ECE 2036 Project
Dependencies: mbed wave_player 4DGL-uLCD-SE
main.cpp@0:cf4396614a79, 2017-11-03 (annotated)
- Committer:
- rconnorlawson
- Date:
- Fri Nov 03 18:48:48 2017 +0000
- Revision:
- 0:cf4396614a79
- Child:
- 2:2042f29de6b7
Emptied shell code (including doubly linked list) and added comments for all the functionality.;
Who changed what in which revision?
User | Revision | Line number | New contents of line |
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rconnorlawson | 0:cf4396614a79 | 1 | /* Gatech ECE2035 2017 FALL MAZE RUNNER |
rconnorlawson | 0:cf4396614a79 | 2 | * Copyright (c) 2017 Gatech ECE2035 |
rconnorlawson | 0:cf4396614a79 | 3 | * |
rconnorlawson | 0:cf4396614a79 | 4 | * Permission is hereby granted, free of charge, to any person obtaining a copy |
rconnorlawson | 0:cf4396614a79 | 5 | * of this software and associated documentation files (the "Software"), to deal |
rconnorlawson | 0:cf4396614a79 | 6 | * in the Software without restriction, including without limitation the rights |
rconnorlawson | 0:cf4396614a79 | 7 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
rconnorlawson | 0:cf4396614a79 | 8 | * copies of the Software, and to permit persons to whom the Software is |
rconnorlawson | 0:cf4396614a79 | 9 | * furnished to do so, subject to the following conditions: |
rconnorlawson | 0:cf4396614a79 | 10 | * |
rconnorlawson | 0:cf4396614a79 | 11 | * The above copyright notice and this permission notice shall be included in |
rconnorlawson | 0:cf4396614a79 | 12 | * all copies or substantial portions of the Software. |
rconnorlawson | 0:cf4396614a79 | 13 | * |
rconnorlawson | 0:cf4396614a79 | 14 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
rconnorlawson | 0:cf4396614a79 | 15 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
rconnorlawson | 0:cf4396614a79 | 16 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
rconnorlawson | 0:cf4396614a79 | 17 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
rconnorlawson | 0:cf4396614a79 | 18 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
rconnorlawson | 0:cf4396614a79 | 19 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
rconnorlawson | 0:cf4396614a79 | 20 | * SOFTWARE. |
rconnorlawson | 0:cf4396614a79 | 21 | */ |
rconnorlawson | 0:cf4396614a79 | 22 | |
rconnorlawson | 0:cf4396614a79 | 23 | // Include header files for platform |
rconnorlawson | 0:cf4396614a79 | 24 | #include "mbed.h" |
rconnorlawson | 0:cf4396614a79 | 25 | |
rconnorlawson | 0:cf4396614a79 | 26 | // Include header files for pacman project |
rconnorlawson | 0:cf4396614a79 | 27 | #include "globals.h" |
rconnorlawson | 0:cf4396614a79 | 28 | #include "math_extra.h" |
rconnorlawson | 0:cf4396614a79 | 29 | #include "physics.h" |
rconnorlawson | 0:cf4396614a79 | 30 | #include "game.h" |
rconnorlawson | 0:cf4396614a79 | 31 | #include "wall.h" |
rconnorlawson | 0:cf4396614a79 | 32 | #include "doublely_linked_list.h" |
rconnorlawson | 0:cf4396614a79 | 33 | |
rconnorlawson | 0:cf4396614a79 | 34 | // Hardware initialization |
rconnorlawson | 0:cf4396614a79 | 35 | DigitalIn left_pb(p21); // push button |
rconnorlawson | 0:cf4396614a79 | 36 | DigitalIn right_pb(p22); // push button |
rconnorlawson | 0:cf4396614a79 | 37 | DigitalIn up_pb(p23); // push button |
rconnorlawson | 0:cf4396614a79 | 38 | DigitalIn down_pb(p24); // push button |
rconnorlawson | 0:cf4396614a79 | 39 | uLCD_4DGL uLCD(p9,p10,p11); // LCD (serial tx, serial rx, reset pin;) |
rconnorlawson | 0:cf4396614a79 | 40 | Serial pc(USBTX,USBRX); // used by Accelerometer |
rconnorlawson | 0:cf4396614a79 | 41 | MMA8452 acc(p28, p27, 100000); // Accelerometer |
rconnorlawson | 0:cf4396614a79 | 42 | SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD card and filesystem (mosi, miso, sck, cs) |
rconnorlawson | 0:cf4396614a79 | 43 | |
rconnorlawson | 0:cf4396614a79 | 44 | // Level creation method declaration |
rconnorlawson | 0:cf4396614a79 | 45 | DLinkedList* create_blank_level(); |
rconnorlawson | 0:cf4396614a79 | 46 | |
rconnorlawson | 0:cf4396614a79 | 47 | // Parameters. Declared in globals.h |
rconnorlawson | 0:cf4396614a79 | 48 | const float mass = 0.001; |
rconnorlawson | 0:cf4396614a79 | 49 | const int radius = 4; |
rconnorlawson | 0:cf4396614a79 | 50 | const float bounce=0.5; |
rconnorlawson | 0:cf4396614a79 | 51 | |
rconnorlawson | 0:cf4396614a79 | 52 | /** Main() is where you start your implementation */ |
rconnorlawson | 0:cf4396614a79 | 53 | int main() |
rconnorlawson | 0:cf4396614a79 | 54 | { |
rconnorlawson | 0:cf4396614a79 | 55 | //////////////////////////// |
rconnorlawson | 0:cf4396614a79 | 56 | // Power-on initialization |
rconnorlawson | 0:cf4396614a79 | 57 | //////////////////////////// |
rconnorlawson | 0:cf4396614a79 | 58 | // Turn up the serial data rate so we don't lag |
rconnorlawson | 0:cf4396614a79 | 59 | uLCD.baudrate(3000000); |
rconnorlawson | 0:cf4396614a79 | 60 | pc.baud(115200); |
rconnorlawson | 0:cf4396614a79 | 61 | |
rconnorlawson | 0:cf4396614a79 | 62 | // Initialize the buttons |
rconnorlawson | 0:cf4396614a79 | 63 | // Each *_pb variable is 0 when pressed |
rconnorlawson | 0:cf4396614a79 | 64 | left_pb.mode(PullUp); |
rconnorlawson | 0:cf4396614a79 | 65 | right_pb.mode(PullUp); |
rconnorlawson | 0:cf4396614a79 | 66 | up_pb.mode(PullUp); |
rconnorlawson | 0:cf4396614a79 | 67 | down_pb.mode(PullUp); |
rconnorlawson | 0:cf4396614a79 | 68 | |
rconnorlawson | 0:cf4396614a79 | 69 | // Other hardware initialization here (SD card, speaker, etc.) |
rconnorlawson | 0:cf4396614a79 | 70 | |
rconnorlawson | 0:cf4396614a79 | 71 | /////////////// |
rconnorlawson | 0:cf4396614a79 | 72 | // Reset loop |
rconnorlawson | 0:cf4396614a79 | 73 | /////////////// |
rconnorlawson | 0:cf4396614a79 | 74 | // This is where control between major phases of the game happens |
rconnorlawson | 0:cf4396614a79 | 75 | // This is a good place to add choose levels, add the game menu, etc. |
rconnorlawson | 0:cf4396614a79 | 76 | while(1) |
rconnorlawson | 0:cf4396614a79 | 77 | { |
rconnorlawson | 0:cf4396614a79 | 78 | // Initialze game state |
rconnorlawson | 0:cf4396614a79 | 79 | DLinkedList* arena = create_blank_level(); |
rconnorlawson | 0:cf4396614a79 | 80 | Physics state = {0}; |
rconnorlawson | 0:cf4396614a79 | 81 | state.px = 64.0; // Position in the center of the screen |
rconnorlawson | 0:cf4396614a79 | 82 | state.py = 64.0; |
rconnorlawson | 0:cf4396614a79 | 83 | state.vx = 0.0; // Initially unmoving |
rconnorlawson | 0:cf4396614a79 | 84 | state.vy = 0.0; |
rconnorlawson | 0:cf4396614a79 | 85 | |
rconnorlawson | 0:cf4396614a79 | 86 | // Delegate to the game loop to execute the level |
rconnorlawson | 0:cf4396614a79 | 87 | // run_game() is in game.cpp |
rconnorlawson | 0:cf4396614a79 | 88 | run_game(arena, &state); |
rconnorlawson | 0:cf4396614a79 | 89 | |
rconnorlawson | 0:cf4396614a79 | 90 | // Destory the arena and entities once we're done with the level |
rconnorlawson | 0:cf4396614a79 | 91 | destroyList(arena); |
rconnorlawson | 0:cf4396614a79 | 92 | } |
rconnorlawson | 0:cf4396614a79 | 93 | } |
rconnorlawson | 0:cf4396614a79 | 94 | |
rconnorlawson | 0:cf4396614a79 | 95 | /** Creates a level with only bounding walls and a ball. */ |
rconnorlawson | 0:cf4396614a79 | 96 | DLinkedList* create_blank_level() |
rconnorlawson | 0:cf4396614a79 | 97 | { |
rconnorlawson | 0:cf4396614a79 | 98 | DLinkedList* arena = create_dlinkedlist(); |
rconnorlawson | 0:cf4396614a79 | 99 | |
rconnorlawson | 0:cf4396614a79 | 100 | // Initialize the walls |
rconnorlawson | 0:cf4396614a79 | 101 | Wall* walls[4]; |
rconnorlawson | 0:cf4396614a79 | 102 | walls[0] = create_wall(HORIZONTAL, 0, 0, 127, bounce); // top |
rconnorlawson | 0:cf4396614a79 | 103 | walls[1] = create_wall(HORIZONTAL, 0, 127, 127, bounce);// bottom |
rconnorlawson | 0:cf4396614a79 | 104 | walls[2] = create_wall(VERTICAL, 0, 0, 127, bounce); // left |
rconnorlawson | 0:cf4396614a79 | 105 | walls[3] = create_wall(VERTICAL, 127, 0, 127, bounce); // right |
rconnorlawson | 0:cf4396614a79 | 106 | |
rconnorlawson | 0:cf4396614a79 | 107 | // Add the walls to the arena |
rconnorlawson | 0:cf4396614a79 | 108 | for (int i = 0; i < 4; i++) |
rconnorlawson | 0:cf4396614a79 | 109 | insertTail(arena, (void*)walls[i]); |
rconnorlawson | 0:cf4396614a79 | 110 | |
rconnorlawson | 0:cf4396614a79 | 111 | // Initialize the ball |
rconnorlawson | 0:cf4396614a79 | 112 | Ball* ball = (Ball*) malloc(sizeof(Ball)); |
rconnorlawson | 0:cf4396614a79 | 113 | ball->type = BALL; |
rconnorlawson | 0:cf4396614a79 | 114 | ball->x = 20; |
rconnorlawson | 0:cf4396614a79 | 115 | ball->y = 20; |
rconnorlawson | 0:cf4396614a79 | 116 | |
rconnorlawson | 0:cf4396614a79 | 117 | // Add ball to the arena |
rconnorlawson | 0:cf4396614a79 | 118 | // NOTE: The ball should always be last in the arena list, so that the other |
rconnorlawson | 0:cf4396614a79 | 119 | // ArenaElements have a chance to compute the Physics updates before the |
rconnorlawson | 0:cf4396614a79 | 120 | // ball applies forward euler method. |
rconnorlawson | 0:cf4396614a79 | 121 | insertTail(arena, (void*)ball); |
rconnorlawson | 0:cf4396614a79 | 122 | |
rconnorlawson | 0:cf4396614a79 | 123 | return arena; |
rconnorlawson | 0:cf4396614a79 | 124 | } |