Simple tetris game to show usage of C12832 LCD.

Dependencies:   C12832_lcd mbed

main.cpp

Committer:
PrzemekWirkus
Date:
2014-03-17
Revision:
1:cdd5880742fc
Parent:
0:644f70b470b5
Child:
2:da22b028cf2e

File content as of revision 1:cdd5880742fc:

#include "mbed.h"
#include "C12832_lcd.h"
#include "mtrix.h"

MBEDtrisTheGame<char> game;
 
C12832_LCD lcd;
BusIn joy(p15,p12,p13,p16);
DigitalIn fire(p14);
BusOut leds(LED1,LED2,LED3,LED4);

#define JOY_KEY_LEFT    1
#define JOY_KEY_RIGHT   2
#define JOY_KEY_UP      4
#define JOY_KEY_DOWN    8

#define BOUNCER_SIZE 2

int main()
{
    // Welcome message
    lcd.cls();

    bool KEY_LEFT  = false;
    bool KEY_RIGHT = false;
    bool KEY_UP    = false;
    bool KEY_DOWN  = false;
 
    int loop = 0;
    while(1) {
        int joy_key = joy.read();
        switch (joy_key) {
            case JOY_KEY_LEFT:  { KEY_LEFT = true;   break; }
            case JOY_KEY_RIGHT: { KEY_RIGHT = true;  break; }
            case JOY_KEY_UP:    { KEY_UP = true;     break; }
            case JOY_KEY_DOWN:  { KEY_DOWN = true;   break; }
        }
        
        if ((loop % 10) == 0)
        {        
            if (KEY_LEFT)  { game.try_move_left();   break; }
            if (KEY_RIGHT) { game.try_move_right();  break; }
            if (KEY_UP)    { game.try_rotate();      break; }
            if (KEY_DOWN)  { game.move_brick_down(); break; }
       
            KEY_LEFT  = false;
            KEY_RIGHT = false;
            KEY_UP    = false;
            KEY_DOWN  = false;
        
            // PRINT MATRIX
            for (int x = 0; x < LCD_W; x++)
            {
                for (int y = 0; y < LCD_H; y++)
                {               
                    // This should be replaces with just 'putpixel on LCD'
                    int draw_pix_x = x*BOUNCER_SIZE;
                    int draw_pix_y = y*BOUNCER_SIZE;
    
                    if (game.get_matrix_cell(x, y))
                    {
                        //lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 1);
                        lcd.rect(draw_pix_y, draw_pix_x, draw_pix_y+BOUNCER_SIZE-1, draw_pix_x+BOUNCER_SIZE-1, 1);
                    }
                    else
                    {
                        //lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 0);
                        lcd.rect(draw_pix_y, draw_pix_x, draw_pix_y+BOUNCER_SIZE-1, draw_pix_x+BOUNCER_SIZE-1, 0);
                    }
                }
            }
       
            // PRINT BRICK
            for (int x = 0; x < BRICK_SIZE_X; x++)
            {
                for (int y = 0; y < BRICK_SIZE_Y; y++)
                {
                    if (game.get_brick_cell(x, y))
                    {
                        std::pair<int, int> brick_pos = game.get_brick_pos();
    
                        int draw_pix_x = (brick_pos.first + x) * BOUNCER_SIZE;
                        int draw_pix_y = (brick_pos.second + y) * BOUNCER_SIZE;
                        //lcd.rect(draw_pix_x, draw_pix_y, draw_pix_x+BOUNCER_SIZE-1, draw_pix_y+BOUNCER_SIZE-1, 1);
                        lcd.rect(draw_pix_y, draw_pix_x, draw_pix_y+BOUNCER_SIZE-1, draw_pix_x+BOUNCER_SIZE-1, 1);
                    }
                }
            }
       
            
            lcd.copy_to_lcd();
            game.move_brick_down();
        }
        wait(0.01);
        loop++;
    }
}