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Revenge of the Mouse
Dependencies: 4DGL-uLCD-SE EthernetInterface Game_Synchronizer LCD_fonts MMA8452 SDFileSystem mbed-rtos mbed wave_player
Fork of 2035_Tanks_Shell by
main.cpp
- Committer:
- jford38
- Date:
- 2015-10-25
- Revision:
- 12:088a8203a9bb
- Parent:
- 11:f455e907baba
- Child:
- 14:36c306e26317
File content as of revision 12:088a8203a9bb:
// Student Side. #include "mbed.h" #include "game_synchronizer.h" #include "MMA8452.h" // for accelerometer #include "math.h" #include <vector> #define SKY_COLOR 0x7EC0EE #define GND_COLOR 0x66CD00 #define TANK_RED 0xCD0000 #define TANK_BLUE 0x000080 #define PI 3.1415926535797 DigitalOut led1(LED1); DigitalOut led2(LED2); DigitalOut led3(LED3); DigitalOut led4(LED4); DigitalIn pb_l(p24); // left button DigitalIn pb_r(p21); // right button DigitalIn pb_u(p22); // up button DigitalIn pb_d(p23); // down button //MMA8452 acc(p28, p27, 100000); // Accelerometer uLCD_4DGL uLCD(p9,p10,p11); // LCD (serial tx, serial rx, reset pin;) Game_Synchronizer sync(PLAYER1); // (tx, rx, rst, player mode) Timer frame_timer; // For debug only. Don't use in production code. It will slow your game down a lot. Serial pc(USBTX, USBRX); int game_menu(void) { // Figure out what mode the game will be run in. uLCD.current_orientation = IS_LANDSCAPE; uLCD.locate(0,1); uLCD.puts("Select Mode:"); uLCD.locate(0,3); uLCD.puts(" Single-Player:"); uLCD.locate(0,4); uLCD.puts(" Left Button"); uLCD.locate(0,6); uLCD.puts(" Multi-Player:"); uLCD.locate(0,7); uLCD.puts(" Right Button"); // Right button -> Multiplayer // Left button -> Single player while(1) { if(!pb_r) { return MULTI_PLAYER; } if(!pb_l) { return SINGLE_PLAYER; } } } void map_init() { sync.background_color(SKY_COLOR); sync.cls(); sync.filled_rectangle(0,0,128,20, GND_COLOR); sync.filled_rectangle(59, 20, 69, 60, BLACK); sync.update(); } class Tank { public: int x, y; int w; int h; int tank_color; float barrel_theta; int barrel_length; int wheel_rad; Tank(int sx, int sy, int width, int height, int color) { x = sx; y = sy; w = width; h = height; tank_color = color; barrel_theta = PI/4.0; barrel_length = w; wheel_rad = 2.0; draw(); } int min_x(void) { int barrel_extent = (-barrel_length*cos(barrel_theta) > w/2.0) ? barrel_length*cos(barrel_theta) + w/2.0 : 0; return x + barrel_extent; } int min_y(void) { return y; } int max_x(void) { int barrel_extent = (barrel_length*cos(barrel_theta) > w/2.0) ? barrel_length*cos(barrel_theta) : w/2.0; return x + w/2.0 + barrel_extent; } int max_y(void) { int barrel_extent = (sin(barrel_theta) > 0) ? barrel_length*sin(barrel_theta) : 0; return y + h + wheel_rad + barrel_extent; } void barrel_end(int& bx, int& by) { bx = x + w/2.0 + (barrel_length+1)*cos(barrel_theta); by = y+h+wheel_rad + (barrel_length+1)*sin(barrel_theta); } void reposition(int new_x, int new_y, float new_theta) { float old_theta = barrel_theta; int old_x = x; int old_y = y; int minx = min_x(); int miny = min_y(); int maxx = max_x(); int maxy = max_y(); x = new_x; y = new_y; barrel_theta = new_theta - (int)(new_theta/PI)*PI; if(min_x() < 0 || max_x() > 128) { x = old_x; y = old_y; barrel_theta = old_theta; draw(); return; } sync.filled_rectangle(minx, miny, maxx, maxy, SKY_COLOR); sync.line(old_x + w/2.0, old_y+h+wheel_rad, old_x + w/2.0 + 1 + barrel_length*cos(old_theta), old_y+h + barrel_length*sin(old_theta), SKY_COLOR); draw(); } void draw() { sync.line(x + w/2.0, y+h+wheel_rad, x + w/2.0 + barrel_length*cos(barrel_theta), y+h+wheel_rad + barrel_length*sin(barrel_theta), BLACK); sync.filled_rectangle(x, y+wheel_rad, x+w, y+h+wheel_rad, tank_color); sync.filled_circle(x+wheel_rad, y+wheel_rad, wheel_rad, BLACK); sync.filled_circle(x+w-wheel_rad, y+wheel_rad, wheel_rad, BLACK); } }; int convert24to16bpp(int col_24) { int b = col_24 & 0xFF; int g = (col_24 >> 8) & 0xFF; int r = (col_24 >> 16)& 0xFF; r >>= 3; g >>= 2; b >>= 3; return r<<11 | g<<5 | b; } class Bullet{ public: int x0; int y0; float vx0; float vy0; int x; int y; int speed; float time; bool in_flight; Tank* tank; Bullet(Tank* t) { tank = t; speed = 30; in_flight = false; } void shoot(void) { if(in_flight) {return;} time = 0; tank->barrel_end(x0, y0); x = x0; y = y0; vx0 = speed*cos(tank->barrel_theta); vy0 = speed*sin(tank->barrel_theta); in_flight = true; } void time_step(float dt) { if(!in_flight) {return;} time += dt; int new_x = x0 + vx0*time; int new_y = y0 + vy0*time + 0.5*(-9.81)*time*time; if(new_x == x && new_y == y) { return; } if(new_x < 0 || new_x > 128 || new_y < 0 || new_y > 128) { in_flight = false; return; } int col = sync.read_pixel(new_x, new_y); if(col != convert24to16bpp(SKY_COLOR)) { if(col == convert24to16bpp(TANK_BLUE)) { pc.printf("Player 1 wins!\n"); } sync.pixel(x, y, SKY_COLOR); sync.filled_circle(new_x, new_y, 4, SKY_COLOR); in_flight = false; return; } sync.pixel(x, y, SKY_COLOR); x = new_x; y = new_y; sync.pixel(x, y, BLACK); } }; void game_init(void) { led1 = 0; led2 = 0; led3 = 0; led4 = 0; pb_l.mode(PullUp); pb_r.mode(PullUp); pb_u.mode(PullUp); pb_d.mode(PullUp); pc.printf("\033[2J\033[0;0H"); // Clear the terminal screen. pc.printf("I'm alive! Player 1\n"); // Let us know you made it this far. int mode = game_menu(); sync.init(&uLCD, mode); // Connect to the other player. map_init(); pc.printf("Initialized...\n"); // Let us know you finished initializing. } int main (void) { int* p2_buttons; game_init(); Tank t1(4, 21, 12, 8, TANK_RED); Tank t2(111, 21, 12, 8, TANK_BLUE); Bullet b1(&t1); Bullet b2(&t2); frame_timer.start(); while(1) { //double acc_x, acc_y, acc_z; //acc.readXYZGravity(&acc_x,&acc_y,&acc_z); //read accelerometer //pc.printf("ACCELERATION X:%f Y:%f Z:%f\n", acc_x, acc_y, acc_z); p2_buttons = sync.get_button_state(); led1 = p2_buttons[0] ^ !pb_u; led2 = p2_buttons[1] ^ !pb_r; led3 = p2_buttons[2] ^ !pb_d; led4 = p2_buttons[3] ^ !pb_l; if(!pb_l) t1.reposition(t1.x-1, t1.y, t1.barrel_theta); if(!pb_r) t1.reposition(t1.x+1, t1.y, t1.barrel_theta); if(p2_buttons[3]) t2.reposition(t2.x-1, t2.y, t2.barrel_theta); if(p2_buttons[1]) t2.reposition(t2.x+1, t2.y, t2.barrel_theta); //if(!pb_d) t1.reposition(t1.x, t1.y, t1.barrel_theta-PI/30.0); if(!pb_u) t1.reposition(t1.x, t1.y, t1.barrel_theta+PI/30.0); if(p2_buttons[0]) t2.reposition(t2.x, t2.y, t2.barrel_theta+PI/30.0); if(p2_buttons[2]) t2.reposition(t2.x, t2.y, t2.barrel_theta-PI/30.0); if(!pb_d) { b1.shoot(); } b1.time_step(0.01); //b2.time_step(1); frame_timer.reset(); sync.update(); } }