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Dependencies: mbed MotionSensor
Diff: Title/Title.cpp
- Revision:
- 48:f7d9ae3e554d
- Parent:
- 47:6e31b195ce3c
- Child:
- 49:3f83ed62d123
--- a/Title/Title.cpp Thu May 09 01:57:49 2019 +0000
+++ b/Title/Title.cpp Thu May 09 02:46:44 2019 +0000
@@ -21,21 +21,16 @@
lcd.clear();
draw_title_screen(lcd);
lcd.refresh();
-
title_options_joystick(gamepad);
-
title_count++;
wait_ms(1000/40); // 1s/framerate
}
while(gamepad.check_event(Gamepad::A_PRESSED)){}
- if(title_option == 0) {
- break;
- } else if (title_option == 1) {
- title_option_option(lcd, gamepad, player, global_contrast);
- } else if (title_option == 2) {
- title_option_credit(lcd, gamepad);
- } else if (title_option == 3) {
- title_option_tutorial(lcd, gamepad);
+
+ if(title_option == 0) { break; // Start game, exit title loop
+ } else if (title_option == 1) { title_option_option(lcd, gamepad, player, global_contrast);
+ } else if (title_option == 2) { title_option_credit(lcd, gamepad);
+ } else if (title_option == 3) { title_option_tutorial(lcd, gamepad);
}
}
player.~Player();
@@ -87,15 +82,14 @@
player.draw(lcd);
player.draw_bullets(lcd, player.get_pos_y() + 2);
lcd.refresh();
- player.move(1, 0, (char *)level_map[0][0], (bool *)sprite_transparent_player);
- player.undo_move_x(true);
- player.buttons(false, true, false, false);
- player.update_bullets((char *)level_map[0][0], (bool *)sprite_transparent_player);
+ player.move(1, 0, (char *)level_map[0][0], (bool *)sprite_transparent_player); // Adding animation of walking
+ player.undo_move_x(true); // Keeping the player in place
+ player.buttons(false, true, false, false); // Instructing player to shoot right
+ player.update_bullets((char *)level_map[0][0], (bool *)sprite_transparent_player); // Move the bullets and delete those out of the screen
wait_ms(1000/40);
}
wait(0.05);
- while(gamepad.check_event(Gamepad::A_PRESSED)) {
- }
+ while(gamepad.check_event(Gamepad::A_PRESSED)) {}
}
void Title::title_option_credit(N5110 &lcd, Gamepad &gamepad)
@@ -115,6 +109,25 @@
void Title::title_option_tutorial(N5110 &lcd, Gamepad &gamepad)
{
+ print_tutorial_page_0(lcd); // print page 0 and wait for button toggle
+ wait(0.05);
+ while(!gamepad.check_event(Gamepad::A_PRESSED)) {}
+ wait(0.05);
+ while(gamepad.check_event(Gamepad::A_PRESSED)) {}
+ print_tutorial_page_1(lcd); // print page 1 and wait for button toggle
+ wait(0.05);
+ while(!gamepad.check_event(Gamepad::A_PRESSED)) {}
+ wait(0.05);
+ while(gamepad.check_event(Gamepad::A_PRESSED)) {}
+ print_tutorial_page_2(lcd); // print page 2 and wait for button toggle
+ wait(0.05);
+ while(!gamepad.check_event(Gamepad::A_PRESSED)) {}
+ wait(0.05);
+ while(gamepad.check_event(Gamepad::A_PRESSED)) {}
+}
+
+void Title::print_tutorial_page_0(N5110 &lcd)
+{
lcd.clear();
lcd.printString("Use the joypad", 0, 0);
lcd.printString("to move the", 0, 1);
@@ -123,12 +136,10 @@
lcd.printString("ABXY to shoot", 0, 4);
lcd.printString("directionally", 0, 5);
lcd.refresh();
- wait(0.05);
- while(!gamepad.check_event(Gamepad::A_PRESSED)) {
- }
- wait(0.05);
- while(gamepad.check_event(Gamepad::A_PRESSED)) {
- }
+}
+
+void Title::print_tutorial_page_1(N5110 &lcd)
+{
lcd.clear();
lcd.printString("Hold L to", 0, 0);
lcd.printString("show player", 0, 1);
@@ -137,21 +148,13 @@
lcd.printString("to view a", 0, 4);
lcd.printString("minimap", 0, 5);
lcd.refresh();
- wait(0.05);
- while(!gamepad.check_event(Gamepad::A_PRESSED)) {
- }
- wait(0.05);
- while(gamepad.check_event(Gamepad::A_PRESSED)) {
- }
+}
+
+void Title::print_tutorial_page_2(N5110 &lcd)
+{
lcd.clear();
lcd.printString("Press Start", 0, 0);
lcd.printString("to pause", 0, 1);
lcd.printString("the game", 0, 2);
lcd.refresh();
- wait(0.05);
- while(!gamepad.check_event(Gamepad::A_PRESSED)) {
- }
- wait(0.05);
- while(gamepad.check_event(Gamepad::A_PRESSED)) {
- }
-}
+}
\ No newline at end of file