Aiming Wu
/
Game
Implement basic functions.
Revision 0:7173d91b03e1, committed 2019-05-03
- Comitter:
- Wuuu
- Date:
- Fri May 03 13:03:59 2019 +0000
- Commit message:
- Copter, which with header programme.
Changed in this revision
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Copter/Copter.cpp Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,53 @@ +#include "Copter.h" + +Copter::Copter() +{ + +} + +Copter::~Copter() +{ + +} + +void Copter::init() +{ + _score = 0; + _h = 0; +} + +Vector2D Copter::get_coord(Gamepad &pad) +{ + _ans = pad.get_coord(); + return _ans; +} + +int Copter::get_h() +{ + _h = 17 * _ans.y; + return _h; +} + +void Copter::draw(N5110 &lcd) +{ + int sprite_data[] = { + 0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0, + 0,0,1,1,1,1,1,0, + 0,0,0,0,1,0,0,0, + 0,0,0,1,1,1,0,0, + 0,0,1,1,1,1,1,0, + 1,1,1,1,1,1,1,1, + 1,1,1,1,1,1,1,0, + 0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0, + }; + Bitmap sprite(sprite_data, 10, 8); + sprite.render(lcd,1,19 - _h); +} + +int Copter::get_score() +{ + _score++; + return _score; +} \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Copter/Copter.h Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,27 @@ +#ifndef COPTER_H +#define COPTER_H + +#include "mbed.h" +#include "N5110.h" +#include "Gamepad.h" +#include "Bitmap.h" + +class Copter +{ +public: + + Copter(); + ~Copter(); + void init(); + Vector2D get_coord(Gamepad &pad); + void draw(N5110 &lcd); + int get_score(); + int get_h(); + +private: + + int _score; + int _h; + Vector2D _ans; +}; +#endif \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Game1/Game1.cpp Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,48 @@ +#include "Game1.h" + +Game1::Game1() +{ + +} + +Game1::~Game1() +{ + +} + +void Game1::init() +{ + _m = 0; + _s = 0; + _a = 20; + _b = 20; + _Wall.init(); + _Copter.init(); +} + +int Game1::draw(N5110 &lcd, Gamepad &pad) +{ + lcd.drawRect(0,8,84,40,FILL_TRANSPARENT); + _Wall.draw(lcd); + _Copter.get_coord(pad); + _Copter.get_h(); + _Copter.draw(lcd); + _s = _Copter.get_score(); + char buffer1[14]; + sprintf(buffer1,"score: %2d ",_s); + lcd.printString(buffer1,0,0); + int* _ab = new int[2]; + _ab = _Wall.draw(lcd); + _a = _ab[0]; + _b = _ab[1]; + _c = _Copter.get_h(); + int d = 8 + _b - _a; + int e = 8 + _b + _a; + if(d >= 21-_c | e <= 27-_c){ + _m = 1; + }else{ + _m = 0; + } + return _m; +} +
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Game1/Game1.h Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,29 @@ +#ifndef GAME1_H +#define GAME1_H + +#include "mbed.h" +#include "N5110.h" +#include "Gamepad.h" +#include "Wall.h" +#include "Copter.h" + +class Game1 +{ +public: + Game1(); + ~Game1(); + void init(); + int draw(N5110 &lcd, Gamepad &pad); + +private: + + int _m; + int _s; + int _a; + int _b; + int _c; + Copter _Copter; + Wall _Wall; +}; + +#endif
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Gamepad/Gamepad.cpp Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,341 @@ +#include "Gamepad.h" + +#include "mbed.h" + +//////////// constructor/destructor //////////// +Gamepad::Gamepad() + : + _led1(new PwmOut(PTA1)), + _led2(new PwmOut(PTA2)), + _led3(new PwmOut(PTC2)), + _led4(new PwmOut(PTC3)), + _led5(new PwmOut(PTC4)), + _led6(new PwmOut(PTD3)), + + _button_A(new InterruptIn(PTB9)), + _button_B(new InterruptIn(PTD0)), + _button_X(new InterruptIn(PTC17)), + _button_Y(new InterruptIn(PTC12)), + _button_L(new InterruptIn(PTB18)), + _button_R(new InterruptIn(PTB3)), + _button_back(new InterruptIn(PTB19)), + _button_start(new InterruptIn(PTC5)), + _button_joystick(new InterruptIn(PTC16)), + + _vert(new AnalogIn(PTB10)), + _horiz(new AnalogIn(PTB11)), + + _buzzer(new PwmOut(PTC10)), + _pot(new AnalogIn(PTB2)), + + _timeout(new Timeout()), + + _event_state(0), + + _x0(0), + _y0(0) +{} + +Gamepad::~Gamepad() +{ + delete _led1,_led2,_led3,_led4,_led5,_led6; + delete _button_A,_button_B,_button_joystick,_vert,_horiz; + delete _button_X,_button_Y,_button_back,_button_start; + delete _button_L,_button_R, _buzzer, _pot, _timeout; +} + +///////////////// public methods ///////////////// + +void Gamepad::init() +{ + leds_off(); + init_buttons(); + + // read centred values of joystick + _x0 = _horiz->read(); + _y0 = _vert->read(); + + // clear all flags + _event_state = 0; +} + +void Gamepad::leds_off() +{ + leds(0.0); +} + +void Gamepad::leds_on() +{ + leds(1.0); +} + +void Gamepad::leds(float val) const +{ + if (val < 0.0f) { + val = 0.0f; + } + if (val > 1.0f) { + val = 1.0f; + } + + // leds are active-low, so subtract from 1.0 + // 0.0 corresponds to fully-off, 1.0 to fully-on + val = 1.0f - val; + + _led1->write(val); + _led2->write(val); + _led3->write(val); + _led4->write(val); + _led5->write(val); + _led6->write(val); +} + +void Gamepad::led(int n,float val) const +{ + // ensure they are within vlaid range + if (val < 0.0f) { + val = 0.0f; + } + if (val > 1.0f) { + val = 1.0f; + } + + switch (n) { + + // check for valid LED number and set value + + case 1: + _led1->write(1.0f-val); // active-low so subtract from 1 + break; + case 2: + _led2->write(1.0f-val); // active-low so subtract from 1 + break; + case 3: + _led3->write(1.0f-val); // active-low so subtract from 1 + break; + case 4: + _led4->write(1.0f-val); // active-low so subtract from 1 + break; + case 5: + _led5->write(1.0f-val); // active-low so subtract from 1 + break; + case 6: + _led6->write(1.0f-val); // active-low so subtract from 1 + break; + + } +} + +float Gamepad::read_pot() const +{ + return _pot->read(); +} + +void Gamepad::tone(float frequency, float duration) +{ + _buzzer->period(1.0f/frequency); + _buzzer->write(0.5); // 50% duty cycle - square wave + _timeout->attach(callback(this, &Gamepad::tone_off), duration ); +} + +bool Gamepad::check_event(GamepadEvent const id) +{ + // Check whether event flag is set + if (_event_state[id]) { + _event_state.reset(id); // clear flag + return true; + } else { + return false; + } +} + +// this method gets the magnitude of the joystick movement +float Gamepad::get_mag() +{ + Polar p = get_polar(); + return p.mag; +} + +// this method gets the angle of joystick movement (0 to 360, 0 North) +float Gamepad::get_angle() +{ + Polar p = get_polar(); + return p.angle; +} + +Direction Gamepad::get_direction() +{ + float angle = get_angle(); // 0 to 360, -1 for centred + + Direction d; + // partition 360 into segments and check which segment the angle is in + if (angle < 0.0f) { + d = CENTRE; // check for -1.0 angle + } else if (angle < 22.5f) { // then keep going in 45 degree increments + d = N; + } else if (angle < 67.5f) { + d = NE; + } else if (angle < 112.5f) { + d = E; + } else if (angle < 157.5f) { + d = SE; + } else if (angle < 202.5f) { + d = S; + } else if (angle < 247.5f) { + d = SW; + } else if (angle < 292.5f) { + d = W; + } else if (angle < 337.5f) { + d = NW; + } else { + d = N; + } + + return d; +} + +///////////////////// private methods //////////////////////// + +void Gamepad::tone_off() +{ + // called after timeout + _buzzer->write(0.0); +} + +void Gamepad::init_buttons() +{ + // turn on pull-downs as other side of button is connected to 3V3 + // button is 0 when not pressed and 1 when pressed + _button_A->mode(PullDown); + _button_B->mode(PullDown); + _button_X->mode(PullDown); + _button_Y->mode(PullDown); + _button_back->mode(PullDown); + _button_start->mode(PullDown); + _button_L->mode(PullDown); + _button_R->mode(PullDown); + _button_joystick->mode(PullDown); + // therefore setup rising edge interrupts + _button_A->rise(callback(this,&Gamepad::a_isr)); + _button_B->rise(callback(this,&Gamepad::b_isr)); + _button_X->rise(callback(this,&Gamepad::x_isr)); + _button_Y->rise(callback(this,&Gamepad::y_isr)); + _button_L->rise(callback(this,&Gamepad::l_isr)); + _button_R->rise(callback(this,&Gamepad::r_isr)); + _button_start->rise(callback(this,&Gamepad::start_isr)); + _button_back->rise(callback(this,&Gamepad::back_isr)); + _button_joystick->rise(callback(this,&Gamepad::joy_isr)); +} + +// button interrupts ISRs +// Each of these simply sets the appropriate event bit in the _event_state +// variable +void Gamepad::a_isr() +{ + _event_state.set(A_PRESSED); +} +void Gamepad::b_isr() +{ + _event_state.set(B_PRESSED); +} +void Gamepad::x_isr() +{ + _event_state.set(X_PRESSED); +} +void Gamepad::y_isr() +{ + _event_state.set(Y_PRESSED); +} +void Gamepad::l_isr() +{ + _event_state.set(L_PRESSED); +} +void Gamepad::r_isr() +{ + _event_state.set(R_PRESSED); +} +void Gamepad::back_isr() +{ + _event_state.set(BACK_PRESSED); +} +void Gamepad::start_isr() +{ + _event_state.set(START_PRESSED); +} +void Gamepad::joy_isr() +{ + _event_state.set(JOY_PRESSED); +} + +// get raw joystick coordinate in range -1 to 1 +// Direction (x,y) +// North (0,1) +// East (1,0) +// South (0,-1) +// West (-1,0) +Vector2D Gamepad::get_coord() +{ + // read() returns value in range 0.0 to 1.0 so is scaled and centre value + // substracted to get values in the range -1.0 to 1.0 + float x = 2.0f*( _horiz->read() - _x0 ); + float y = 2.0f*( _vert->read() - _y0 ); + + // Note: the x value here is inverted to ensure the positive x is to the + // right. This is simply due to how the potentiometer on the joystick + // I was using was connected up. It could have been corrected in hardware + // by swapping the power supply pins. Instead it is done in software so may + // need to be changed depending on your wiring setup + + Vector2D coord = {-x,y}; + return coord; +} + +// This maps the raw x,y coord onto a circular grid. +// See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html +Vector2D Gamepad::get_mapped_coord() +{ + Vector2D coord = get_coord(); + + // do the transformation + float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f); + float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f); + + Vector2D mapped_coord = {x,y}; + return mapped_coord; +} + +// this function converts the mapped coordinates into polar form +Polar Gamepad::get_polar() +{ + // get the mapped coordinate + Vector2D coord = get_mapped_coord(); + + // at this point, 0 degrees (i.e. x-axis) will be defined to the East. + // We want 0 degrees to correspond to North and increase clockwise to 359 + // like a compass heading, so we need to swap the axis and invert y + float x = coord.y; + float y = coord.x; + + float mag = sqrt(x*x+y*y); // pythagoras + float angle = RAD2DEG*atan2(y,x); + // angle will be in range -180 to 180, so add 360 to negative angles to + // move to 0 to 360 range + if (angle < 0.0f) { + angle+=360.0f; + } + + // the noise on the ADC causes the values of x and y to fluctuate slightly + // around the centred values. This causes the random angle values to get + // calculated when the joystick is centred and untouched. This is also when + // the magnitude is very small, so we can check for a small magnitude and then + // set the angle to -1. This will inform us when the angle is invalid and the + // joystick is centred + + if (mag < TOL) { + mag = 0.0f; + angle = -1.0f; + } + + Polar p = {mag,angle}; + return p; +} \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Gamepad/Gamepad.h Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,193 @@ +#ifndef GAMEPAD_H +#define GAMEPAD_H + +#include <bitset> + +// Forward declaration of the classes that we use from the mbed library +// This avoids the need for us to include the huge mbed.h header inside our +// own library API +namespace mbed +{ +class AnalogIn; +class InterruptIn; +class PwmOut; +class Timeout; +} + +#define TOL 0.1f +#define RAD2DEG 57.2957795131f + +/** Enum for direction */ +enum Direction { + CENTRE, /**< joystick centred */ + N, /**< pushed North (0)*/ + NE, /**< pushed North-East (45) */ + E, /**< pushed East (90) */ + SE, /**< pushed South-East (135) */ + S, /**< pushed South (180) */ + SW, /**< pushed South-West (225) */ + W, /**< pushed West (270) */ + NW /**< pushed North-West (315) */ +}; + +/** Vector 2D struct */ +struct Vector2D { + float x; /**< float for x value */ + float y; /**< float for y value */ +}; + +/** Polar coordinate struct */ +struct Polar { + float mag; /**< float for magnitude */ + float angle; /**< float for angle (in degrees) */ +}; + +/** Gamepad Class +@brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds +@author Dr Craig A. Evans +@author Dr Alex Valanvanis +@date Febraury 2017 +*/ +class Gamepad +{ + public: + /** Gamepad events + * @brief List of events that can be registered on the gamepad + */ +enum GamepadEvent { + A_PRESSED, ///< Button A has been pressed + B_PRESSED, ///< Button B has been pressed + X_PRESSED, ///< Button X has been pressed + Y_PRESSED, ///< Button Y has been pressed + L_PRESSED, ///< Button L has been pressed + R_PRESSED, ///< Button R has been pressed + BACK_PRESSED, ///< Button "Back" has been pressed + START_PRESSED, ///< Button "Start" has been pressed + JOY_PRESSED, ///< Joystick button has been pressed + N_EVENTS ///< A dummy flag that marks the end of the list +}; +private: + mbed::PwmOut *_led1; + mbed::PwmOut *_led2; + mbed::PwmOut *_led3; + mbed::PwmOut *_led4; + mbed::PwmOut *_led5; + mbed::PwmOut *_led6; + + mbed::InterruptIn *_button_A; + mbed::InterruptIn *_button_B; + mbed::InterruptIn *_button_X; + mbed::InterruptIn *_button_Y; + mbed::InterruptIn *_button_L; + mbed::InterruptIn *_button_R; + mbed::InterruptIn *_button_back; + mbed::InterruptIn *_button_start; + mbed::InterruptIn *_button_joystick; + + mbed::AnalogIn *_vert; + mbed::AnalogIn *_horiz; + + mbed::PwmOut *_buzzer; + mbed::AnalogIn *_pot; + + mbed::Timeout *_timeout; + + std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed + + // centred x,y values + float _x0; + float _y0; + +public: + + /** Constructor */ + Gamepad(); + + /** Destructor */ + ~Gamepad(); + + /** Initialise all peripherals and configure interrupts */ + void init(); + + /** Turn all LEDs on */ + void leds_on(); + + /** Turn all LEDs off */ + void leds_off(); + + /** Set all LEDs to duty-cycle + *@param value in range 0.0 to 1.0 + */ + void leds(float val) const; + + /** Set LED to duty-cycle + *@param led number (0 to 5) + *@param value in range 0.0 to 1.0 + */ + void led(int n,float val) const; + + /** Read potentiometer + *@returns potentiometer value in range 0.0 to 1.0 + */ + float read_pot() const; + + /** Play tone on piezo + * @param frequency in Hz + * @param duration of tone in seconds + */ + void tone(float frequency, float duration); + + /** + * @brief Check whether an event flag has been set and clear it + * @param id[in] The ID of the event to test + * @return true if the event occurred + */ + bool check_event(GamepadEvent const id); + + /** Get magnitude of joystick movement + * @returns value in range 0.0 to 1.0 + */ + + float get_mag(); + + /** Get angle of joystick movement + * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central + */ + float get_angle(); + + /** Gets joystick direction + * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW, + */ + Direction get_direction(); // N,NE,E,SE etc. + + /** Gets raw cartesian co-ordinates of joystick + * @returns a struct with x,y members, each in the range 0.0 to 1.0 + */ + Vector2D get_coord(); // cartesian co-ordinates x,y + + /** Gets cartesian coordinates mapped to circular grid + * @returns a struct with x,y members, each in the range 0.0 to 1.0 + */ + Vector2D get_mapped_coord(); // x,y mapped to circle + + /** Gets polar coordinates of the joystick + * @returns a struct contains mag and angle + */ + Polar get_polar(); // mag and angle in struct form + +private: + void init_buttons(); + void tone_off(); + + void a_isr(); + void b_isr(); + void x_isr(); + void y_isr(); + void l_isr(); + void r_isr(); + void back_isr(); + void start_isr(); + void joy_isr(); +}; + +#endif \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/N5110.lib Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,1 @@ +https://os.mbed.com/users/eencae/code/N5110/#93355c01e261
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Wall/Wall.cpp Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,97 @@ +#include "Wall.h" + +Wall::Wall() +{ + +} + +Wall::~Wall() +{ + +} + +void Wall::init() +{ + _a1 = 20; + _a2 = 20; + _a3 = 20; + _a4 = 20; + _a5 = 20; + _a6 = 20; + _a7 = 20; + _a8 = 20; + _a9 = 20; + _a10 = 20; + _a11 = 20; + _a12 = 20; + _b1 = 20; + _b2 = 20; + _b3 = 20; + _b4 = 20; + _b5 = 20; + _b6 = 20; + _b7 = 20; + _b8 = 20; + _b9 = 20; + _b10 = 20; + _b11 = 20; + _b12 = 20; + _ab = new int[2]; + _ab[0] = 0; + _ab[1] = 0; +} + +int* Wall::draw(N5110 &lcd) +{ + _a1 = _a2; + _a2 = _a3; + _a3 = _a4; + _a4 = _a5; + _a5 = _a6; + _a6 = _a7; + _a7 = _a8; + _a8 = _a9; + _a9 = _a10; + _a10 = _a11; + _a11 = _a12; + _a12 = rand() % 10 + 5; + _b1 = _b2; + _b2 = _b3; + _b3 = _b4; + _b4 = _b5; + _b5 = _b6; + _b6 = _b7; + _b7 = _b8; + _b8 = _b9; + _b9 = _b10; + _b10 = _b11; + _b11 = _b12; + _b12 = rand() % 6 + 14; + lcd.drawRect(0,8,7,_b1-_a1,FILL_BLACK); + lcd.drawRect(0,8+_a1+_b1,7,40-_a1-_b1,FILL_BLACK); + lcd.drawRect(7,8,7,_b2-_a2,FILL_BLACK); + lcd.drawRect(7,8+_a2+_b2,7,40-_a2-_b2,FILL_BLACK); + lcd.drawRect(14,8,7,_b3-_a3,FILL_BLACK); + lcd.drawRect(14,8+_a3+_b3,7,40-_a3-_b3,FILL_BLACK); + lcd.drawRect(21,8,7,_b4-_a4,FILL_BLACK); + lcd.drawRect(21,8+_a4+_b4,7,40-_a4-_b4,FILL_BLACK); + lcd.drawRect(28,8,7,_b5-_a5,FILL_BLACK); + lcd.drawRect(28,8+_a5+_b5,7,40-_a5-_b5,FILL_BLACK); + lcd.drawRect(35,8,7,_b6-_a6,FILL_BLACK); + lcd.drawRect(35,8+_a6+_b6,7,40-_a6-_b6,FILL_BLACK); + lcd.drawRect(42,8,7,_b7-_a7,FILL_BLACK); + lcd.drawRect(42,8+_a7+_b7,7,40-_a7-_b7,FILL_BLACK); + lcd.drawRect(49,8,7,_b8-_a8,FILL_BLACK); + lcd.drawRect(49,8+_a8+_b8,7,40-_a8-_b8,FILL_BLACK); + lcd.drawRect(56,8,7,_b9-_a9,FILL_BLACK); + lcd.drawRect(56,8+_a9+_b9,7,40-_a9-_b9,FILL_BLACK); + lcd.drawRect(63,8,7,_b10-_a10,FILL_BLACK); + lcd.drawRect(63,8+_a10+_b10,7,40-_a10-_b10,FILL_BLACK); + lcd.drawRect(70,8,7,_b11-_a11,FILL_BLACK); + lcd.drawRect(70,8+_a11+_b11,7,40-_a11-_b11,FILL_BLACK); + lcd.drawRect(77,8,7,_b12-_a12,FILL_BLACK); + lcd.drawRect(77,8+_a12+_b12,7,40-_a12-_b12,FILL_BLACK); + _ab[0] = _a1; + _ab[1] = _b1; + return _ab; +} \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Wall/Wall.h Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,45 @@ +#ifndef WALL_H +#define WALL_H + +#include "mbed.h" +#include "N5110.h" +#include "Gamepad.h" + +class Wall +{ +public: + + Wall(); + ~Wall(); + void init(); + int* _ab; + int* draw(N5110 &lcd); + +private: + + int _a1; + int _a2; + int _a3; + int _a4; + int _a5; + int _a6; + int _a7; + int _a8; + int _a9; + int _a10; + int _a11; + int _a12; + int _b1; + int _b2; + int _b3; + int _b4; + int _b5; + int _b6; + int _b7; + int _b8; + int _b9; + int _b10; + int _b11; + int _b12; +}; +#endif \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/main.cpp Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,87 @@ +#include "mbed.h" +#include "N5110.h" +#include "Gamepad.h" +#include "Game1.h" + +N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); +Gamepad pad; +Game1 gam; + +void init(); +void welcome(); +void loading(); +void game(); + +int main() { + while(1){ + init(); + welcome(); + loading(); + while(pad.check_event(Gamepad::BACK_PRESSED) == false) { + game(); + } + } +} + +void init() { + lcd.init(); + pad.init(); + gam.init(); + } + +void welcome() { + lcd.clear(); + lcd.printString(" Copter! ",0,1); + lcd.printString(" Press Start ",0,4); + lcd.refresh(); + + // wait flashing LEDs until start button is pressed + while ( pad.check_event(Gamepad::START_PRESSED) == false) { + pad.leds_on(); + wait(0.1); + pad.leds_off(); + wait(0.1); + } + +} + +void loading(){ + lcd.clear(); + lcd.printString(" READY!!! ",0,3); + lcd.refresh(); + wait_ms(500); + lcd.clear(); + lcd.printString(" 3 ",0,3); + lcd.refresh(); + wait_ms(500); + lcd.clear(); + lcd.printString(" 2 ",0,3); + lcd.refresh(); + wait_ms(500); + lcd.clear(); + lcd.printString(" 1 ",0,3); + lcd.refresh(); + wait_ms(500); + lcd.clear(); + lcd.printString(" GO!!! ",0,3); + lcd.refresh(); + wait_ms(500); +} + +void game() +{ + lcd.clear(); + int d = gam.draw(lcd, pad); + if(d == 1) { + while(1) { + init(); + welcome(); + loading(); + while(pad.check_event(Gamepad::BACK_PRESSED) == false) { + game(); + } + } + } + lcd.refresh(); + wait(0.8); +} \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mbed.bld Fri May 03 13:03:59 2019 +0000 @@ -0,0 +1,1 @@ +https://os.mbed.com/users/mbed_official/code/mbed/builds/994bdf8177cb \ No newline at end of file