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 ECE2035 Spring 2015 TA

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();
    
}