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main1.cpp
- Committer:
- an_xuanyu
- Date:
- 2021-05-04
- Revision:
- 1:47967167a3a6
- Parent:
- 0:a9ef8a5c769a
- Child:
- 2:ce24c50fc0a6
File content as of revision 1:47967167a3a6:
#include "mbed.h" #include "N5110.h" #define bullet_v 3//炮弹的速度为坦克三倍 #define tank_num 4//坦克数量 DigitalIn button_A(p29); DigitalIn button_B(p28); DigitalIn button_C(p27); DigitalIn button_D(p26); AnalogIn joy_v(p20); AnalogIn joy_h(p19); AnalogIn joy_button(p17); // could be DigitalIn, but use AnalogIn so pot can also be used // JP1 must be in 2/3 position N5110 lcd(p8,p9,p10,p11,p13,p21); const int command[15][4]= { { 0,0,0,1}, { 0,0,0,1}, { 0,0,0,1}, { 0,0,0,1}, { 0,1,0,0}, { 0,1,0,0}, { 0,1,0,0}, { 0,0,0,1}, { 0,0,0,1}, { 1,0,0,0}, { 1,0,0,0}, { 1,0,0,0}, { 0,0,1,0}, { 0,0,1,0}, { 0,0,1,0}, };//模拟输入的指令,一共十组,每个指令数组分别对应上,下,左,右;上方坦克的指令 const int map[9][11] = { { 0,0,0,0,0,0,0,0,0,0,0}, { 0,1,0,2,1,1,1,2,0,1,0}, { 0,1,0,2,0,1,0,2,0,1,0}, { 0,0,0,0,0,0,0,0,0,0,0}, { 2,2,0,1,2,2,2,1,0,2,2}, { 0,0,0,0,0,0,0,0,0,0,0}, { 0,1,0,2,0,1,0,2,0,1,0}, { 0,1,0,2,1,1,1,2,0,1,0}, { 0,0,0,0,0,0,0,0,0,0,0}, };//9*11大小的地图,1是墙,2是灌木 const int wall[5][7] = { { 1,1,1,1,1,1,1}, { 1,1,0,0,0,1,1}, { 1,1,0,0,0,1,1}, { 1,1,0,0,0,1,1}, { 1,1,1,1,1,1,1}, };//5*7的墙,不可破坏 const int bush[5][7] = { { 1,0,1,0,1,0,1}, { 0,1,0,1,0,1,0}, { 1,0,1,0,1,0,1}, { 0,1,0,1,0,1,0}, { 1,0,1,0,1,0,1}, };//5*7的g灌木,可破坏 const int destroyed_bush[5][7] = { { 1,0,0,1,0,0,1}, { 0,0,1,0,0,1,0}, { 0,1,0,0,1,0,0}, { 1,0,0,1,0,0,1}, { 0,0,1,0,0,1,0}, };//被击中的灌木 const int tank[tank_num][4][5][7] = { { { { 0,1,0,1,0,1,0}, { 0,1,1,1,1,1,0}, { 0,1,1,0,1,1,0}, { 0,1,1,0,1,1,0}, { 0,1,0,0,0,1,0} }, { { 0,1,0,0,0,1,0}, { 0,1,1,0,1,1,0}, { 0,1,1,0,1,1,0}, { 0,1,1,1,1,1,0}, { 0,1,0,1,0,1,0} }, { { 0,1,1,1,1,1,0}, { 0,0,1,1,1,0,0}, { 0,1,1,0,0,0,0}, { 0,0,1,1,1,0,0}, { 0,1,1,1,1,1,0} }, { { 0,1,1,1,1,1,0}, { 0,0,1,1,1,0,0}, { 0,0,0,0,1,1,0}, { 0,0,1,1,1,0,0}, { 0,1,1,1,1,1,0} } },//tank1 { { { 0,1,0,1,0,1,0}, { 0,1,0,1,0,1,0}, { 0,1,1,1,1,1,0}, { 0,1,1,0,0,1,0}, { 0,1,0,0,0,1,0} }, { { 0,1,0,0,0,1,0}, { 0,1,0,0,1,1,0}, { 0,1,1,1,1,1,0}, { 0,1,0,1,0,1,0}, { 0,1,0,1,0,1,0} }, { { 0,1,1,1,1,1,0}, { 0,0,0,1,0,0,0}, { 0,1,1,1,0,0,0}, { 0,0,0,1,1,0,0}, { 0,1,1,1,1,1,0} }, { { 0,1,1,1,1,1,0}, { 0,0,1,1,0,0,0}, { 0,0,0,1,1,1,0}, { 0,0,0,1,0,0,0}, { 0,1,1,1,1,1,0} } },//tank2 { { { 0,1,0,1,0,1,0}, { 0,1,0,1,0,1,0}, { 0,1,1,1,1,1,0}, { 0,1,0,1,0,1,0}, { 0,1,0,0,0,1,0} }, { { 0,1,0,0,0,1,0}, { 0,1,0,1,0,1,0}, { 0,1,1,1,1,1,0}, { 0,1,0,1,0,1,0}, { 0,1,0,1,0,1,0} }, { { 0,1,1,1,1,1,0}, { 0,0,0,1,0,0,0}, { 0,1,1,1,1,0,0}, { 0,0,0,1,0,0,0}, { 0,1,1,1,1,1,0} }, { { 0,1,1,1,1,1,0}, { 0,0,0,1,0,0,0}, { 0,0,1,1,1,1,0}, { 0,0,0,1,0,0,0}, { 0,1,1,1,1,1,0} } }, //tank3 { { { 0,1,0,1,0,1,0}, { 0,1,0,1,0,1,0}, { 0,1,1,1,1,1,0}, { 0,1,0,0,1,1,0}, { 0,1,0,0,0,1,0} }, { { 0,1,0,0,0,1,0}, { 0,1,1,0,0,1,0}, { 0,1,1,1,1,1,0}, { 0,1,0,1,0,1,0}, { 0,1,0,1,0,1,0} }, { { 0,1,1,1,1,1,0}, { 0,0,0,1,1,0,0}, { 0,1,1,1,0,0,0}, { 0,0,0,1,0,0,0}, { 0,1,1,1,1,1,0} }, { { 0,1,1,1,1,1,0}, { 0,0,0,1,0,0,0}, { 0,0,0,1,1,1,0}, { 0,0,1,1,0,0,0}, { 0,1,1,1,1,1,0} } }//tank4 }; const int tank_exp[5][7] = { { 0,1,0,1,0,1,0}, { 0,0,1,0,1,0,0}, { 1,1,0,0,0,1,1}, { 0,0,1,0,1,0,0}, { 0,1,0,1,0,1,0}, };//击毁的坦克 const int heart[5][7] = { { 0,1,1,0,1,1,0}, { 1,1,1,1,1,1,1}, { 0,1,1,1,1,1,0}, { 1,0,1,1,1,0,1}, { 1,1,0,1,0,1,1}, };//血量的心形 const int bullet[5][7] = { { 0,0,0,0,0,0,0}, { 0,0,1,1,0,0,0}, { 0,0,1,1,0,0,0}, { 0,0,0,0,0,0,0}, { 0,0,0,0,0,0,0}, };//炮弹 const int t_start[tank_num][2] = {{0,5},{8,1},{8,5},{8,9}}; //坦克初始坐标 const int ai_mod[3]= {0,1,0}; const int ai_changetime[3]= {6,8,5}; void map_scan(int map_adj[9][11]) //扫描地图函数 { int x = 0; int y = 0; //地图扫描坐标 lcd.drawRect(0,0,84,1,FILL_BLACK); lcd.drawRect(0,46,84,2,FILL_BLACK); lcd.drawRect(0,0,3,48,FILL_BLACK); lcd.drawRect(80,0,4,48,FILL_BLACK);//边框 for (x=0; x<11; x++) { for (y=0; y<9; y++) { if(map_adj[y][x]==1) { lcd.drawSprite(x*7+3,y*5+1,5,7,(int *)wall); } else if(map_adj[y][x]==2) { lcd.drawSprite(x*7+3,y*5+1,5,7,(int *)bush); } } } } void hp_show(int hp1,int hp2) //显示血量函数 { int heart_num=0; for (heart_num=0; heart_num<3; heart_num++) { if(heart_num<hp1) { lcd.drawSprite(4*7+heart_num*7+3,5*1+1,5,7,(int *)heart); } if(heart_num<hp2) { lcd.drawSprite(4*7+heart_num*7+3,7*5+1,5,7,(int *)heart); } } } void tank_show(int tank_state[4],int t[4][2]) //显示坦克函数 { int i; for(i=0; i<tank_num; i++) { lcd.drawSprite(t[i][1]*7+3,t[i][0]*5+1,5,7,(int *)tank[i][tank_state[i]]); } } int main() { // need to initialise the lcd first, do this once outside of the loop lcd.init(); //int command[2][4]={{0,0,0,0},{0,0,0,0}};//处理后的指令 int command[4]= {0,0,0,0}; int turn=0; int a; int stop;//stop command for ai int i; int j; //地图复制计数 int ii; int k; int l; int n; //炮弹刷新计数 int shoot;//开火计数 int t[tank_num][2]; //坦克坐标 int t_pre[tank_num][2]; //坦克预测坐标(npc) int b[tank_num][3][2]; //炮弹坐标 int bullet_cont=0;//发射炮弹计数 int bullet_direct[tank_num][3];//炮弹的方向 int bullet_val[tank_num][3];//炮弹是否被阻挡 int tank_state[tank_num]; //坦克的f方向 int hp_set[tank_num]= {3,3,3,3}; //坦克血量预设 int hp[tank_num]; //坦克血量 int tank_count;//坦克单位的计数 int trace[tank_num-1][3]= {{0,0,0},{0,0,0},{0,0,0}}; int map_adj[9][11]; int tank_des;//serial number of destoried tank destroy int hit; int obj_kind; for (k=0; k<tank_num; k++) { hp[k]=hp_set[k]; tank_state[k]=0; map_adj[t_start[k][0]][t_start[k][1]]=k+3; for (l=0; l<bullet_v; l++) { bullet_val[k][l]=0; } for (ii=0; ii<2; ii++) { t[k][ii]=t_start[k][ii]; } //复制坦克坐标 } for (i=0; i<11; i++) { for (j=0; j<9; j++) { map_adj[j][i]=map[j][i]; } }//复制地图 while(1) { lcd.clear(); map_scan(map_adj);//地图显示 hp_show(hp[0],hp[1]);//血量显示 tank_show(tank_state,t);//坦克显示 if(shoot==0) { command[3] = button_A.read(); command[0] = button_B.read(); command[2] = button_C.read(); command[1] = button_D.read(); //复制指令 turn=turn+1; if(turn==15) { turn=0; }//各种计数 bullet_cont++; if(bullet_cont==3) { bullet_cont=0; } for(tank_count=0; tank_count<tank_num; tank_count++) { if(tank_count!=0) { stop=0; t_pre[tank_count][0]=t[tank_count][0]; t_pre[tank_count][1]=t[tank_count][1]; trace[tank_count][0]=(ai_changetime[tank_count-1]<turn)^ai_mod[tank_count-1]^(t[tank_count][0]>t[0][0]);//1代表坦克1在坦克2的下方 trace[tank_count][1]=(ai_changetime[tank_count-1]<turn)^ai_mod[tank_count-1]^(t[tank_count][1]>t[0][1]);//1代表坦克1在坦克2的右 trace[tank_count][2]=(abs(t[0][0]-t[tank_count][0]))>(abs(t[0][1]-t[tank_count][1]));//1代表坦克竖直距离大于水平距离 for(a=0; a<4; a++) { tank_state[tank_count]=2*(!((a%2)^trace[tank_count][2]))+(!((a>>1)^trace[tank_count][0]))*((a%2)^trace[tank_count][2])+(!((a>>1)^trace[tank_count][1]))*(!((a%2)^trace[tank_count][2])); t_pre[tank_count][0]=t[tank_count][0]+(!(tank_state[tank_count]>>1))*(2*(tank_state[tank_count]%2)-1); t_pre[tank_count][1]=t[tank_count][1]+(tank_state[tank_count]>>1)*(2*(tank_state[tank_count]%2)-1); if((map_adj[t_pre[tank_count][0]][t_pre[tank_count][1]]==0)&&(t_pre[tank_count][1]>=0)&&(t_pre[tank_count][1]<=10)&&(t_pre[tank_count][0]>=0)&&(t_pre[tank_count][0]<=8)) { break; } if(a==3) stop=1; } map_adj[t[tank_count][0]][t[tank_count][1]]=0; if(stop==0) { t[tank_count][tank_state[tank_count]>>1]=t[tank_count][tank_state[tank_count]>>1]+2*(tank_state[tank_count]%2)-1; } map_adj[t[tank_count][0]][t[tank_count][1]]=tank_count+3; //bullet_val[tank_count][bullet_cont]=1; //坦克发射炮弹技炮弹坐标方向计算 } else { map_adj[t[tank_count][0]][t[tank_count][1]]=0; t[tank_count][0]=t[tank_count][0]-command[0]+command[1]; t[tank_count][1]=t[tank_count][1]-command[2]+command[3];//指令控制坦克 if(map_adj[t[tank_count][0]][t[tank_count][1]]!=0||t[tank_count][1]<0||t[tank_count][1]>10||t[tank_count][0]<0||t[tank_count][0]>8) { t[tank_count][0]=t[tank_count][0]+command[0]-command[1]; t[tank_count][1]=t[tank_count][1]+command[2]-command[3]; }//障碍物判断,前方有障碍物时指令无效 map_adj[t[tank_count][0]][t[tank_count][1]]=tank_count+3; if(command[0]||command[1]||command[2]||command[3]) { tank_state[tank_count]=command[1]*1+command[2]*2+command[3]*3; } //坦克方向计算 } bullet_direct[tank_count][bullet_cont]=tank_state[tank_count]; if (joy_button.read()==0&&tank_count==1) { bullet_val[tank_count][bullet_cont]=1; //坦克发射炮弹技炮弹坐标方向计算 } //pot_val = pot0.read(); b[tank_count][bullet_cont][0]=t[tank_count][0]; b[tank_count][bullet_cont][1]=t[tank_count][1]; } } for(tank_count=0; tank_count<tank_num; tank_count++) { //游戏里坦克依次进行运算 for(n=0; n<bullet_v; n++) { //炮弹比坦克快三倍运算也快三倍 b[tank_count][n][0]=b[tank_count][n][0]+(!(bullet_direct[tank_count][n]>>1))*(-1+2*(bullet_direct[tank_count][n]%2)); b[tank_count][n][1]=b[tank_count][n][1]+(bullet_direct[tank_count][n]>>1)*(-1+2*(bullet_direct[tank_count][n]%2));//炮弹坐标刷新 if(b[tank_count][n][1]>=0&&b[tank_count][n][1]<=10&&b[tank_count][n][0]>=0&&b[tank_count][n][0]<=8&&bullet_val[tank_count][n]==1) { //炮弹有效且未出界 obj_kind=map_adj[b[tank_count][n][0]][b[tank_count][n][1]]; hit=(((tank_count<4)+(obj_kind<4))%2)&&(obj_kind>=3); if(obj_kind==0) { //炮弹无障碍飞行的情况 lcd.drawSprite(b[tank_count][n][1]*7+3,b[tank_count][n][0]*5+1,5,7,(int *)bullet); } else if (obj_kind==2) { //炮弹打到灌木的情况 lcd.drawSprite(b[tank_count][n][1]*7+3,b[tank_count][n][0]*5+1,5,7,(int *)destroyed_bush); map_adj[b[tank_count][n][0]][b[tank_count][n][1]]=0; bullet_val[tank_count][n]=0; } else if (obj_kind==1) { //炮弹打墙的情况 bullet_val[tank_count][n]=0; } /*else if(obj_kind==3) { //炮弹击杀坦克的情况 tank_des=map_adj[b[tank_count][n][0]][b[tank_count][n][1]]-3; map_adj[b[tank_count][n][0]][b[tank_count][n][1]]=0; lcd.drawSprite(t[tank_des][1]*7+3,t[tank_des][0]*5+1,5,7,(int *)tank_exp); t[tank_des][0]=t_start[tank_des][0]; t[tank_des][1]=t_start[tank_des][1];//坦克回出生点 hp[tank_des]=hp[tank_des]-1;//血量减一 bullet_val[tank_count][n]=0;//炮弹失效 }*/ } } } shoot=shoot+1; if(shoot==bullet_v) { shoot=0; } lcd.refresh(); // refresh the LCD so the pixels appear wait_ms(600/bullet_v); // 画面按炮弹移动s时间刷新,600为坦克移动时间 } } void init_buttons() { // PCB has external pull-down resistors so turn the internal ones off // (default for DigitalIn) button_A.mode(PullNone); button_B.mode(PullNone); button_C.mode(PullNone); button_D.mode(PullNone); }