Version of Robotron arcade game using LPC1768, a Gameduino shield, a serial EEPROM (for high scores), two microswitch joysticks and two buttons plus a box to put it in. 20 levels of mayhem.
Dependencies: 25LCxxx_SPI CommonTypes Gameduino mbed
HighScoreEntry.cpp
- Committer:
- RichardE
- Date:
- 2013-06-11
- Revision:
- 14:46a353b2a8e8
- Parent:
- 4:673eb9735d44
- Child:
- 15:d8ea0c7b7e64
File content as of revision 14:46a353b2a8e8:
/* * SOURCE FILE : HighScoreEntry.cpp * * Definition of class HighScoreEntry. * Routine to allow player to enter their name using joysticks. * */ #include "HighScoreEntry.h" #include "Gameduino.h" // Gameduino stuff #include "GDExtra.h" // more Gameduino stuff #include "GDConst.h" // Gameduino constants #include "FrameCounter.h" // counter updated every vertical flyback #include "CharBlocks.h" // blocks of characters in program memory #include "CharFrame.h" // for drawing frames made of characters #include "CharCodes.h" // character codes /***************/ /* CONSTRUCTOR */ /***************/ HighScoreEntry::HighScoreEntry() : cursorPos( 0 ) { } /**************/ /* DESTRUCTOR */ /**************/ HighScoreEntry::~HighScoreEntry() { } /*********************/ /* GET A PLAYER NAME */ /*********************/ // Pass pointer to place to store name in name. // Pass pointer to controls to read in controls. // Pass pointer to Gameduino to display on in gd. void HighScoreEntry::GetName( PlayerName *name, PanelControls *controls, Gameduino *gd ) { UInt16 inputs; UInt8 countdown = 0; char *curPtr; // Initialise name to all 'A' characters. for( UInt8 i = 0; i < PlayerName::Length; ++i ) { name->Name[ i ] = 'A'; } // Draw screen. DrawScreen( gd ); // Wait until player releases all controls. WaitControls( gd, controls, false ); // Start at leftmost character. cursorPos = 0; // Loop until cursor moves beyond rightmost character. while( cursorPos < PlayerName::Length ) { // Read panel controls. controls->Read(); inputs = controls->GetInputs(); // Point to character under cursor. curPtr = name->Name + cursorPos; // Only react to controls every so often to slow things down. if( countdown == 0 ) { countdown = 10; if( inputs & PanelControls::Up1 ) { // Joystick up selects next character up. if( *curPtr >= PlayerName::MaxChar ) { *curPtr = PlayerName::MinChar; } else { (*curPtr)++; } } else if( inputs & PanelControls::Down1 ) { // Joystick down selects previous character down. if( *curPtr <= PlayerName::MinChar ) { *curPtr = PlayerName::MaxChar; } else { (*curPtr)--; } } else if( inputs & PanelControls::Left1 ) { // Joystick left moves cursor back. if( cursorPos > 0 ) { cursorPos--; // Wait until all controls released. WaitControls( gd, controls, false ); } } else if( inputs & PanelControls::Right1 ) { // Joystick right moves cursor forwards. cursorPos++; // Wait until all controls released. WaitControls( gd, controls, false ); } } else { countdown--; } // Wait for vertical flyback. Then draw name and do animation. gd->waitvblank(); FrameCounter++; DrawName( gd, name ); Animate( gd ); } // Wait until player releases all controls before returning. WaitControls( gd, controls, false ); } /*********************/ /* WAIT FOR CONTROLS */ /*********************/ // Pass pointer to Gameduino to display on in gd. // Pass pointer to controls to read in controls. // Pass true in waitActivate to wait for a control to be used. // Pass false to wait for release. void HighScoreEntry::WaitControls( Gameduino *gd, PanelControls *controls, bool waitActivate ) { bool released = false; UInt16 inputs; while( ! released ) { controls->Read(); inputs = controls->GetInputs(); released = ( waitActivate ? ( inputs != 0 ) : ( inputs == 0 ) ); if( ! released ) { gd->waitvblank(); FrameCounter++; Animate( gd ); } } } /*******************/ /* DRAW THE SCREEN */ /*******************/ // Pass pointer to Gameduino to draw on in gd. void HighScoreEntry::DrawScreen( Gameduino *gd ) { gd->waitvblank(); // Clear the screen to zero characters. gd->fill( Gameduino::RAM_PIC, 0, RAM_PIC_SIZE ); // Turn off all the sprites. for( UInt16 s = 0; s < SPRITE_COUNT; ++s ) { gd->sprite( s, 0, 400, 0, 0 ); } // Draw border around screen. CharFrame::Draw( gd, 0, 0, VISIBLE_CHAR_WIDTH, VISIBLE_CHAR_HEIGHT ); // Draw instructions. gd->putstr( 2, 2, " CONGRATULATIONS : YOU HAVE A HIGH SCORE!" ); gd->putstr( 2, 4, "PLEASE ENTER YOUR NAME USING THE LEFT JOYSTICK" ); gd->putstr( 2, 6, " TO MOVE THE CURSOR. PRESS THE LEFT BUTTON TO" ); gd->putstr( 2, 8, " ENTER EACH LETTER. MOVE CURSOR TO FOOT OF" ); gd->putstr( 2, 10, " SCREEN AND PRESS LEFT BUTTON WHEN FINISHED." ); // Draw character grid. DrawGrid( gd ); } // Grid constants. #define GRIDX 5 #define GRIDY 14 #define GRIDCOLUMNS 20 #define GRIDROWS 3 #define GRIDCOLUMNSPACING 2 #define GRIDROWSPACING 2 /***************************/ /* DRAW THE CHARACTER GRID */ /***************************/ // Pass pointer to Gameduino to draw on in gd. void HighScoreEntry::DrawGrid( Gameduino *gd ) { UInt8 code = PlayerName::MinChar; UInt8 x = GRIDX, y = GRIDY; UInt8 columnNumber = 0; char str [] = "X"; while( code <= PlayerName::MaxChar ) { str[ 0 ] = (char)code++; gd->putstr( x, y, str ); columnNumber++; if( columnNumber >= GRIDCOLUMNS ) { columnNumber = 0; x = GRIDX; y += GRIDROWSPACING; } else { x += GRIDCOLUMNSPACING; } } } /********************************/ /* DRAW THE NAME AND THE CURSOR */ /********************************/ // Pass pointer to Gameduino to draw on in gd. // Pass player name in name. void HighScoreEntry::DrawName( Gameduino *gd, PlayerName *name ) { gd->putstr( 21, 11, name->Name ); UInt16 address = Gameduino::RAM_PIC + 12 * SCREEN_CHAR_WIDTH + 21; for( UInt8 i = 0; i < PlayerName::Length; ++i ) { gd->wr( address, ( i == cursorPos ) ? ArrowUp : ' ' ); address++; } } /********************/ /* UPDATE ANIMATION */ /********************/ // Pass pointer to Gameduino to display on in gd. void HighScoreEntry::Animate( Gameduino *gd ) { }