Simple fish eat program
Dependencies: mbed mbed-rtos N5110 ShiftReg Tone
classes/FishEngine.cpp
- Committer:
- el18a2k
- Date:
- 2021-03-24
- Revision:
- 5:02e7b5197827
- Parent:
- 4:db929dab4f13
- Child:
- 6:7aafcaf7cbe2
File content as of revision 5:02e7b5197827:
#include "FishEngine.h" #define UP 0 #define DOWN 1 #define CENTRE 2 //attach BusOut RGB_led(p24,p23,p22); //RGB bus MSB - LSB, inverted logic 1 = low DigitalIn button_A(p29); DigitalIn button_B(p28); DigitalIn button_C(p27); DigitalIn button_D(p26); //objects ShiftReg shift; Graphics graphics; //initialise all of the board void FishEngine::system_init(N5110 &lcd, Tone &dac, Joystick &joystick){ lcd.init(); lcd.setBrightness(0.5); joystick.init(); dac.init(); shift.write(0x00); RGB_led.write(0b111); button_A.mode(PullNone); button_B.mode(PullNone); button_C.mode(PullNone); button_D.mode(PullNone); } // creates intro sequence void FishEngine::titleSequence(N5110 &lcd){ lcd.clear(); graphics.titleScreen(lcd); //prints titlescreen (held in graphics.h) lcd.refresh(); wait_ms(2000); while(button_A.read() == 0){ lcd.clear(); graphics.confirmationScreen(lcd); //calls confirmation function (held in graphics.h) lcd.refresh(); wait_ms(1000/10); } graphics.screenFlash(lcd); //calls screen flash function (held in graphics.h) lcd.refresh(); } // creates the games main menu screen with scrolling ability through the use of a // state machine. void FishEngine::mainMenu(N5110 &lcd, Tone &dac, Joystick &joystick){ const int Fish_1[4][9]= { { 1,0,0,1,1,1,1,1,0, }, { 1,1,1,1,1,1,1,0,1, }, { 1,1,1,1,1,1,1,1,1, }, { 1,0,0,1,1,1,1,1,0, }, }; // outputs for the state machine are used to draw Fish_1 beside the corrosponding // menu choice int g_menu_output[4] = {10, 18, 26, 34}; int state = 0; //set inital state to 0 int direction = CENTRE; //set inital direction to remain on that state until an input is received int y_pos; while(1){ lcd.clear(); lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border //prints players options lcd.printString("New Game", 15, 1); lcd.printString("High Score", 15, 2); lcd.printString("How to Play", 15, 3); lcd.printString("Settings", 15, 4); /*implementation of state machine allows the determination of the position of the fish marker based on the users joystick input: inputs state 0 1 2 where 0 is UP and 1 is DOWN 2 is CENTRE 0 3 1 0 1 0 2 1 2 1 3 2 3 2 0 3 */ if(joystick.get_direction() == N){ //if the joystick is moved upward, then direction is UP direction = UP; }else if (joystick.get_direction() == S){//if the joystick is moved downward, then direction is DOWN direction = DOWN; }else{ direction = CENTRE; //if the joystick is left in the centre position then direction is CENTRE }; y_pos = g_menu_output[state];//y_position is the array output at position 'state' //implement state machine switch(state) { //case for new game case 0: if(button_A.read()){ gamePlay(lcd,dac); } switch(direction) { case UP: state = 3; break; case DOWN: state = 1; break; case CENTRE: state = 0; break; } break; //case for HighScore case 1: if(button_A.read()){ highScore(lcd); } switch(direction) { case UP: state = 0; break; case DOWN: state = 2; break; case CENTRE: state = 1; break; } break; //case for how to play case 2: if(button_A.read()){ Instructions(lcd); } switch(direction) { case UP: state = 1; break; case DOWN: state = 3; break; case CENTRE: state = 2; break; } break; //case for settings case 3: if(button_A.read()){ Settings(lcd, dac, joystick); } switch(direction) { case UP: state = 2; break; case DOWN: state = 0; break; case CENTRE: state = 3; break; } break; default: state = 0; break; } //draw sprite at position (3, y_pos) lcd.drawSprite(3, y_pos, 4, 9, (int*)Fish_1); lcd.refresh(); wait_ms(500); } } // function for game play void FishEngine::gamePlay(N5110 &lcd, Tone &dac){ graphics.screenFlash(lcd); do{ lcd.clear(); lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border lcd.printString(" Play game", 10, 2); lcd.refresh(); wait_ms(1000/10); }while(button_B.read() == false); } //function for viewing high score void FishEngine::highScore(N5110 &lcd){ graphics.screenFlash(lcd); do{ lcd.clear(); lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border lcd.printString(" High score", 10, 2); lcd.refresh(); wait_ms(1000/10); }while(button_B.read() == false); } //function for providing instruction on how to play void FishEngine::Instructions(N5110 &lcd){ graphics.screenFlash(lcd); do{ lcd.clear(); lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border lcd.printString(" How to play", 10, 2); lcd.refresh(); wait_ms(1000/10); }while(button_B.read() == false); } //functions for changing settings void FishEngine::Settings(N5110 &lcd, Tone &dac, Joystick &joystick){ graphics.screenFlash(lcd); RGB_led.write(0b101); int rect_width = 32; const int rightArrow[6][3] = { { 1,0,0, }, { 1,1,0, }, { 1,1,1, }, { 1,1,1, }, { 1,1,0, }, { 1,0,0, }, }; // outputs for the state machine are used to draw Fish_1 beside the corrosponding // menu choice int g_setting_menu_output[2] = {7, 37}; int state = 0; //set inital state to 0 int direction = CENTRE; //set inital direction to remain on that state until an input is received int x_pos; do{ lcd.clear(); lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border lcd.printString("Contrast", 15, 1); lcd.printString("Music", 15, 3); lcd.printString("On", 15, 4); lcd.printString("Off", 45, 4); if(joystick.get_direction() == E && rect_width < 64){ rect_width = rect_width + 16; }else if(joystick.get_direction() == W && rect_width > 0){ rect_width = rect_width - 16; } //contrast bar is 20 pixels high and 64 pixels long lcd.drawRect(10,16,64,5,FILL_TRANSPARENT); //draws outer rectangle lcd.drawRect(10,16,rect_width,5,FILL_BLACK); //draws inner rectangle if(rect_width == 0){ lcd.setBrightness(0.3); }else if(rect_width == 16){ lcd.setBrightness(0.4); }else if(rect_width == 32){ lcd.setBrightness(0.5); }else if(rect_width == 48){ lcd.setBrightness(0.6); }else if(rect_width == 64){ lcd.setBrightness(0.7); } /*implementation of state machine allows the determination of the position of the arrow marker based on the users joystick input: inputs state 0 1 2 where 0 is UP and 1 is DOWN 2 is CENTRE 0 1 1 0 1 0 0 1 */ if(joystick.get_direction() == N){ //if the joystick is moved upward, then direction is UP direction = UP; }else if (joystick.get_direction() == S){//if the joystick is moved downward, then direction is DOWN direction = DOWN; }else{ direction = CENTRE; //if the joystick is left in the centre position then direction is CENTRE }; x_pos = g_setting_menu_output[state];//x_position is the array output at position 'state' //implement state machine switch(state) { //case for music on case 0: if(button_A.read()){ RGB_led.write(0b101); } switch(direction) { case UP: state = 1; break; case DOWN: state = 1; break; case CENTRE: state = 0; break; } break; //case for music off case 1: if(button_A.read()){ RGB_led.write(0b110); } switch(direction) { case UP: state = 0; break; case DOWN: state = 0; break; case CENTRE: state = 1; break; } break; default: state = 0; break; } //pos / sprite x y / x y lcd.drawSprite(x_pos,32,6,3,(int*)rightArrow); lcd.refresh(); wait_ms(1000/10); }while(button_B.read() == false); }