Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: 4DGL-uLCD-SE LSM9DS1_Library_cal SDFileSystem mbed wave_player
Fork of uDoodleJump by
main.cpp
- Committer:
- abui7
- Date:
- 2016-03-16
- Revision:
- 0:78b8bc1cd230
File content as of revision 0:78b8bc1cd230:
#include "mbed.h"
#include "uLCD_4DGL.h"
#include "LSM9DS1.h"
#include "SongPlayer.h"
#include "SDFileSystem.h"
#include "wave_player.h"
uLCD_4DGL uLCD(p28,p27,p30); // serial tx, serial rx, reset pin;
SDFileSystem sd(p5, p6, p7, p8, "sd"); // DI, DO, SCK, CS
DigitalIn dummy1(p18); // sets p18 to high Z
float note[2]= {1168.0,0.0};
float duration[2]= {0.2,0.0};
int main()
{
SongPlayer mySpeaker(p21); // PwmOut
LSM9DS1 IMU(p9, p10, 0xD6, 0x3C);
uLCD.background_color(WHITE);
uLCD.cls();
IMU.begin();
if (!IMU.begin()) uLCD.printf("Failed to communicate with LSM9DS1.\n");
int radius=2;
int x=66;
int y=10;
int dir=1;
int u=1;
int bounce_pos=0;
int rect_x1 = floor(105*(rand()/(float(RAND_MAX))));
int rect_x2 = floor(52*(rand()/(float(RAND_MAX))));
int rect_x3 = floor(26*(rand()/(float(RAND_MAX))));
int rect_x4 = floor(13*(rand()/(float(RAND_MAX))));
int rect_y1 = 90;
int rect_y2 = 65;
int rect_y3 = 40;
int rect_y4 = 10;
// Initialize first several platforms
uLCD.filled_rectangle(rect_x1,rect_y1,rect_x1+20,rect_y1+4,GREEN);
uLCD.filled_rectangle(rect_x2,rect_y2,rect_x2+20,rect_y2+4,GREEN);
uLCD.filled_rectangle(rect_x3,rect_y3,rect_x3+20,rect_y3+4,GREEN);
uLCD.filled_rectangle(rect_x4,rect_y4,rect_x4+20,rect_y4+4,GREEN);
while(1) {
wait(0.005);
//erase old ball location
uLCD.filled_circle(x, y, radius, WHITE);
// read in tilt
IMU.readAccel();
// update and draw new ball
x = 66 + 63*IMU.calcAccel(IMU.ax);
if( y<(bounce_pos-36) ) {
dir = -dir;
}
u = abs(floor((y-bounce_pos + 36)/9.0)) + 1;
y = y + dir*u; // u (very roughly) models gravity
uLCD.filled_circle(x, y, radius, RED);
// Bounce event
if( ((x>=rect_x1 && x<=(rect_x1+20) && y>=(rect_y1-1) && y<=(rect_y1+4)) ||
(x>=rect_x2 && x<=(rect_x2+20) && y>=(rect_y2-1) && y<=(rect_y2+4)) ||
(x>=rect_x3 && x<=(rect_x3+20) && y>=(rect_y3-1) && y<=(rect_y3+4)) ||
(x>=rect_x4 && x<=(rect_x4+20) && y>=(rect_y4-1) && y<=(rect_y4+4))) && dir == 1 ) {
mySpeaker.PlaySong(note,duration);
bounce_pos = y;
dir = -dir;
// Erase old platforms
uLCD.filled_rectangle(rect_x1,rect_y1,rect_x1+20,rect_y1+4,WHITE);
uLCD.filled_rectangle(rect_x2,rect_y2,rect_x2+20,rect_y2+4,WHITE);
uLCD.filled_rectangle(rect_x3,rect_y3,rect_x3+20,rect_y3+4,WHITE);
uLCD.filled_rectangle(rect_x4,rect_y4,rect_x4+20,rect_y4+4,WHITE);
// Update and draw new platforms
rect_y1 += 20;
rect_y2 += 20;
rect_y3 += 20;
rect_y4 += 20;
uLCD.filled_rectangle(rect_x1,rect_y1,rect_x1+20,rect_y1+4,GREEN);
uLCD.filled_rectangle(rect_x2,rect_y2,rect_x2+20,rect_y2+4,GREEN);
uLCD.filled_rectangle(rect_x3,rect_y3,rect_x3+20,rect_y3+4,GREEN);
uLCD.filled_rectangle(rect_x4,rect_y4,rect_x4+20,rect_y4+4,GREEN);
}
// Recycle platforms as they come off screen
if( rect_y1 >128) {
rect_y1 = floor(15*(rand()/(float(RAND_MAX))));
rect_x1 = floor(105*(rand()/(float(RAND_MAX))));
uLCD.filled_rectangle(rect_x1,rect_y1,rect_x1+20,rect_y1+4,GREEN);
}
if( rect_y2 >128) {
rect_y2 = floor(15*(rand()/(float(RAND_MAX))));
rect_x2 = floor(105*(rand()/(float(RAND_MAX))));
uLCD.filled_rectangle(rect_x2,rect_y2,rect_x2+20,rect_y2+4,GREEN);
}
if( rect_y3 >128) {
rect_y3 = floor(15*(rand()/(float(RAND_MAX))));
rect_x3 = floor(105*(rand()/(float(RAND_MAX))));
uLCD.filled_rectangle(rect_x3,rect_y3,rect_x3+20,rect_y3+4,GREEN);
}
if( rect_y4 >128) {
rect_y4 = floor(15*(rand()/(float(RAND_MAX))));
rect_x4 = floor(105*(rand()/(float(RAND_MAX))));
uLCD.filled_rectangle(rect_x4,rect_y4,rect_x4+20,rect_y4+4,GREEN);
}
// Ball falls off screen
if(y>128) break;
}
// print GAME OVER
uLCD.cls();
uLCD.color(BLUE);
uLCD.textbackground_color(WHITE);
uLCD.locate(4,4);
uLCD.text_width(2);
uLCD.text_height(2);
uLCD.printf("GAME");
uLCD.locate(2,4);
uLCD.printf("OVER%\n");
// play GAME OVER sound
FILE *wave_file;
DigitalIn dummy2(p21); // set p21 to high Z
AnalogOut DACout(p18); // AnalogOut
wave_player waver(&DACout);
wave_file=fopen("/sd/wavfiles/BOMB.wav","r");
waver.play(wave_file);
fclose(wave_file);
wait(500);
}
