Racing Cars game using N5110 LCD and thumb Joystick
Dependencies: N5110 PowerControl beep mbed
main.cpp
- Committer:
- el13gs
- Date:
- 2015-05-08
- Revision:
- 6:289f237b8d90
- Parent:
- 5:243718c3cd8b
- Child:
- 7:edf0f1fcb16b
File content as of revision 6:289f237b8d90:
/** @file main.cpp @brief Contains all functions implementations, and main program */ #include "main.h" int main() { /** Ethernet port power Down */ //PHY_PowerDown(); //Peripheral_PowerDown(0x40); char soundString[3]; // Create buffer String that stores the sound state String("YES","NO") sprintf(soundString,"%s","YES"); //print Initial String calibrateJoystick(); // get centred values of joystick pollJoystick.attach(&updateJoystick,1.0/10.0); // read joystick 30 times per second lcd.setXYAddress(0,0);//set the XY address to 0.0 as initialising condition initTable();//initialise the array table lcd.init();//initialise LCD screen lcd.refresh(); start.rise(&startButtonPressed); reset.rise(&resetButtonPressed); MainMenu: int menuPointer=1; startButtonFlag=0; clearCells(84,48); lcd.drawCircle(22,19,2,1); //draw pointer around Play submenu when selected lcd.drawCircle(53,19,2,1); //draw pointer around Play submenu when selected lcd.printString("MAIN MENU",15,0); //print title lcd.printString("Play",26,2); //print submenu title lcd.printString("Options",20,3); //print submenu title lcd.drawLine(15,9,65,9,1);//underline main menu title while(startButtonFlag==0) { if (joystick.direction==DOWN) { lcd.drawCircle(16,27,2,1); //draw pointer around Options submenu when selected lcd.drawCircle(64,27,2,1); //draw pointer around Options submenu when selected lcd.clearCircle(53,19,2,1); lcd.clearCircle(22,19,2,1); menuPointer=2; } wait(0.1); if(joystick.direction==UP) { lcd.drawCircle(22,19,2,1); //draw pointer around Play submenu when selected lcd.drawCircle(53,19,2,1); //draw pointer around Play submenu when selected lcd.clearCircle(16,27,2,1); //draw pointer around Options submenu when selected lcd.clearCircle(64,27,2,1); menuPointer=1; } } switch(menuPointer) { case 1: initTable(); startButtonFlag=0; lives=5; round=1; coins=0; startButtonFlag=0; clearCells(84,48); wait(0.5); lcd.refresh(); lcd.drawRect(x,v,w,h,0); timer.attach(&movePlayer,0.1); gameInitial(); char buffer[1]; sprintf(buffer,"%d",lives); lcd.printString(buffer,74,1); char buffer1[1]; sprintf(buffer1,"%d",round); lcd.printString(buffer1,74,3); char buffer2[2]; sprintf(buffer2,"%d",coins); lcd.printString(buffer2,72,5); while(gamePlays) { lcd.refresh(); sprintf(buffer1,"%d",round); lcd.printString(buffer1,74,3); sprintf(buffer,"%d",lives); lcd.printString(buffer,74,1); sprintf(buffer2,"%d",coins); lcd.printString(buffer2,72,5); checkPlayerPos(); enemy1MovesDown(); enemy2MovesDown(); checkPlayerPos(); enemy3MovesDown(); lcd.refresh(); coinMoves(); checkPlayerPos(); } if (gamePlays==0){ gamePlays=1; goto MainMenu;} break; case 2: int optionsMenu=1; startButtonFlag=0; clearCells(84,48); lcd.refresh(); wait(0.02); lcd.printString("OPTIONS",18,0); lcd.printString("Exit",23,5); lcd.printString("Brightness",6,3); lcd.printString("Sound",6,2); lcd.drawLine(15,8,61,8,1);//underline Options Menu title char buffer3[2]; sprintf(buffer3,"%d",brightnessDisplay); lcd.printString(buffer3,68,3); lcd.printString(soundString,40,2); while(optionsMenu) { if (joystick.direction==UP) { optionsPointer--; if(optionsPointer==0) { optionsPointer=1; } } wait(0.1); if(joystick.direction==DOWN) { optionsPointer++; if(optionsPointer>3) { optionsPointer=3; } } if (optionsPointer==1) { lcd.drawCircle(2,19,2,1); lcd.clearCircle(2,27,2,1); lcd.clearCircle(19,44,2,1); if(joystick.direction==LEFT) { sounds=1; lcd.refresh(); sprintf(soundString,"%s","YES"); lcd.printString(soundString,40,2); } if(joystick.direction==RIGHT) { sounds=0; lcd.refresh(); sprintf(soundString,"%s","NO "); lcd.printString(soundString,40,2); } } if (optionsPointer==2) { lcd.drawCircle(2,27,2,1); lcd.clearCircle(2,19,2,1); lcd.clearCircle(19,44,2,1); if(joystick.direction==LEFT) { brightness=brightness-.1; brightnessDisplay=brightnessDisplay-1; if(brightness<0.1||brightnessDisplay<0) { brightnessDisplay=1; brightness=0.1; } lcd.setBrightness(brightness); char buffer3[2]; sprintf(buffer3,"%d",brightnessDisplay); lcd.printString(buffer3,68,3); } if(joystick.direction==RIGHT) { brightness=brightness+.1; brightnessDisplay=brightnessDisplay+1; if(brightness>0.9||brightnessDisplay>9) { brightnessDisplay=9; brightness=0.9; } lcd.setBrightness(brightness); char buffer4[2]; sprintf(buffer4,"%d",brightnessDisplay); lcd.printString(buffer4,68,3); } } if (optionsPointer==3) { lcd.drawCircle(19,44,2,1); lcd.clearCircle(2,19,2,1); lcd.clearCircle(2,27,2,1); if(startButtonFlag) { wait(0.5); startButtonFlag=0; goto MainMenu; } } wait(0.1); } break; } } void startButtonPressed() { startButtonFlag=!startButtonFlag; } void resetButtonPressed() { resetButtonFlag=!resetButtonFlag; } void movePlayer() { if (gamePlays) { //lcd.refresh(); if (joystick.direction==RIGHT&&x+w<58) { clearRect(x,v,w,h); lcd.refresh(); x=x+4; lcd.drawRect(x,v,w,h,0); lcd.refresh(); } if (joystick.direction==LEFT&&x+w>10) { clearRect(x,v,w,h); lcd.refresh(); x=x-4; lcd.drawRect(x,v,w,h,0); lcd.refresh(); } if (joystick.direction==UP && v>2) { clearRect(x,v,w,h); lcd.refresh(); v=v-4; lcd.drawRect(x,v,w,h,0); lcd.refresh(); } if (joystick.direction==DOWN && v<32) { clearRect(x,v,w,h); lcd.refresh(); v=v+4; lcd.drawRect(x,v,w,h,0); lcd.refresh(); } } } void calibrateJoystick() { button.mode(PullDown); // must not move during calibration joystick.x0 = xPot; // initial positions in the range 0.0 to 1.0 (0.5 if centred exactly) joystick.y0 = yPot; } void updateJoystick() { joystick.x = xPot - joystick.x0; joystick.y = yPot - joystick.y0; // read button state joystick.button = button; // calculate direction depending on x,y values // tolerance allows a little lee-way in case joystick not exactly in the stated direction if ( fabs(joystick.y) < DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) { joystick.direction = CENTRE; } else if ( joystick.y > DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) { joystick.direction = UP; } else if ( joystick.y < DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) { joystick.direction = DOWN; } else if ( joystick.x > DIRECTION_TOLERANCE && fabs(joystick.y) < DIRECTION_TOLERANCE) { joystick.direction = LEFT; } else if ( joystick.x < DIRECTION_TOLERANCE && fabs(joystick.y) < DIRECTION_TOLERANCE) { joystick.direction = RIGHT; } else { joystick.direction = UNKNOWN; } // set flag for printing printFlag = 1; } void clearRect(int x,int v,int w,int h) { for(int i=x; i<=x+w; i++) { for(int j=v; j<=v+h; j++) { lcd.clearPixel(i,j); table[i][j]=0; } } } void gameInitial() { lcd.drawLine(60,0,60,48,1); lcd.drawLine(60,16,84,16,1); lcd.drawLine(60,32,84,32,1); lcd.drawLine(20,0,20,48,2); lcd.drawLine(40,0,40,48,2); } void enemy1MovesDown() { clearRect(enemy1x,(j-a),w,h); lcd.refresh(); lcd.drawRect(enemy1x,j,w,h,1); lcd.refresh(); setRectCells(enemy1x,j,w,h); lcd.refresh(); wait(0.05); j=j+a; //lcd.refresh(); if(j>60) { j=-(rand()%100+80); } } void enemy2MovesDown() { clearRect(enemy2x,(p-a),w,h); lcd.refresh(); lcd.drawRect(enemy2x,p,w,h,1); lcd.refresh(); setRectCells(enemy2x,p,w,h); lcd.refresh(); wait(0.05); p=p+a; //lcd.refresh(); if(p>60) { p=-(rand()%40+20); } while(p==q) { p=-(rand()%40+20); } } void enemy3MovesDown() { clearRect(enemy3x,(q-a),w,h); lcd.refresh(); lcd.drawRect(enemy3x,q,w,h,1); lcd.refresh(); setRectCells(enemy3x,q,w,h); lcd.refresh(); wait(0.05); lcd.refresh(); q=q+a; if (q>70) { q=-(rand()%10+1); } } void setRectCells(int x,int v,int w,int h) { for(int i=x; i<=x+w; i++) { for(int j=v; j<=v+h; j++) { if(j>0&&j<48) { table[i][j]=1; } } } } void initTable() { for (int i=0; i<=83; i++) { for(int j=0; j<=47; j++) { table[i][j]=0; } } } void checkPlayerPos() { if (table[x+w][v+h]==1||table[x][v+h]==1||table[x][v]==1||table[x+w][v]==1) { loose(); } if (table[x+w][v+h]==2||table[x][v+h]==2||table[x][v]==2||table[x+w][v]==2) { coins=coins+5; clearCoin(c); if(sounds) { buzzer.beep(2200,0.4); buzzer.beep(1000,0.2); } coinAppear=0; if(coins==10) { round=2; gamePlays=0; clearCells(84,48); lcd.refresh(); lcd.printString("ROUND 2",10,2); wait(1); clearCells(84,48); lcd.refresh(); gamePlays=1; gameInitialise(); a=6; } if(coins==70) { round=3; gamePlays=0; clearCells(84,48); lcd.refresh(); lcd.printString("ROUND 3",10,2); wait(1); clearCells(84,48); lcd.refresh(); gamePlays=1; gameInitialise(); a=8; } if(coins==90) { lcd.printString("YOU WIN!",4,2); wait(3); gamePlays=0; } } } void coinMoves() { if(table[xPos][c]==1) { //prevent coin from appearing above enemies coinAppear=0; } clearCoin(c); c=c+4; drawCoin(c); if(c>80) { c=-(rand()%10); xPos=rand()%52+4; coinAppear=1; } } void drawCoin(int c) { if (c>4&&c<48&&coinAppear==1) { lcd.drawCircle(xPos,c,4,0); //Draw Coin Circle Pixels setCircleCells(xPos,c,4);// Set Coin array's cells values to 2 // "c" character Print on coin lcd.setPixel(xPos,c-1); lcd.setPixel(xPos,c+2); lcd.setPixel(xPos+1,c-1); lcd.setPixel(xPos+1,c+2); lcd.setPixel(xPos-1,c); lcd.setPixel(xPos-1,c+1); lcd.refresh(); } } void clearCoin(int c) { if(c>4&&c<48&&coinAppear==1) { lcd.clearCircle(xPos,c,4,1); //Clear the Coin clearCircleCells(xPos,c,4);// Set Coin array's cells values to 0 lcd.refresh(); } } void setCircleCells(int x0,int y0,int radius) { //function from N5110 Library int x = radius; int y = 0; while(x >= y) { setLineCells(x+x0,y+y0,-x+x0,y+y0,0); //set line's Cells values to 2 setLineCells(y+x0,x+y0,-y+x0,x+y0,0);//set line's Cells values to 2 setLineCells(y+x0,-x+y0,-y+x0,-x+y0,0);//set line's Cells values to 2 setLineCells(x+x0,-y+y0,-x+x0,-y+y0,0);//set line's Cells values to 2 y++; } } void clearCircleCells(int x0,int y0,int radius) { //function from N5110 Library int x = radius; int y = 0; while(x >= y) { clearLineCells(x+x0,y+y0,-x+x0,y+y0,0); clearLineCells(y+x0,x+y0,-y+x0,x+y0,0); clearLineCells(y+x0,-x+y0,-y+x0,-x+y0,0); clearLineCells(x+x0,-y+y0,-x+x0,-y+y0,0); y++; } } void clearCells(int x,int y) { for(int i=0; i<=x; i++) { for (int j=0; j<=y; j++) { lcd.clearPixel(i,j); table[i][j]=0; } } lcd.refresh(); } void loose() { if (sounds) { buzzer.beep(500,0.2); } gamePlays=0; lives=lives-1; if(lives==0) { clearCells(84,48); lcd.refresh(); lcd.clear(); wait(2); while(startButtonFlag==0&&resetButtonFlag==0) { lcd.printString("Game Over!!!",0,0); lcd.printString("Press START",0,2); lcd.printString("to try again",0,3); lcd.printString("or RESET",0,4); lcd.printString("to exit :)",0,5); } if(startButtonFlag) { a=4; gamePlays=1; lives=5; coins=0; round=1; clearCells(84,48); gameInitialise(); startButtonFlag=0; wait(1); timer.attach(&movePlayer,0.1); } if (resetButtonFlag) { gamePlays=0; resetButtonFlag=0; } } else { clearCells(60,48); lcd.refresh(); gameInitialise(); wait(2); gamePlays=1; //timer.attach(&movePlayer,0.1); } } void gameInitialise() { initTable(); x=26; v=30; lcd.drawRect(x,v,w,h,0); lcd.refresh(); j=-70; q=-10; p=-40; } void setLineCells(int x0,int y0,int x1,int y1,int type) { //function from N5110 Library int y_range = y1-y0; // calc range of y and x int x_range = x1-x0; int start,stop,step; // if dotted line, set step to 2, else step is 1 step = (type==2) ? 2:1; // make sure we loop over the largest range to get the most pixels on the display // for instance, if drawing a vertical line (x_range = 0), we need to loop down the y pixels // or else we'll only end up with 1 pixel in the x column if ( abs(x_range) > abs(y_range) ) { // ensure we loop from smallest to largest or else for-loop won't run as expected start = x1>x0 ? x0:x1; stop = x1>x0 ? x1:x0; // loop between x pixels for (int x = start; x<= stop ; x+=step) { // do linear interpolation int y = y0 + (y1-y0)*(x-x0)/(x1-x0); if (type == 0) // if 'white' line, turn off pixel table[x][y]=2; else table[x][y]=2; // else if 'black' or 'dotted' turn on pixel } } else { // ensure we loop from smallest to largest or else for-loop won't run as expected start = y1>y0 ? y0:y1; stop = y1>y0 ? y1:y0; for (int y = start; y<= stop ; y+=step) { // do linear interpolation int x = x0 + (x1-x0)*(y-y0)/(y1-y0); if (type == 0) // if 'white' line, turn off pixel table[x][y]=2; else table[x][y]=2; // else if 'black' or 'dotted' turn on pixel } } } void clearLineCells(int x0,int y0,int x1,int y1,int type) { //function from N5110 Library int y_range = y1-y0; // calc range of y and x int x_range = x1-x0; int start,stop,step; // if dotted line, set step to 2, else step is 1 step = (type==2) ? 2:1; // make sure we loop over the largest range to get the most pixels on the display // for instance, if drawing a vertical line (x_range = 0), we need to loop down the y pixels // or else we'll only end up with 1 pixel in the x column if ( abs(x_range) > abs(y_range) ) { // ensure we loop from smallest to largest or else for-loop won't run as expected start = x1>x0 ? x0:x1; stop = x1>x0 ? x1:x0; // loop between x pixels for (int x = start; x<= stop ; x+=step) { // do linear interpolation int y = y0 + (y1-y0)*(x-x0)/(x1-x0); if (type == 0) // if 'white' line, turn off pixel table[x][y]=0; else table[x][y]=0; // else if 'black' or 'dotted' turn on pixel } } else { // ensure we loop from smallest to largest or else for-loop won't run as expected start = y1>y0 ? y0:y1; stop = y1>y0 ? y1:y0; for (int y = start; y<= stop ; y+=step) { // do linear interpolation int x = x0 + (x1-x0)*(y-y0)/(y1-y0); if (type == 0) // if 'white' line, turn off pixel table[x][y]=0; else table[x][y]=0; // else if 'black' or 'dotted' turn on pixel } } }