Simple fish eat program
Dependencies: mbed mbed-rtos N5110 ShiftReg Tone
classes/FishEngine.cpp
- Committer:
- el18a2k
- Date:
- 2021-03-25
- Revision:
- 6:7aafcaf7cbe2
- Parent:
- 5:02e7b5197827
- Child:
- 8:fe51fbf81dee
File content as of revision 6:7aafcaf7cbe2:
#include "FishEngine.h" #define UP 0 #define DOWN 1 #define CENTRE 2 //objects Settings settings; Graphics graphics; int ButtonA; int ButtonB; // 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(settings.buttonA_state(ButtonA) == 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(settings.buttonA_state(ButtonA)){ 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(settings.buttonA_state(ButtonA)){ 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(settings.buttonA_state(ButtonA)){ 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(settings.buttonA_state(ButtonA)){ graphics.screenFlash(lcd); settings.settingsMenu(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(settings.buttonB_state(ButtonA) == 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(settings.buttonB_state(ButtonB) == 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(settings.buttonB_state(ButtonA) == false); }