Vizic Technologies
/
Pong
SMARTGPU pong game application demo with touch
Revision 0:5c4b23e9b6b5, committed 2011-09-14
- Comitter:
- emmanuelchio
- Date:
- Wed Sep 14 05:36:30 2011 +0000
- Commit message:
- Rev 1.0
Changed in this revision
diff -r 000000000000 -r 5c4b23e9b6b5 SMARTGPU.lib --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/SMARTGPU.lib Wed Sep 14 05:36:30 2011 +0000 @@ -0,0 +1,1 @@ +http://mbed.org/users/emmanuelchio/code/SMARTGPU/#8da93960a86b
diff -r 000000000000 -r 5c4b23e9b6b5 main.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/main.cpp Wed Sep 14 05:36:30 2011 +0000 @@ -0,0 +1,201 @@ +/**************************************************************************************/ +/*SMARTGPU intelligent embedded graphics processor unit + those examples are for use the SMARTGPU with the mbed microcontoller, just connect tx,rx,and reset + Board: + http://www.vizictechnologies.com/#/desarrollo/4554296549 + + www.vizictechnologies.com + Vizic Technologies copyright 2011 */ +/**************************************************************************************/ +/**************************************************************************************/ + +#include "mbed.h" +#include "SMARTGPU.h" + +// defines for balls +#define radiusBall1 15 //ball1 size +#define colourBall1 GREEN //ball1 colour +#define radiusBall2 8 //ball2 size +#define colourBall2 YELLOW //ball2 colour + +SMARTGPU lcd(p13,p14,p15); //(TX,RX,Reset); + +//Each time we use the touchscreen we must define a int array that stores the X and Y readed or touched coordinates. +int touch[2]; +//Each time we use the touchicon we must define a char array that stores the name of the touched icon. +char icon[3]; + +//variables used by move ball methods +int speedBall1=2; //ball1 moving speed - amount of pixels that ball move each time +int speedBall2=3; //ball2 moving speed - amount of pixels that ball move each time +int dirx1=1; //xball1 initial positive direction +int diry1=1; //yball1 initial positive direction +int xBall1=300; //x initial position of ball1 +int yBall1; //y position of ball1 +int dirx2=-1; //xball2 initial negative direction +int diry2=1; //yball2 initial positive direction +int xBall2=30; //x initial position of ball2 +int yBall2; //y position of ball2 + +//variables used by Pong method +char score[7]={0,0,' ','P','T','S',0x00}; //array to save score +char points; +char gameOver; //game over flag +char speedCounter; //Counter that saves the speed +char ball1Active; //acrive ball flag +char ball2Active; //active ball flag +int barSize = 60; //size of bar in pixels +int bar=50; //initial x position of the bar +int barCenter = (barSize/2)+bar; //we need to know the center of the bar + + +/***************************************************/ +//function that move or update the actual position of the ball1 +void moveBall1(){ + lcd.drawCircle(xBall1,yBall1,radiusBall1,BLACK,UNFILL); // Erase previous ball position + xBall1+=(dirx1*speedBall1); // Calculate new x coordinate for ball1 + yBall1+=(diry1*speedBall1); // Calculate new y coordinate for ball1 + lcd.drawCircle(xBall1,yBall1,radiusBall1,colourBall1,UNFILL); // Draw new ball position + if((xBall1+speedBall1+radiusBall1)>318 | (xBall1-speedBall1-radiusBall1)<=1){ // if ball reaches the left or right corner, we invert moving direction + dirx1= dirx1*(-1); + } + if((yBall1+speedBall1+radiusBall1)>233 | (yBall1-speedBall1-radiusBall1)<=21){ // if ball reaches the top or bottom corner, we invert moving direction + if((yBall1-speedBall1-radiusBall1)<=21){ // Bounce on top, only invert moving direction + diry1= diry1*(-1); // We invert the moving direction by multiplying by -1 + }else{ // Bounce on bottom, check if inside the bar + if((xBall1+speedBall1+radiusBall1)>bar & (xBall1-speedBall1-radiusBall1)<(bar+barSize)){ //if bounce inside the bar + diry1= diry1*(-1); // We invert the moving direction by multiplying by -1 + points++; // Increase player current points + speedCounter++; // Increase the speed counter + if(speedCounter>9){ // If we reach 10 counts we increase the ball1 bouncing speed + speedBall1++; + speedCounter=0; // Reset the counter + } + }else{ // Bounce outside the bar + ball1Active=0; // Clear ball1 active flag + lcd.drawCircle(xBall1,yBall1,radiusBall1,BLACK,UNFILL);// Delete this ball because bounce outside of the bar + if(ball1Active==0 & ball2Active==0){ // if we have lost both balls + gameOver=1; // Set game over flag + } + } + } + } +} + +/***************************************************/ +//function that move or update the actual position of the ball2 +void moveBall2(){ + lcd.drawCircle(xBall2,yBall2,radiusBall2,BLACK,FILL); // Erase previous ball position + xBall2+=(dirx2*speedBall2); // Calculate new x coordinate for ball2 + yBall2+=(diry2*speedBall2); // Calculate new y coordinate for ball2 + lcd.drawCircle(xBall2,yBall2,radiusBall2,colourBall2,FILL); // Draw new ball position + if((xBall2+speedBall2+radiusBall2)>318 | (xBall2-speedBall2-radiusBall2)<=1){ // if ball reaches the left or right corner, we invert moving direction + dirx2= dirx2*(-1); + } + if((yBall2+speedBall2+radiusBall2)>233 | (yBall2-speedBall2-radiusBall2)<=21){ // if ball reaches the top or bottom corner, we invert moving direction + if((yBall2-speedBall2-radiusBall2)<=21){ // Bounce on top, only invert moving direction + diry2= diry2*(-1); + }else{ // Bounce on bottom, check if inside the bar + if((xBall2+speedBall2+radiusBall2)>bar & (xBall2-speedBall2-radiusBall2)<(bar+barSize)){ //if bounce inside the bar + diry2= diry2*(-1); // We invert the moving direction by multiplying by -1 + points++; // Increase player current points + speedCounter++; // Increase the speed counter + if(speedCounter>9){ // If we reach 10 counts we increase the ball1 bouncing speed + speedBall2++; + speedCounter=0; // Reset the counter + } + }else{ // Bounce outside the bar + ball2Active=0; // Clear ball1 active flag + lcd.drawCircle(xBall2,yBall2,radiusBall2,BLACK,FILL); // Delete this ball because bounce outside of the bar + if(ball1Active==0 & ball2Active==0){ // if we have lost both balls + gameOver=1; // Set game over flag + } + } + } + } +} + +/***************************************************/ +/***************************************************/ +//The game methodology +void pong(){ + unsigned char i; + char score[7]={0,0,' ','P','T','S',0x00}; + char buffer[3]; + + //reset all parameters + gameOver=0; //reset flag + points=0; //reset points + speedCounter=0; //reset speed + ball1Active=1; //acrive ball flag + ball2Active=1; //active ball flag + yBall1=25+radiusBall1; //y initial position of ball1 + yBall2=25+radiusBall2; //y initial position of ball2 + + lcd.drawRectangle(0,20,319,239,MAGENTA,UNFILL); //draw corners + lcd.drawLine(bar,234,bar+barSize,234,WHITE); //draw Bar + + while(gameOver==0){ //while game over flag is zero + buffer[0]=(points/10)+0x30, buffer[1]=(points%10)+0x30, buffer[2]=0; //fill buffer that counts + lcd.string(2,2,30,35,RED,FONT3,COLOUR,buffer); //display current points + for(i=0;i<5;i++){ //check 5 times if the player touches the screen + if(lcd.touchScreen(touch)){ //if we receive a touch then we move the bar to touched side + lcd.drawLine(bar,234,bar+barSize,234,BLACK); //erase previous Bar + if(touch[XCOORD]>barCenter){ //if we need to move the bar to the right + bar+=8; //move the bar to the right 8 pixels + if((bar+barSize)>318){ //if the bar reach the right corner + bar=318-barSize; + } + barCenter=bar+(barSize/2); //set new center position of the bar + }else{ //move the bar to the left + bar-=8; //move the bar to the left 8 pixels + if(bar<1){ //if the bar reach the left corner + bar=1; + } + barCenter=bar+(barSize/2); //set new center position of the bar + } + lcd.drawLine(bar,234,bar+barSize,234,WHITE); //draw the new bar at the new position + } + } + //we update the balls + if(ball1Active){ //if we haven't lost the ball1 + moveBall1(); + } + if(ball2Active){ //if we haven't lost the ball2 + moveBall2(); + } + } + //game over - proceed to show final score + lcd.string(90,90,272,140,RED,FONT5,TRANS,"Game Over\0"); + score[0]=(points/10)+0x30; //convert points to ascii format and store them on the score buffer + score[1]=(points%10)+0x30; //convert points to ascii format and store them on the score buffer + lcd.string(115,120,272,140,YELLOW,FONT5,TRANS,score); + lcd.string(110,150,250,180,GREEN,FONT3,TRANS,"Touch to Exit\0"); + wait_ms(1000); + while(lcd.touchScreen(touch)==0); //wait for a touch to exit + lcd.erase(); //erase the screen and exit function +} + + +/***************************************************/ +int main() { + lcd.reset(); //physically reset SMARTGPU + lcd.start(); //initialize the SMARTGPU processor + + lcd.baudChange(2000000); //set a fast baud!, always that we use touch functions is recommended to use fast baud rates + + while(1){ // Loop forever + //Draw a cover + lcd.drawTriangle(20,20,70,40,40,80,YELLOW,FILL); + lcd.drawRectangle(250,30,300,80,MAGENTA,FILL); + lcd.drawCircle(50,190,28,CYAN,FILL); + lcd.drawTriangle(270,230,240,190,300,170,RED,FILL); + lcd.string(125,70,319,239,WHITE,FONT7,TRANS,"PONG"); + lcd.string(35,130,310,220,GREEN,FONT4,TRANS,"Touch screen to begin"); + wait_ms(1000); + while(lcd.touchScreen(touch)==0); //wait for a touch to begin + lcd.erase(); + //start the game + pong(); // Play until game over + } +} \ No newline at end of file
diff -r 000000000000 -r 5c4b23e9b6b5 mbed.bld --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mbed.bld Wed Sep 14 05:36:30 2011 +0000 @@ -0,0 +1,1 @@ +http://mbed.org/users/mbed_official/code/mbed/builds/63bcd7ba4912