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main.cpp
- Committer:
- el14jz
- Date:
- 2015-05-07
- Revision:
- 1:ff57945c704c
- Parent:
- 0:411f355688a5
File content as of revision 1:ff57945c704c:
/** @file main.cpp @brief program implementation @author Zang,Junwei @date May 2015 */ #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 } } } /** @param 1 - x coordinate @param 2 - y coordinate @param 3 - width of the rectangle @param 4 - height of the rectangle @param 5 - fill of line */ 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) { } }