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Diff: main.cpp
- Revision:
- 0:411f355688a5
- Child:
- 1:ff57945c704c
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/main.cpp Thu May 07 11:26:58 2015 +0000 @@ -0,0 +1,1019 @@ +#include "mbed.h" +#include "N5110.h" +#include "beep.h" + +using namespace mbed; + // constructor + /** Create a Beep object connected to the specified PwmOut pin + * + * @param pin PwmOut pin to connect to + */ + +BusOut leds(LED1,LED2,LED3,LED4); +BusOut myled(p24); + +InterruptIn buttonA(p29); +InterruptIn buttonB(p28); + +Beep::Beep(PinName pin) : _pwm(pin) { + _pwm.write(0.0); // after creating it have to be off +} + + /** stop the beep instantaneous + * usually not used + */ +void Beep::nobeep() { + _pwm.write(0.0); +} + +/** Beep with given frequency and duration. + * + * @param frequency - the frequency of the tone in Hz + * @param time - the duration of the tone in seconds + */ + +void Beep::beep(float freq, float time) { + + _pwm.period(1.0/freq); + _pwm.write(0.5); // 50% duty cycle - beep on + toff.attach(this,&Beep::nobeep, time); // time to off +} + +Beep buzzer(p21); + +// change this to alter tolerance of joystick direction +#define DIRECTION_TOLERANCE 0.05 + +// connections for joystick +DigitalIn button(p17); +AnalogIn xPot(p15); +AnalogIn yPot(p16); + +// timer to regularly read the joystick +Ticker pollJoystick; + +// create enumerated type (0,1,2,3 etc. for direction) +// could be extended for diagonals etc. +enum DirectionName { + UP, + DOWN, + LEFT, + RIGHT, + CENTRE, + UNKNOWN +}; + +// struct for Joystick +typedef struct JoyStick Joystick; +struct JoyStick { + float x; // current x value + float x0; // 'centred' x value + float y; // current y value + float y0; // 'centred' y value + int button; // button state (assume pull-down used, so 1 = pressed, 0 = unpressed) + DirectionName direction; // current direction +}; +// create struct variable +Joystick joystick; + +// function prototypes +void calibrateJoystick(); +void updateJoystick(); + +// read default positions of the joystick to calibrate later readings +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() +{ + // read current joystick values relative to calibrated values (in range -0.5 to 0.5, 0.0 is centred) + 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 = DOWN; + } else if ( joystick.y < DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) { + joystick.direction = UP; + } else if ( joystick.x > DIRECTION_TOLERANCE && fabs(joystick.y) < DIRECTION_TOLERANCE) { + joystick.direction = RIGHT; + } else if ( joystick.x < DIRECTION_TOLERANCE && fabs(joystick.y) < DIRECTION_TOLERANCE) { + joystick.direction = LEFT; + } else { + joystick.direction = UNKNOWN; + } +} + +N5110::N5110(PinName pwrPin, PinName scePin, PinName rstPin, PinName dcPin, PinName mosiPin, PinName sclkPin, PinName ledPin) +{ + + spi = new SPI(mosiPin,NC,sclkPin); // create new SPI instance and initialise + initSPI(); + + // set up pins as required + led = new PwmOut(ledPin); + pwr = new DigitalOut(pwrPin); + sce = new DigitalOut(scePin); + rst = new DigitalOut(rstPin); + dc = new DigitalOut(dcPin); + +} + +// initialise function - powers up and sends the initialisation commands +void N5110::init() +{ + turnOn(); // power up + wait_ms(10); // small delay seems to prevent spurious pixels during mbed reset + reset(); // reset LCD - must be done within 100 ms + + // function set - extended + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE); + // Don't completely understand these parameters - they seem to work as they are + // Consult the datasheet if you need to change them + sendCommand(CMD_VOP_7V38); // operating voltage - these values are from Chris Yan's Library + sendCommand(CMD_TC_TEMP_2); // temperature control + sendCommand(CMD_BI_MUX_48); // bias + + // function set - basic + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE); + normalMode(); // normal video mode by default + sendCommand(CMD_DC_NORMAL_MODE); // black on white + + // RAM is undefined at power-up so clear + clearRAM(); + +} + +// sets normal video mode (black on white) +void N5110::normalMode() +{ + sendCommand(CMD_DC_NORMAL_MODE); + +} + +// sets normal video mode (white on black) +void N5110::inverseMode() +{ + sendCommand(CMD_DC_INVERT_VIDEO); +} + +// function to power up the LCD and backlight +void N5110::turnOn() +{ + // set brightness of LED - 0.0 to 1.0 - default is 50% + setBrightness(0.5); + pwr->write(1); // apply power +} + +// function to power down LCD +void N5110::turnOff() +{ + setBrightness(0.0); // turn backlight off + clearRAM(); // clear RAM to ensure specified current consumption + // send command to ensure we are in basic mode + sendCommand(0x20 | CMD_FS_ACTIVE_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_BASIC_MODE); + // clear the display + sendCommand(CMD_DC_CLEAR_DISPLAY); + // enter the extended mode and power down + sendCommand(0x20 | CMD_FS_POWER_DOWN_MODE | CMD_FS_HORIZONTAL_MODE | CMD_FS_EXTENDED_MODE); + // small delay and then turn off the power pin + wait_ms(10); + pwr->write(0); + +} + +// function to change LED backlight brightness +void N5110::setBrightness(float brightness) +{ + // check whether brightness is within range + if (brightness < 0.0) + brightness = 0.0; + if (brightness > 1.0) + brightness = 1.0; + // set PWM duty cycle + led->write(brightness); +} + + +// pulse the active low reset line +void N5110::reset() +{ + rst->write(0); // reset the LCD + rst->write(1); +} + +// function to initialise SPI peripheral +void N5110::initSPI() +{ + spi->format(8,1); // 8 bits, Mode 1 - polarity 0, phase 1 - base value of clock is 0, data captured on falling edge/propagated on rising edge + spi->frequency(4000000); // maximum of screen is 4 MHz +} + +// send a command to the display +void N5110::sendCommand(unsigned char command) +{ + dc->write(0); // set DC low for command + sce->write(0); // set CE low to begin frame + spi->write(command); // send command + dc->write(1); // turn back to data by default + sce->write(1); // set CE high to end frame (expected for transmission of single byte) + +} + +// send data to the display at the current XY address +// dc is set to 1 (i.e. data) after sending a command and so should +// be the default mode. +void N5110::sendData(unsigned char data) +{ + sce->write(0); // set CE low to begin frame + spi->write(data); + sce->write(1); // set CE high to end frame (expected for transmission of single byte) +} + +// this function writes 0 to the 504 bytes to clear the RAM +void N5110::clearRAM() +{ + int i; + sce->write(0); //set CE low to begin frame + for(i = 0; i < WIDTH * HEIGHT; i++) { // 48 x 84 bits = 504 bytes + spi->write(0x00); // send 0's + } + sce->write(1); // set CE high to end frame + +} + +// function to set the XY address in RAM for subsequenct data write +void N5110::setXYAddress(int x, int y) +{ + if (x>=0 && x<WIDTH && y>=0 && y<HEIGHT) { // check within range + sendCommand(0x80 | x); // send addresses to display with relevant mask + sendCommand(0x40 | y); + } +} + +// These functions are used to set, clear and get the value of pixels in the display +// Pixels are addressed in the range of 0 to 47 (y) and 0 to 83 (x). The refresh() +// function must be called after set and clear in order to update the display +void N5110::setPixel(int x, int y) +{ + if (x>=0 && x<WIDTH && y>=0 && y<HEIGHT) { // check within range + // calculate bank and shift 1 to required position in the data byte + buffer[x][y/8] |= (1 << y%8); + } +} + +void N5110::clearPixel(int x, int y) +{ + if (x>=0 && x<WIDTH && y>=0 && y<HEIGHT) { // check within range + // calculate bank and shift 1 to required position (using bit clear) + buffer[x][y/8] &= ~(1 << y%8); + } +} + +int N5110::getPixel(int x, int y) +{ + if (x>=0 && x<WIDTH && y>=0 && y<HEIGHT) { // check within range + // return relevant bank and mask required bit + return (int) buffer[x][y/8] & (1 << y%8); + // note this does not necessarily return 1 - a non-zero number represents a pixel + } else { + return 0; + } +} + +// function to refresh the display +void N5110::refresh() +{ + int i,j; + + setXYAddress(0,0); // important to set address back to 0,0 before refreshing display + // address auto increments after printing string, so buffer[0][0] will not coincide + // with top-left pixel after priting string + + sce->write(0); //set CE low to begin frame + + for(j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing + for(i = 0; i < WIDTH; i++) { + spi->write(buffer[i][j]); // send buffer + } + } + sce->write(1); // set CE high to end frame + +} + +// fills the buffer with random bytes. Can be used to test the display. +// The rand() function isn't seeded so it probably creates the same pattern everytime +void N5110::randomiseBuffer() +{ + int i,j; + for(j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing + for(i = 0; i < WIDTH; i++) { + buffer[i][j] = rand()%256; // generate random byte + } + } + +} + +// function to print 5x7 font +void N5110::printChar(char c,int x,int y) +{ + if (y>=0 && y<BANKS) { // check if printing in range of y banks + + for (int i = 0; i < 5 ; i++ ) { + int pixel_x = x+i; + if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83) + break; + buffer[pixel_x][y] = font5x7[(c - 32)*5 + i]; + // array is offset by 32 relative to ASCII, each character is 5 pixels wide + } + + refresh(); // this sends the buffer to the display and sets address (cursor) back to 0,0 + } +} + +// function to print string at specified position +void N5110::printString(const char * str,int x,int y) +{ + if (y>=0 && y<BANKS) { // check if printing in range of y banks + + int n = 0 ; // counter for number of characters in string + // loop through string and print character + while(*str) { + + // writes the character bitmap data to the buffer, so that + // text and pixels can be displayed at the same time + for (int i = 0; i < 5 ; i++ ) { + int pixel_x = x+i+n*6; + if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83) + break; + buffer[pixel_x][y] = font5x7[(*str - 32)*5 + i]; + } + + str++; // go to next character in string + + n++; // increment index + + } + + refresh(); // this sends the buffer to the display and sets address (cursor) back to 0,0 + } +} + +// function to clear the screen +void N5110::clear() +{ + clearBuffer(); // clear the buffer then call the refresh function + refresh(); +} + +// function to clear the buffer +void N5110::clearBuffer() +{ + int i,j; + for (i=0; i<WIDTH; i++) { // loop through the banks and set the buffer to 0 + for (j=0; j<BANKS; j++) { + buffer[i][j]=0; + } + } +} + +// function to plot array on display +void N5110::plotArray(float array[]) +{ + + int i; + + for (i=0; i<WIDTH; i++) { // loop through array + // elements are normalised from 0.0 to 1.0, so multiply + // by 47 to convert to pixel range, and subtract from 47 + // since top-left is 0,0 in the display geometry + setPixel(i,47 - int(array[i]*47.0)); + } + + refresh(); + +} + +// function to draw circle +void N5110:: drawCircle(int x0,int y0,int radius,int fill) +{ + // from http://en.wikipedia.org/wiki/Midpoint_circle_algorithm + int x = radius; + int y = 0; + int radiusError = 1-x; + + while(x >= y) { + + // if transparent, just draw outline + if (fill == 0) { + setPixel( x + x0, y + y0); + setPixel(-x + x0, y + y0); + setPixel( y + x0, x + y0); + setPixel(-y + x0, x + y0); + setPixel(-y + x0, -x + y0); + setPixel( y + x0, -x + y0); + setPixel( x + x0, -y + y0); + setPixel(-x + x0, -y + y0); + } else { // drawing filled circle, so draw lines between points at same y value + + int type = (fill==1) ? 1:0; // black or white fill + + drawLine(x+x0,y+y0,-x+x0,y+y0,type); + drawLine(y+x0,x+y0,-y+x0,x+y0,type); + drawLine(y+x0,-x+y0,-y+x0,-x+y0,type); + drawLine(x+x0,-y+y0,-x+x0,-y+y0,type); + } + + + y++; + if (radiusError<0) { + radiusError += 2 * y + 1; + } else { + x--; + radiusError += 2 * (y - x) + 1; + } + } + +} + +void N5110::drawLine(int x0,int y0,int x1,int y1,int type) +{ + 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 + clearPixel(x,y); + else + setPixel(x,y); // 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 + clearPixel(x,y); + else + setPixel(x,y); // else if 'black' or 'dotted' turn on pixel + + } + } + +} + +void N5110::drawRect(int x0,int y0,int width,int height,int fill) +{ + + if (fill == 0) { // transparent, just outline + drawLine(x0,y0,x0+width,y0,1); // top + drawLine(x0,y0+height,x0+width,y0+height,1); // bottom + drawLine(x0,y0,x0,y0+height,1); // left + drawLine(x0+width,y0,x0+width,y0+height,1); // right + } else { // filled rectangle + int type = (fill==1) ? 1:0; // black or white fill + for (int y = y0; y<= y0+height; y++) { // loop through rows of rectangle + drawLine(x0,y,x0+width,y,type); // draw line across screen + } + } + +} + +N5110 lcd(p7,p8,p9,p10,p11,p13,p26); // Initialization of Nokia5110 LCD screen + +void flip() // flip 4 LEDs on mbed and 1 peripheral LED +{ + leds=15; + myled=1; + wait(0.5); + leds=0; + myled=0; +} +void buttonApressed() // when A button is pressed, turn off the backlight of the screen +{ + lcd.setBrightness(0.0); +} +void buttonBpressed() // when B button is pressed, turn on the backlight of the screen +{ + lcd.setBrightness(1.0); +} +void changeBrightness() // a function to include two buttons to make main function simpler and this can also increase the efficiency +{ + buttonA.rise(&buttonApressed); + buttonB.rise(&buttonBpressed); +} +void gameOver() // when the car hits the roadblock, clear the screen and display game over and beep/flash to tell the user obviously +{ + lcd.clear(); + lcd.printString("Game Over!",0,0); + buzzer.beep(5000,0.1); + wait(0.1); + buzzer.beep(4000,0.1); + wait(0.1); + buzzer.beep(3000,0.1); + wait(0.1); + buzzer.beep(2000,0.1); + wait(0.1); + buzzer.beep(1000,0.1); + for(int i = 1;i<4;i++) + { + flip(); + wait(0.5); + } + lcd.refresh(); +} + +void welcome() // when begin the game, display the name and beep to welcome the user +{ + lcd.printString("Fast&Furious-8",0,0); + lcd.refresh(); + buzzer.beep(1000,0.1); + wait(0.5); + buzzer.beep(2000,0.1); + wait(0.5); + buzzer.beep(3000,0.1); + wait(0.5); + buzzer.beep(30000,0.1); + wait(0.2); + buzzer.beep(30000,0.1); + wait(0.2); + buzzer.beep(30000,0.1); + wait(2); + lcd.clear(); +} + +void drawBorder() // 3 lines to distinguish 4 roadways +{ + lcd.drawLine(0,12,83,12,1); + lcd.drawLine(0,24,83,24,1); + lcd.drawLine(0,36,83,36,1); + lcd.refresh(); +} + +void car_L1() // when the car is in the first roadway +{ + lcd.clear(); + drawBorder(); + lcd.drawRect(0,4,15,3,1); + lcd.refresh(); +} + +void car_L2() // when the car is in the second roadway +{ + lcd.clear(); + drawBorder(); + lcd.drawRect(0,17,15,3,1); + lcd.refresh(); +} + +void car_R1() // when the car is in the third roadway +{ + lcd.clear(); + drawBorder(); + lcd.drawRect(0,28,15,3,1); + lcd.refresh(); +} + +void car_R2() // when the car is in the fourth roadway +{ + lcd.clear(); + drawBorder(); + lcd.drawRect(0,40,15,3,1); + lcd.refresh(); +} + +void moveCar() // move the car between roadways by using the joystick, and when the car is moving, buzzer will beep +{ + if(joystick.direction == LEFT) // move to roadway L1 + { + car_L1(); + buzzer.beep(3000,0.1); + wait(0.2); + buzzer.beep(3000,0.1); + } + if(joystick.direction == UP) // move to roadway L2 + { + car_L2(); + buzzer.beep(3000,0.1); + wait(0.2); + buzzer.beep(3000,0.1); + } + if(joystick.direction == DOWN) // move to roadway R1 + { + car_R1(); + buzzer.beep(3000,0.1); + wait(0.2); + buzzer.beep(3000,0.1); + } + if(joystick.direction == RIGHT) // move to roadway R2 + { + car_R2(); + buzzer.beep(3000,0.1); + wait(0.2); + buzzer.beep(3000,0.1); + } +} + +//Basic theory for moving is to clear the original pixels and create new. +void roadBlock_L1(int x) // creat the roadblock on roadway L1 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,0,1,12,1); + for(int b=0;b<12;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=0;c<12;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +void roadBlock_L2(int x) // creat the roadblock on roadway L2 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,12,1,12,1); + for(int b=13;b<24;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=13;c<24;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +void roadBlock_R1(int x) // create the roadblock on roadway R1 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,24,1,12,1); + for(int b=25;b<36;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=25;c<36;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +void roadBlock_R2(int x) // create the roadblock on roadway R2 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,36,1,12,1); + for(int b=37;b<48;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=37;c<48;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +void roadBlock_L1L2(int x) // create the roadblock on roadway L1 and L2 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,0,1,24,1); + for(int b=0;b<24;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=0;c<24;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +void roadBlock_L2R1(int x) // create the roadblock on roadway L2 and R1 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,12,1,24,1); + for(int b=12;b<36;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=12;c<36;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +void roadBlock_R1R2(int x) //create the roadblock on roadway R1 and R2 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,24,1,24,1); + for(int b=24;b<48;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=24;c<48;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +void roadBlock_L1L2R1(int x) // create the roadblock on roadway L1, L2 and R1 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,0,1,36,1); + for(int b=0;b<36;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=0;c<36;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +void roadBlock_L2R1R2(int x) // create the roadblock on roadway L2, R1 and R2 +{ + drawBorder(); // draw the border to avoid if the lines are cleared by unexpected refresh/clear function call. + lcd.drawRect(x,12,1,36,1); + for(int b=12;b<48;b++) + { + lcd.clearPixel(x+1,b); + } + for(int c=12;c<48;c++) + { + lcd.clearPixel(0,c); + } + moveCar(); + lcd.refresh(); +} +// move theory is to clear the original pixels and create new one. +void moveRoadBlock_L1() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_L1(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if(joystick.direction == LEFT and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void moveRoadBlock_L2() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_L2(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if(joystick.direction == UP and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void moveRoadBlock_R1() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_R1(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if(joystick.direction == DOWN and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void moveRoadBlock_R2() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_R2(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if(joystick.direction == RIGHT and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void moveRoadBlock_L1L2() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_L1L2(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if((joystick.direction == LEFT or joystick.direction == UP) and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void moveRoadBlock_L2R1() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_L2R1(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if((joystick.direction == UP or joystick.direction == DOWN) and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void moveRoadBlock_R1R2() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_R1R2(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if((joystick.direction == DOWN or joystick.direction == RIGHT) and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void moveRoadBlock_L1L2R1() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_L1L2R1(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if((joystick.direction == LEFT or joystick.direction == UP or joystick.direction == DOWN) and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void moveRoadBlock_L2R1R2() // move roadblock down and call game over fuction if hitting occurs +{ + for(int a=82;a>=0;a--) + { + roadBlock_L2R1R2(a); + buzzer.beep(1000,0.1); + wait(0.2); + buzzer.beep(1000,0.1); + wait(0.01); + if((joystick.direction == UP or joystick.direction == DOWN or joystick.direction == RIGHT) and a<18) + { + gameOver(); + a=-1; + while(1) + { + flip(); + } + } + } + wait(0.1); +} +void win() // when the car passes all of the roadblocks, the user wins the game, this function is used to display "win" interface +{ + lcd.clear(); + lcd.printString("YOU WIN!!!",0,0); + buzzer.beep(1000,0.2); + wait(0.1); + buzzer.beep(2000,0.2); + wait(0.1); + buzzer.beep(3000,0.2); + while(1) + { + flip(); + } +} +void start() // to simplify the main function, this function is added which contains to call all above relative move functions. +{ + moveRoadBlock_L1(); + moveRoadBlock_L1L2R1(); + moveRoadBlock_L2(); + moveRoadBlock_L1L2(); + moveRoadBlock_R1(); + moveRoadBlock_R2(); + moveRoadBlock_L2R1R2(); + moveRoadBlock_R1R2(); + win(); +} + + + +int main() +{ + lcd.init(); // fist need to initilize the screen + + welcome(); // dislpay welcome interface + + calibrateJoystick(); // get centred values of joystick + pollJoystick.attach(&updateJoystick,1.0/10.0); // read joystick 10 times per second + + changeBrightness(); // used to read from buttons to turn on/off the backlight of the screen + + start(); + + while(1) + { + } +} \ No newline at end of file