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pong game
Dependencies: 4DGL-uLCD-SE mbed
Fork of uLCD144G2_demo by
main.cpp
- Committer:
- 4180_1
- Date:
- 2013-11-30
- Revision:
- 8:31e63caf37e2
- Parent:
- 7:7bd7397ab89f
- Child:
- 9:15468b23e0c6
File content as of revision 8:31e63caf37e2:
// uLCD-144-G2 demo program for uLCD-4GL LCD driver library // #include "mbed.h" #include "uLCD_4DGL.h" uLCD_4DGL uLCD(p9,p10,p11); // serial tx, serial rx, reset pin; int main() { // basic printf demo = 16 by 18 characters on screen uLCD.printf("\nHello uLCD World\n"); //Default Green on black text uLCD.printf("\n Starting Demo..."); uLCD.text_width(4); //4X size text uLCD.text_height(4); uLCD.color(RED); for (int i=10; i>=0; --i) { uLCD.locate(1,2); uLCD.printf("%2D",i); wait(.5); } uLCD.cls(); uLCD.printf("Change baudrate......"); uLCD.baudrate(3000000); //jack up baud rate to max for fast display //if demo hangs here - try lower baud rates // // printf text only full screen mode demo uLCD.background_color(BLUE); uLCD.cls(); uLCD.locate(0,0); uLCD.color(WHITE); uLCD.textbackground_color(BLUE); uLCD.set_font(FONT_7X8); uLCD.text_mode(OPAQUE); int i=0; while(i<64) { if(i%16==0) uLCD.cls(); uLCD.printf("TxtLine %2D Page %D\n",i%16,i/16 ); i++; //16 lines with 18 charaters per line } wait(0.5); //demo graphics commands uLCD.background_color(BLACK); uLCD.cls(); uLCD.background_color(DGREY); uLCD.filled_circle(60, 50, 30, 0xFF00FF); uLCD.triangle(120, 100, 40, 40, 10, 100, 0x0000FF); uLCD.line(0, 0, 80, 60, 0xFF0000); uLCD.filled_rectangle(50, 50, 100, 90, 0x00FF00); uLCD.pixel(60, 60, BLACK); uLCD.read_pixel(120, 70); uLCD.circle(120, 60, 10, BLACK); uLCD.set_font(FONT_7X8); uLCD.text_mode(TRANSPARENT); uLCD.text_bold(ON); uLCD.text_char('B', 9, 8, BLACK); uLCD.text_char('I',10, 8, BLACK); uLCD.text_char('G',11, 8, BLACK); uLCD.text_italic(ON); uLCD.text_string("This is a test of string", 1, 4, FONT_7X8, WHITE); wait(2); //Bouncing Ball Demo float fx=50.0,fy=21.0,vx=1.0,vy=0.4; int x=50,y=21,radius=4; uLCD.background_color(BLACK); uLCD.cls(); //draw walls uLCD.line(0, 0, 127, 0, WHITE); uLCD.line(127, 0, 127, 127, WHITE); uLCD.line(127, 127, 0, 127, WHITE); uLCD.line(0, 127, 0, 0, WHITE); for (int i=0; i<1500; i++) { //draw ball uLCD.filled_circle(x, y, radius, RED); //bounce off edge walls and slow down a bit? if ((x<=radius+1) || (x>=126-radius)) vx = -.90*vx; if ((y<=radius+1) || (y>=126-radius)) vy = -.90*vy; //erase old ball location uLCD.filled_circle(x, y, radius, BLACK); //move ball fx=fx+vx; fy=fy+vy; x=(int)fx; y=(int)fy; } wait(0.5); //draw an image pixel by pixel int pixelcolors[50][50]; uLCD.background_color(BLACK); uLCD.cls(); //compute Mandelbrot set image for display //image size in pixels const unsigned ImageHeight=128; const unsigned ImageWidth=128; //"c" region to display double MinRe = -0.75104; double MaxRe = -0.7408; double MinIm = 0.10511; double MaxIm = MinIm+(MaxRe-MinRe)*ImageHeight/ImageWidth; double Re_factor = (MaxRe-MinRe)/(ImageWidth-1); double Im_factor = (MaxIm-MinIm)/(ImageHeight-1); unsigned MaxIterations = 2048; for(unsigned y=0; y<ImageHeight; ++y) { double c_im = MaxIm - y*Im_factor; for(unsigned x=0; x<ImageWidth; ++x) { double c_re = MinRe + x*Re_factor; double Z_re = c_re, Z_im = c_im; int niterations=0; for(unsigned n=0; n<MaxIterations; ++n) { double Z_re2 = Z_re*Z_re, Z_im2 = Z_im*Z_im; if(Z_re2 + Z_im2 > 4) { niterations = n; break; } Z_im = 2*Z_re*Z_im + c_im; Z_re = Z_re2 - Z_im2 + c_re; } if (niterations!=(MaxIterations-1)) uLCD.pixel(x,y,((niterations & 0xF00)<<12)+((niterations & 0xF0)<<8)+((niterations & 0x0F)<<4) ); } } wait(5); // PLASMA wave BLIT animation //draw an image using BLIT (Block Image Transfer) fastest way to transfer pixel data uLCD.cls(); int num_cols=50; int num_rows=50; int frame=0; double a,b,c=0.0; while(frame<75) { for (int k=0; k<num_cols; k++) { b= (1+sin(3.14159*k*0.75/(num_cols-1.0)+c))*0.5; for (int i=0; i<num_rows; i++) { a= (1+sin(3.14159*i*0.75/(num_rows-1.0)+c))*0.5; // a and b will be a sine wave output between 0 and 1 // sine wave was scaled for nice effect across array // uses a and b to compute pixel colors based on rol and col location in array // also keeps colors at the same brightness level if ((a+b) <.667) pixelcolors[i][k] = (255-(int(254.0*((a+b)/0.667)))<<16) | (int(254.0*((a+b)/0.667))<<8) | 0; else if ((a+b)<1.333) pixelcolors[i][k] = (0 <<16) | (255-(int (254.0*((a+b-0.667)/0.667)))<<8) | int(254.0*((a+b-0.667)/0.667)); else pixelcolors[i][k] = (int(255*((a+b-1.333)/0.667))<<16) | (0<<8) | (255-(int (254.0*((a+b-1.333)/0.667)))); } } uLCD.BLIT(39, 39, 50, 50, &pixelcolors[0][0]); c = c + 0.0314159*3.0; if (c > 6.2831) c = 0.0; frame++; } //Load Image Demo uLCD.cls(); //SD card needed with image and video files for last two demos uLCD.cls(); uLCD.media_init(); uLCD.printf("\n\nAn SD card is needed for image and video data"); uLCD.set_sector_address(0x001D, 0x4C01); uLCD.display_image(0,0); wait(10); //Play video demo while(1) { uLCD.cls(); uLCD.media_init(); uLCD.set_sector_address(0x001D, 0x4C42); uLCD.display_video(0,0); } }