second chance.",0,1); // and immediately drops another randomly lcd.printString("Press B for an",0,2); // B button adds an extra life lcd.printString("extra life.",0,3); lcd.printString("Available when",0,4); lcd.printString("you see the",0,5); lcd.drawLine(69,43,73,47,1); //draw lcd.drawLine(73,47,77,39,1); //tick lcd.refresh(); while (pad.check_event(Gamepad::START_PRESSED) == false) { pad.leds_on(); wait(0.1); pad.leds_off(); wait(0.1); } } void set_brightness() { lcd.clear(); lcd.printString("Set Brightness",0,2); lcd.refresh(); while (pad.check_event(Gamepad::START_PRESSED) == false) { lcd.setBrightness(pad.read_pot()); pad.leds(pad.read_pot()); } } int set_speed() { while (pad.check_event(Gamepad::START_PRESSED) == false) { lcd.clear(); lcd.printString("Set Speed",0,2); if (pad.read_pot() > 0.75f) { // value of pot selects speed objects will fall at objects_speed = 5; // int value translates to pixels per game loop lcd.printString("Fast",0,3); } else if (pad.read_pot() > 0.5f) { objects_speed = 4; lcd.printString("Normal",0,3); } else if (pad.read_pot() > 0.25f) { objects_speed = 3; lcd.printString("Slow",0,3); } else { objects_speed = 2; lcd.printString("Very Slow",0,3); } lcd.refresh(); } return objects_speed; // game initialised with this value }