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:
- 2015-10-29
- Revision:
- 22:3c68eea5a609
- Parent:
- 21:edfeb289b21f
- Child:
- 23:77049670cae6
File content as of revision 22:3c68eea5a609:
// Student Side. #include "mbed.h" #include "SDFileSystem.h" #include "wave_player.h" #include "game_synchronizer.h" #include "tank.h" #include "bullet.h" #include "misc.h" DigitalOut led1(LED1); DigitalOut led2(LED2); DigitalOut led3(LED3); DigitalOut led4(LED4); DigitalIn pb_u(p21); // Up Button DigitalIn pb_r(p22); // Right Button DigitalIn pb_d(p23); // Down Button DigitalIn pb_l(p24); // Left Button Serial pc(USBTX, USBRX); // Serial connection to PC. Useful for debugging! MMA8452 acc(p28, p27, 100000); // Accelerometer (SDA, SCL, Baudrate) uLCD_4DGL uLCD(p9,p10,p11); // LCD (tx, rx, reset) SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD (mosi, miso, sck, cs) AnalogOut DACout(p18); // speaker wave_player player(&DACout); // wav player Game_Synchronizer sync(PLAYER1); // Game_Synchronizer (PLAYER) Timer frame_timer; // Timer // Global variables go here. // Ask the user whether to run the game in Single- or Multi-Player mode. // Note that this function uses uLCD instead of sync because it is only // writing to the local (Player1) lcd. Sync hasn't been initialized yet, // so you can't use it anyway. For the same reason, you must access // the buttons directly e.g. if( !pb_r ) { do something; }. // return MULTI_PLAYER if the user selects multi-player. // return SINGLE_PLAYER if the user selects single-player. int game_menu(void) { uLCD.baudrate(BAUD_3000000); // the locate command tells the screen where to place the text. uLCD.locate(0,15); uLCD.puts("Replace me"); // Button Example: // Use !pb_r to access the player1 right button value. wait(2); return SINGLE_PLAYER; } // Initialize the world map. I've provided a basic map here, // but as part of the assignment you must create more // interesting map(s). // Note that calls to sync.function() will run function() // on both players' LCDs (assuming you are in multiplayer mode). // In single player mode, only your lcd will be modified. (Makes sense, right?) void map_init() { // Fill the entire screen with sky blue. sync.background_color(SKY_COLOR); // Call the clear screen function to force the LCD to redraw the screen // with the new background color. sync.cls(); // Draw the ground in green. sync.filled_rectangle(0,0,128,20, GND_COLOR); // Draw some obstacles. They don't have to be black, // but they shouldn't be the same color as the sky or your tanks. // Get creative here. You could use brown and grey to draw a mountain // or something cool like that. sync.filled_rectangle(59, 20, 69, 60, BLACK); // Before you write text on the screens, tell the LCD where to put it. sync.locate(0,15); // Set the text background color to match the sky. Just for looks. sync.textbackground_color(SKY_COLOR); // Display the game title. char title[] = " Title"; sync.puts(title, sizeof(title)); sync.update(); } // Initialize the game hardware. // Call game_menu to find out which mode to play the game in (Single- or Multi-Player) // Initialize the game synchronizer. void game_init(void) { led1 = 0; led2 = 0; led3 = 0; led4 = 0; pb_u.mode(PullUp); pb_r.mode(PullUp); pb_d.mode(PullUp); pb_l.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, &acc, &pb_u, &pb_r, &pb_d, &pb_l, mode); // Connect to the other player. map_init(); pc.printf("Initialized...\n"); // Let us know you finished initializing. } // Display some kind of game over screen which lets us know who won. // Play a cool sound! void game_over() { } int main (void) { int* p1_buttons; int* p2_buttons; float ax1, ay1, az1; float ax2, ay2, az2; game_init(); // Create your tanks. Tank t1(4, 21, 12, 8, TANK_RED); // (min_x, min_y, width, height, color) Tank t2(111, 21, 12, 8, TANK_BLUE); // (min_x, min_y, width, height, color) // For each tank, create a bullet. Bullet b1(&t1); Bullet b2(&t2); while(true) { // Read the buttons/accelerometer and store the values // in the synchronizer's internal array. sync.set_p1_inputs(); // Get a pointer to the buttons for both sides. p1_buttons = sync.get_p1_buttons(); p2_buttons = sync.get_p2_buttons(); // Get the accelerometer values. sync.get_p1_accel_data(&ax1, &ay1, &az1); sync.get_p2_accel_data(&ax2, &ay2, &az2); // Game logic goes here. // Depending on whose turn it is, // - update their tank's position using the accelerometer state for that player. // - update their bullet's position using the time elapsed since the previous frame. // You have to handle the case where sync.play_mode == SINGLE_PLAYER // as well as the case where sync.play_mode == MULTI_PLAYER // Useful functions: // t1.reposition(...); // t2.reposition(...); // b1.timestep(...); // b2.timestep(...); // End of game logic // sync.update() flushes the internal buffer and performs all the draw commands on both sides. // This must be called at the end of every frame, or things won't be drawn and buttons won't get // updated. sync.update(); } game_over(); }