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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:
- 2015-10-30
- Revision:
- 23:77049670cae6
- Parent:
- 22:3c68eea5a609
- Child:
- 24:2100c9e8ec81
File content as of revision 23:77049670cae6:
// 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. int winner = -1; int whose_turn = PLAYER1; // 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); // Eventually you can take this out. // Eventually you should return SINGLE_PLAYER or MULTI_PLAYER // depending on the user's choice. 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)); // Flush the draw buffer and execute all the accumulated draw commands. 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); frame_timer.start(); // Your code starts here... while(true) { s // Get a pointer to the buttons for both sides. // From now on, you can access the buttons for player x using // // px_buttons[U_BUTTON] // px_buttons[R_BUTTON] // px_buttons[D_BUTTON] // px_buttons[L_BUTTON] p1_buttons = sync.get_p1_buttons(); p2_buttons = sync.get_p2_buttons(); led1 = p1_buttons[0] ^ p2_buttons[0]; led2 = p1_buttons[1] ^ p2_buttons[1]; led3 = p1_buttons[2] ^ p2_buttons[2]; led4 = p1_buttons[3] ^ p2_buttons[3]; // Get the accelerometer values. sync.get_p1_accel_data(&ax1, &ay1, &az1); sync.get_p2_accel_data(&ax2, &ay2, &az2); if(whose_turn == PLAYER1) { // Accelerometer example if(ax1 > ACC_THRESHOLD) { // Move the tank to the right if the accelerometer is tipped far enough to the right. t1.reposition(+1, 0, 0); } // Button example if(p1_buttons[D_BUTTON]) { b1.shoot(); } float dt = frame_timer.read(); int intersection_code = b1.time_step(dt); if(intersection_code != BULLET_NO_COLLISION || intersection_code == BULLET_OFF_SCREEN) { pc.printf("Now it's P2's turn!\n"); whose_turn = PLAYER2; } // If you shot yourself, you lost. if(sync.pixel_eq(intersection_code, t1.tank_color)) { sync.update(); // Is this necessary? winner = PLAYER2; break; } // If you shot the other guy, you won! if(sync.pixel_eq(intersection_code, t2.tank_color)) { sync.update(); winner = PLAYER1; break; } } else if(whose_turn == PLAYER2) { // I gave you a lot of the logic for Player1. It's up to you to figure out Player2! // If you are in SINGLE_PLAYER mode, you should use the p1 inputs to control p2. // In MULTI_PLAYER mode, you should use the p2 inputs to control p2. // // Hint: // sync.play_mode will tell you if you are in MULTI_PLAYER or SINGLE_PLAYER mode. // } frame_timer.reset(); sync.update(); } game_over(); }