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Revenge of the Mouse
Dependencies: 4DGL-uLCD-SE EthernetInterface Game_Synchronizer LCD_fonts MMA8452 SDFileSystem mbed-rtos mbed wave_player
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Revision 28:fdaa7ecfbd80, committed 2016-11-01
- Comitter:
- eriklomas
- Date:
- Tue Nov 01 18:59:29 2016 +0000
- Parent:
- 27:bd55ab4d137c
- Commit message:
- 4180;
Changed in this revision
--- a/Bullet/bullet.cpp Fri Oct 30 11:08:31 2015 +0000 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,44 +0,0 @@ -#include "uLCD_4DGL.h" -#include "bullet.h" -#include "game_synchronizer.h" -#include "globals.h" -#include "math.h" - -extern Game_Synchronizer sync; - -// Initialize the bullet. Don't have to do much here. -// Keep a pointer to this bullet's tank. -// Set the speed, and default the bullet to not in_flight. -Bullet::Bullet(Tank* t) { - tank = t; - //speed = ???; - in_flight = false; -} - -// If in_flight, do nothing. Otherwise, -// set the in_flight flag, and initialize values needed for -// the trajectory calculations. (x0, y0), (vx0, vy0), time -// Hint: tank->barrel_end(...) is useful here. -void Bullet::shoot(void) { - in_flight = true; -} - -// If the bullet is in flight, calculate its new position -// after a time delta dt. -void Bullet::update_position(float dt) { - -} - -int Bullet::time_step(float dt) { - // If the bullet hasn't hit anything, - // redraw the bullet at its new location. - // If it has hit something (obstacle, tank, edge of the screen), - // set the in_flight flag back to false, explode the nearby area, - // and return one of the following codes. - // - // return codes: - // BULLET_NO_COLLISION: no collision - // BULLET_OFF_SCREEN: off the side of the screen - // Otherwise, return the color you've hit in 16bpp format. - return BULLET_NO_COLLISION; -} \ No newline at end of file
--- a/Bullet/bullet.h Fri Oct 30 11:08:31 2015 +0000 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,53 +0,0 @@ -#ifndef BULLET_H__ -#define BULLET_H__ - -#include "tank.h" - -#define BULLET_NO_COLLISION -1 -#define BULLET_OFF_SCREEN -2 - -class Bullet{ - public: - - // (x0, y0) is the position of the bullet at the start of its trajectory. - int x0, y0; - - // The components of the bullet's initial velocity. - float vx0, vy0; - - // The current position of the bullet. - int x, y; - - // How fast is the bullet? - int speed; - - // Keep track of the time since the bullet was shot. - float time; - - // Keep track of whether the bullet is currently in flight. - // If it is in_flight, update its position. Otherwise, ignore it. - // Set in_flight when the bullet is shot. - // Reset in_flight when the bullet hits something. - bool in_flight; - - // Keep a pointer to the tank that shot this bullet. You'll need - // it to access information about the tank. - Tank* tank; - - // Create a bullet! - Bullet(Tank* t); - - // Shoot the bullet! - void shoot(void); - - // given a time delta, calculate the new (x, y) coords of the bullet. - void update_position(float dt); - - // Once per frame, plug in the time since the last frame. - // Clear the old bullet and redraw it in the new place. - // Do collision detection here. Return a code describing what has - // (or hasn't) been hit. - int time_step(float dt); -}; - -#endif \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/LCD_fonts.lib Tue Nov 01 18:59:29 2016 +0000 @@ -0,0 +1,1 @@ +http://developer.mbed.org/users/dreschpe/code/LCD_fonts/#d0b7d7bf1f56
--- a/Tank/tank.cpp Fri Oct 30 11:08:31 2015 +0000 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,65 +0,0 @@ -#include "tank.h" -#include "globals.h" -#include "math.h" -#include "game_synchronizer.h" - -extern Game_Synchronizer sync; - -// sx is the x-coord of the bottom left corner of the tank -// sy is the y-coord of the same corner -// width is the width of the tank -// height is the height of the tank -Tank::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(); -} - -// Return the minimum x-coord of your tank's bounding box. -int Tank::min_x(void) { - return 0; -} - -// Return the minimum y-coord of your tank's bounding box. -int Tank::min_y(void) { - return 0; -} - -// Return the maximum x-coord of your tank's bounding box. -int Tank::max_x(void) { - return 0; -} - -// Return the maximum y-coord of your tank's bounding box. -int Tank::max_y(void) { - return 1; -} - -void Tank::barrel_end(int* bx, int* by) { - // Set the x and y coords of the end of the barrel. - // *bx = ??? - // *by = ??? -} - -void Tank::reposition(int dx, int dy, float dtheta) { - // Blank out the old tank position, and - // Move the tank dx pixels in the x direction. - // Move the tank dy pixels in the y direction. - // Move the tank barrel by an angle dtheta. Don't allow it to go below parallel. - - // Do collision detection to prevent the tank from hitting things. - // (obstacles, side of the screen, other tanks, etc.) -} - - -// Example tank draw function. We expect you to get creative on this one! -void Tank::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); -} \ No newline at end of file
--- a/Tank/tank.h Fri Oct 30 11:08:31 2015 +0000 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,40 +0,0 @@ -#ifndef TANK_H__ -#define TANK_H__ - -// This class describes a tank. You may need to add -// additional member variables (and maybe even member functions) -// to draw your super cool new tank. - -class Tank { - public: - - int x, y; // Keep track of your tank's position. - int w; // Tank width. - int h; // Tank height. - int tank_color; // Tank color. Duh :) - float barrel_theta; // Barrel angle. - int barrel_length; // Length of the barrel. - int wheel_rad; // Radius of the wheels. - - - // Construct a tank given its starting position (sx, sy), - // its width and height, and its color. - Tank(int sx, int sy, int width, int height, int color); - - // Calculate the bounding box of your tank for collision checking. - int min_x(void); - int min_y(void); - int max_x(void); - int max_y(void); - - // Calculate the position of the end of the barrel. - void barrel_end(int* bx, int* by); - - // Reposition the tank! - void reposition(int dx, int dy, float dtheta); - - // Draw the tank! - void draw(); -}; - -#endif \ No newline at end of file
--- a/globals.h Fri Oct 30 11:08:31 2015 +0000 +++ b/globals.h Tue Nov 01 18:59:29 2016 +0000 @@ -5,6 +5,17 @@ #define GND_COLOR 0x66CD00 #define TANK_RED 0xCD0000 #define TANK_BLUE 0x000080 +#define LAVA_COLOR 0xFF0000 +#define YELLOW 0xFFF200 +#define TREE_COLOR 0x008000 +#define BULLET_COLOR 0X666666 +#define STONE_COLOR 0xc0c0c0 +#define LIGHTBLACK 0x404040 + +#define ex1 0xff3030 +#define ex2 0xee2c2c //explosion colors +#define ex3 0xcd2626 +#define ex4 0x8b1a1a #define U_BUTTON 0 #define R_BUTTON 1
--- a/main.cpp Fri Oct 30 11:08:31 2015 +0000 +++ b/main.cpp Tue Nov 01 18:59:29 2016 +0000 @@ -5,20 +5,13 @@ #include "SDFileSystem.h" #include "wave_player.h" #include "game_synchronizer.h" -#include "tank.h" -#include "bullet.h" #include "globals.h" - +#include "playSound.h" +#include "rtos.h" +#include "uLCD_4DGL.h" +#define VOLUME 0.03 +#define BPM 100.0 -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) @@ -26,199 +19,526 @@ 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. +DigitalIn pb_u(p22); // Up Button +DigitalIn pb_r(p24); // Right Button +DigitalIn pb_d(p23); // Down Button +DigitalIn pb_l(p21); // Left Button +DigitalIn pb_c(p25); + +PwmOut pwm_pin(p26); -int winner = -1; -int whose_turn = PLAYER1; - +//InterruptIn button(p21); -// 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; }. +int ND=0, NU=0, NL=0, NR=0; +int dx=6; +int dy=6; +int a,b,c,d; +int i,z; +int cc; +int w; -// 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); +int N,E,S,W,N1,N2,E1,E2,S1,S2,W1,W2; + +int CONVERT_24_TO_16_BPP(int col_24) { + int p = col_24 & 0xFF; + int g = (col_24 >> 8) & 0xFF; + int r = (col_24 >> 16)& 0xFF; - // the locate command tells the screen where to place the text. - uLCD.locate(0,15); - uLCD.puts("Replace me"); + r >>= 3; + g >>= 2; + p >>= 3; + + return r<<11 | g<<5 | p; +} - // 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; +bool pixel_eq(int color1, int color2) { + return (CONVERT_24_TO_16_BPP(color1) == color2 || + CONVERT_24_TO_16_BPP(color2) == color1 || + color1 == color2); } -// 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(); +/* +void thread1(void const *args) +{ + while(true) { // thread loop + z=rand()%8; + pc.printf("%d ",z); + Thread::wait(500); // wait 0.5s + if (z==0 || z==4 || z==7){ //Move Left + cc=cx-dx; + a=uLCD.read_pixel(cc, cy); + b = pixel_eq(a, BLACK); + if (b==1){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, BLACK); + cx=cx-dx; + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, YELLOW); + pc.printf("C=%d\n",cc); + } + t = pixel_eq(a, STONE_COLOR); + + } + if (z==1 || z==5 ||z==6){ //Move Right + cc=cx+dx; + a=uLCD.read_pixel(cc, cy); + b = pixel_eq(a, BLACK); + if (b==1){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, BLACK); + cx=cx+dx; + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, YELLOW); + pc.printf("C=%d\n",cc); + } + t = pixel_eq(a, STONE_COLOR); + + } + if (z==2|| z==4 || z==5){ //Move up + cc=cy-dy; + a=uLCD.read_pixel(cx, cc); + b = pixel_eq(a, BLACK); + if (b==1){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, BLACK); + cy=cy-dy; + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, YELLOW); + pc.printf("C=%d\n",cc); + } + t = pixel_eq(a, STONE_COLOR); + + } + if (z==3 || z==6 || z==7){ //Move Down + cc=cy+dy; + a=uLCD.read_pixel(cx, cc); + b = pixel_eq(a, BLACK); + if (b==1){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, BLACK); + cy=cy+dy; + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, YELLOW); + pc.printf("C=%d\n",cc); + } + t = pixel_eq(a, STONE_COLOR); + + } + } } +*/ -// 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. -} +/*int cl=1; -// Display some kind of game over screen which lets us know who won. -// Play a cool sound! -void game_over() { - +void flip(void) { + c=x-dx; + a=uLCD.read_pixel(c, y); + b = TREE_COLOR; + b = pixel_eq(a, TREE_COLOR); + pc.printf("a= %d",a); + pc.printf("b= %d",b); + while (b==1){ + c=c-dx; + a=uLCD.read_pixel(c, y); + b = pixel_eq(a, TREE_COLOR); + pc.printf("loop:b=%d",b); + } + b = pixel_eq(a, LIGHTBLACK); + pc.printf("a2= %d",a); + pc.printf("b2:%d",b); + if (b==1){ + goto Main; + } + + a=uLCD.read_pixel(x-dx, y); + b = pixel_eq(a, BLACK); + cl=1; +Main: +}*/ + +void thread1(void const *args) +{ + while(true) { // thread loop + playSound("/sd/wavfiles/minecraft0.wav"); + } } -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) { + int main(){ +Start: uLCD.cls(); + pb_l.mode(PullUp); + pb_r.mode(PullUp); + pb_u.mode(PullUp); + pb_d.mode(PullUp); + pb_c.mode(PullUp); + + int x=64; + int y=64; + int cx=16; + int cy=64; + int count=0; + int t=0; + /* + button.mode(PullUp); + wait(.01); + button.fall(&flip); + */ + //Main outer ring + uLCD.filled_rectangle(0,0,128,6, LIGHTBLACK); //MAKE STONE COLOR (LIGHT GRAY) + uLCD.filled_rectangle(0,0,6,128, LIGHTBLACK); //STONE COLOR + uLCD.filled_rectangle(0,122,128,128, LIGHTBLACK); //STONE COLOR + uLCD.filled_rectangle(122,0,128,128, LIGHTBLACK); //STONE COLOR + + //inner ring + uLCD.filled_rectangle(26,26,102,102,TREE_COLOR); + + //mouse + uLCD.filled_rectangle(61,61,67,67, STONE_COLOR); + + //cat + uLCD.filled_rectangle(13,61,19,67, YELLOW); + + Thread t1(thread1); //start thread4 + pc.printf("before main"); + +Main: while(1) { + + ND=0; + NU=0; + NL=0; + NR=0; + pc.printf("aftre main"); + if (!pb_c){ + uLCD.filled_circle(x,y,.5, ex1); + //wait(.5); + uLCD.filled_circle(x,y,1.0, ex2); + //wait(.5); + uLCD.filled_circle(x,y,1.5, ex3); + //wait(.5); + uLCD.filled_circle(x,y,2.0, ex4); + uLCD.filled_circle(x,y,2.5, ex1); + uLCD.filled_circle(x,y,3.0, ex2); + uLCD.filled_circle(x,y,3.5, ex3); + uLCD.filled_circle(x,y,4.0, ex4); + uLCD.filled_circle(x,y,4.5, ex1); + uLCD.filled_circle(x,y,5.0, ex2); + uLCD.filled_circle(x,y,5.5, ex3); + uLCD.filled_circle(x,y,6.0, ex4); + uLCD.filled_circle(x,y,6.5, ex1); + uLCD.filled_circle(x,y,7.0, ex2); + uLCD.filled_circle(x,y,7.5, ex3); + uLCD.filled_circle(x,y,8.0, ex4); + + uLCD.filled_circle(x,y,8.0, BLACK); + uLCD.filled_circle(x,y,7.5, ex3); + //wait(.5); + uLCD.filled_circle(x,y,7.5, BLACK); + uLCD.filled_circle(x,y,7.0, ex2); + //wait(.5); + uLCD.filled_circle(x,y,7.0, BLACK); + uLCD.filled_circle(x,y,6.5, ex1); + uLCD.filled_circle(x,y,6.5, BLACK); + uLCD.filled_circle(x,y,6.0, ex3); + //wait(.5); + uLCD.filled_circle(x,y,6.0, BLACK); + uLCD.filled_circle(x,y,5.5, ex2); + //wait(.5); + uLCD.filled_circle(x,y,5.5, BLACK); + uLCD.filled_circle(x,y,5.0, ex1); + uLCD.filled_circle(x,y,5.0, BLACK); + uLCD.filled_circle(x,y,4.5, ex3); + //wait(.5); + uLCD.filled_circle(x,y,4.5, BLACK); + uLCD.filled_circle(x,y,4.0, ex2); + //wait(.5); + uLCD.filled_circle(x,y,4.0, BLACK); + uLCD.filled_circle(x,y,3.5, ex1); + uLCD.filled_circle(x,y,3.5, BLACK); + uLCD.filled_circle(x,y,3.0, ex3); + //wait(.5); + uLCD.filled_circle(x,y,3.0, BLACK); + uLCD.filled_circle(x,y,2.5, ex2); + //wait(.5); + uLCD.filled_circle(x,y,2.5, BLACK); + uLCD.filled_circle(x,y,2.0, ex1); // + // wait(.5); + uLCD.filled_circle(x,y,2.0, BLACK); + uLCD.filled_circle(x,y,1.5, ex3); + //wait(.5); + uLCD.filled_circle(x,y,1.5, BLACK); + uLCD.filled_circle(x,y,1.0, ex2); + //wait(.5); + uLCD.filled_circle(x,y,1.0, BLACK); + uLCD.filled_circle(x,y,.5, ex1); + //wait(.5); + uLCD.filled_circle(x,y,.5, BLACK); + playSound("/sd/wavfiles/hit.wav"); + t=1; + //wait(1); + } + + if (t==1){ + uLCD.cls(); + uLCD.locate(4,2); + uLCD.puts("GAME OVER"); + playSound("/sd/wavfiles/gameover.wav"); + t=0; + wait(1); + uLCD.cls(); + while (1){ + uLCD.media_init(); + uLCD.set_sector_address(0x003B, 0x5001); + uLCD.display_image(0,0); + if (!pb_l){ + goto Start; + } + } - // 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(); + } + /* + if (cl==1){ + cl=0; + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, BLACK); + x=x-dx; + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, STONE_COLOR); + pc.printf("C=%d\n",c); + if (b==0){ + uLCD.filled_rectangle(c-3,y-3,c+3,y+3,TREE_COLOR); + } + }*/ + if (!pb_l){ //Move Left + c=x-dx; + a=uLCD.read_pixel(c, y); + b = TREE_COLOR; + b = pixel_eq(a, TREE_COLOR); + pc.printf("a= %d",a); + pc.printf("b= %d",b); + while (b==1){ + c=c-dx; + a=uLCD.read_pixel(c, y); + b = pixel_eq(a, TREE_COLOR); + pc.printf("loop:b=%d",b); + } + b = pixel_eq(a, LIGHTBLACK); + w= pixel_eq(a, YELLOW); + pc.printf("a2= %d",a); + pc.printf("b2:%d",b); + if (b==1||w==1){ + goto Main; + } + + a=uLCD.read_pixel(x-dx, y); + b = pixel_eq(a, BLACK); + + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, BLACK); + x=x-dx; + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, STONE_COLOR); + pc.printf("C=%d\n",c); + if (b==0){ + uLCD.filled_rectangle(c-3,y-3,c+3,y+3,TREE_COLOR); + } + + } + if (!pb_r){ //Move Right + c=x+dx; + a=uLCD.read_pixel(c, y); + b = TREE_COLOR; + b = pixel_eq(a, TREE_COLOR); + pc.printf("a= %d",a); + pc.printf("b= %d",b); + while (b==1){ + c=c+dx; + a=uLCD.read_pixel(c, y); + b = pixel_eq(a, TREE_COLOR); + pc.printf("loop:b=%d",b); + } + b = pixel_eq(a, LIGHTBLACK); + w= pixel_eq(a, YELLOW); + pc.printf("a2= %d",a); + pc.printf("b2:%d",b); + if (b==1||w==1){ + goto Main; + } + a=uLCD.read_pixel(x+dx, y); + b = pixel_eq(a, BLACK); + + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, BLACK); + x=x+dx; + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, STONE_COLOR); + pc.printf("C=%d\n",c); + + if (b==0){ + uLCD.filled_rectangle(c-3,y-3,c+3,y+3,TREE_COLOR); + } + } + if (!pb_d){ //Move Right + c=y+dy; + a=uLCD.read_pixel(x, c); + b = TREE_COLOR; + b = pixel_eq(a, TREE_COLOR); + pc.printf("a= %d",a); + pc.printf("b= %d",b); + while (b==1){ + c=c+dy; + a=uLCD.read_pixel(x, c); + b = pixel_eq(a, TREE_COLOR); + pc.printf("loop:b=%d",b); + } + b = pixel_eq(a, LIGHTBLACK); + w= pixel_eq(a, YELLOW); + pc.printf("a2= %d",a); + pc.printf("b2:%d",b); + if (b==1||w==1){ + goto Main; + } + a=uLCD.read_pixel(x, y+dy); + b = pixel_eq(a, BLACK); + + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, BLACK); + y=y+dy; + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, STONE_COLOR); + pc.printf("C=%d\n",c); + + if (b==0){ + uLCD.filled_rectangle(x-3,c-3,x+3,c+3,TREE_COLOR); + } + } + if (!pb_u){ //Move Right + c=y-dy; + a=uLCD.read_pixel(x, c); + b = TREE_COLOR; + b = pixel_eq(a, TREE_COLOR); + pc.printf("a= %d",a); + pc.printf("b= %d",b); + while (b==1){ + c=c-dy; + a=uLCD.read_pixel(x, c); + b = pixel_eq(a, TREE_COLOR); + pc.printf("loop:b=%d",b); + } + b = pixel_eq(a, LIGHTBLACK); + w= pixel_eq(a, YELLOW); + pc.printf("a2= %d",a); + pc.printf("b2:%d",b); + if (b==1||w==1){ + goto Main; + } + a=uLCD.read_pixel(x, y-dy); + b = pixel_eq(a, BLACK); + + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, BLACK); + y=y-dy; + uLCD.filled_rectangle(x-3,y-3,x+3,y+3, STONE_COLOR); + pc.printf("C=%d\n",c); + + if (b==0){ + uLCD.filled_rectangle(x-3,c-3,x+3,c+3,TREE_COLOR); + pc.printf("b2=0 loop"); + } + } - 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]; + //Cat Code + z=rand()%8; + pc.printf("%d ",z); + wait(.005); + if (z==0 || z==4 || z==7){ //Move Left + + cc=cx-dx; + a=uLCD.read_pixel(cc, cy); + NL = pixel_eq(a, BLACK); + if (NL==1){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, BLACK); + cx=cx-dx; + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, YELLOW); + pc.printf("C=%d\n",cc); + } + + t = pixel_eq(a, STONE_COLOR); + + } + if (z==1 || z==5 ||z==6){ //Move Right + cc=cx+dx; + a=uLCD.read_pixel(cc, cy); + NR = pixel_eq(a, BLACK); + if (NR==1){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, BLACK); + cx=cx+dx; + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, YELLOW); + pc.printf("C=%d\n",cc); + } - // Get the accelerometer values. - sync.get_p1_accel_data(&ax1, &ay1, &az1); - sync.get_p2_accel_data(&ax2, &ay2, &az2); + t = pixel_eq(a, STONE_COLOR); - 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); + } + if (z==2|| z==4 || z==5){ //Move up + cc=cy-dy; + a=uLCD.read_pixel(cx, cc); + NU = pixel_eq(a, BLACK); + if (NU==1){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, BLACK); + cy=cy-dy; + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, YELLOW); + pc.printf("C=%d\n",cc); + } + + t = pixel_eq(a, STONE_COLOR); + + } + if (z==3 || z==6 || z==7){ //Move Down + cc=cy+dy; + a=uLCD.read_pixel(cx, cc); + ND = pixel_eq(a, BLACK); + if (ND==1){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, BLACK); + cy=cy+dy; + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, YELLOW); + pc.printf("C=%d\n",cc); + } + + t = pixel_eq(a, STONE_COLOR); + } - // 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(); - -} \ No newline at end of file + //CHECK PICS AROUND CAT + N=uLCD.read_pixel(cx, cy+6); + N1 = pixel_eq(N, TREE_COLOR); + N2 = pixel_eq(N, LIGHTBLACK); + if (N1==1||N2==1){ + NU=2; + } + S=uLCD.read_pixel(cx, cy-6); + S1 = pixel_eq(S, TREE_COLOR); + S2 = pixel_eq(S, LIGHTBLACK); + if (S1==1||S2==1){ + ND=2; + } + E=uLCD.read_pixel(cx+6, cy); + E1 = pixel_eq(E, TREE_COLOR); + E2 = pixel_eq(E, LIGHTBLACK); + if (E1==1||E2==1){ + NR=2; + } + W=uLCD.read_pixel(cx-6, cy); + W1 = pixel_eq(W, TREE_COLOR); + W2 = pixel_eq(W, LIGHTBLACK); + if (W1==1||W2==1){ + NL=2; + } + + pc.printf("NR=%d",NR); + pc.printf("NL=%d", NL); + pc.printf("NU=%d", NU); + pc.printf("ND=%d", ND); + if (NL==2 && NR==2 && NU==2 && ND==2){ + uLCD.filled_rectangle(cx-3,cy-3,cx+3,cy+3, TANK_RED); + count++; + if (count==1){ + wait(3); + uLCD.cls(); + uLCD.locate(4,2); + uLCD.puts("Winner!!"); + t=0; + wait(3); + while (1){ + if (!pb_l){ + goto Start; + } + } + } + + } + } + }
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mpr121.cpp Tue Nov 01 18:59:29 2016 +0000 @@ -0,0 +1,221 @@ +/* +Copyright (c) 2011 Anthony Buckton (abuckton [at] blackink [dot} net {dot} au) + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. +*/ + +#include <mbed.h> +#include <sstream> +#include <string> +#include <list> + +#include <mpr121.h> + +Mpr121::Mpr121(I2C *i2c, Address i2cAddress) +{ + this->i2c = i2c; + + address = i2cAddress; + + // Configure the MPR121 settings to default + this->configureSettings(); +} + + +void Mpr121::configureSettings() +{ + // Put the MPR into setup mode + this->write(ELE_CFG,0x00); + + // Electrode filters for when data is > baseline + unsigned char gtBaseline[] = { + 0x01, //MHD_R + 0x01, //NHD_R + 0x00, //NCL_R + 0x00 //FDL_R + }; + + writeMany(MHD_R,gtBaseline,4); + + // Electrode filters for when data is < baseline + unsigned char ltBaseline[] = { + 0x01, //MHD_F + 0x01, //NHD_F + 0xFF, //NCL_F + 0x02 //FDL_F + }; + + writeMany(MHD_F,ltBaseline,4); + + // Electrode touch and release thresholds + unsigned char electrodeThresholds[] = { + E_THR_T, // Touch Threshhold + E_THR_R // Release Threshold + }; + + for(int i=0; i<12; i++){ + int result = writeMany((ELE0_T+(i*2)),electrodeThresholds,2); + } + + // Proximity Settings + unsigned char proximitySettings[] = { + 0xff, //MHD_Prox_R + 0xff, //NHD_Prox_R + 0x00, //NCL_Prox_R + 0x00, //FDL_Prox_R + 0x01, //MHD_Prox_F + 0x01, //NHD_Prox_F + 0xFF, //NCL_Prox_F + 0xff, //FDL_Prox_F + 0x00, //NHD_Prox_T + 0x00, //NCL_Prox_T + 0x00 //NFD_Prox_T + }; + writeMany(MHDPROXR,proximitySettings,11); + + unsigned char proxThresh[] = { + PROX_THR_T, // Touch Threshold + PROX_THR_R // Release Threshold + }; + writeMany(EPROXTTH,proxThresh,2); + + this->write(FIL_CFG,0x04); + + // Set the electrode config to transition to active mode + this->write(ELE_CFG,0x0c); +} + +void Mpr121::setElectrodeThreshold(int electrode, unsigned char touch, unsigned char release){ + + if(electrode > 11) return; + + // Get the current mode + unsigned char mode = this->read(ELE_CFG); + + // Put the MPR into setup mode + this->write(ELE_CFG,0x00); + + // Write the new threshold + this->write((ELE0_T+(electrode*2)), touch); + this->write((ELE0_T+(electrode*2)+1), release); + + //Restore the operating mode + this->write(ELE_CFG, mode); +} + + +unsigned char Mpr121::read(int key){ + + unsigned char data[2]; + + //Start the command + i2c->start(); + + // Address the target (Write mode) + int ack1= i2c->write(address); + + // Set the register key to read + int ack2 = i2c->write(key); + + // Re-start for read of data + i2c->start(); + + // Re-send the target address in read mode + int ack3 = i2c->write(address+1); + + // Read in the result + data[0] = i2c->read(0); + + // Reset the bus + i2c->stop(); + + return data[0]; +} + + +int Mpr121::write(int key, unsigned char value){ + + //Start the command + i2c->start(); + + // Address the target (Write mode) + int ack1= i2c->write(address); + + // Set the register key to write + int ack2 = i2c->write(key); + + // Read in the result + int ack3 = i2c->write(value); + + // Reset the bus + i2c->stop(); + + return (ack1+ack2+ack3)-3; +} + + +int Mpr121::writeMany(int start, unsigned char* dataSet, int length){ + //Start the command + i2c->start(); + + // Address the target (Write mode) + int ack= i2c->write(address); + if(ack!=1){ + return -1; + } + + // Set the register key to write + ack = i2c->write(start); + if(ack!=1){ + return -1; + } + + // Write the date set + int count = 0; + while(ack==1 && (count < length)){ + ack = i2c->write(dataSet[count]); + count++; + } + // Stop the cmd + i2c->stop(); + + return count; +} + + +bool Mpr121::getProximityMode(){ + if(this->read(ELE_CFG) > 0x0c) + return true; + else + return false; +} + +void Mpr121::setProximityMode(bool mode){ + this->write(ELE_CFG,0x00); + if(mode){ + this->write(ELE_CFG,0x30); //Sense proximity from ALL pads + } else { + this->write(ELE_CFG,0x0c); //Sense touch, all 12 pads active. + } +} + + +int Mpr121::readTouchData(){ + return this->read(0x00); +} \ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/mpr121.h Tue Nov 01 18:59:29 2016 +0000 @@ -0,0 +1,157 @@ +/* +Copyright (c) 2011 Anthony Buckton (abuckton [at] blackink [dot} net {dot} au) + + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. + + Parts written by Jim Lindblom of Sparkfun + Ported to mbed by A.Buckton, Feb 2011 +*/ + +#ifndef MPR121_H +#define MPR121_H + +//using namespace std; + +class Mpr121 +{ + +public: + // i2c Addresses, bit-shifted + enum Address { ADD_VSS = 0xb4,// ADD->VSS = 0x5a <-wiring on Sparkfun board + ADD_VDD = 0xb6,// ADD->VDD = 0x5b + ADD_SCL = 0xb8,// ADD->SDA = 0x5c + ADD_SDA = 0xba // ADD->SCL = 0x5d + }; + + // Real initialiser, takes the i2c address of the device. + Mpr121(I2C *i2c, Address i2cAddress); + + bool getProximityMode(); + + void setProximityMode(bool mode); + + int readTouchData(); + + unsigned char read(int key); + + int write(int address, unsigned char value); + int writeMany(int start, unsigned char* dataSet, int length); + + void setElectrodeThreshold(int electrodeId, unsigned char touchThreshold, unsigned char releaseThreshold); + +protected: + // Configures the MPR with standard settings. This is permitted to be overwritten by sub-classes. + void configureSettings(); + +private: + // The I2C bus instance. + I2C *i2c; + + // i2c address of this mpr121 + Address address; +}; + + +// MPR121 Register Defines +#define MHD_R 0x2B +#define NHD_R 0x2C +#define NCL_R 0x2D +#define FDL_R 0x2E +#define MHD_F 0x2F +#define NHD_F 0x30 +#define NCL_F 0x31 +#define FDL_F 0x32 +#define NHDT 0x33 +#define NCLT 0x34 +#define FDLT 0x35 +// Proximity sensing controls +#define MHDPROXR 0x36 +#define NHDPROXR 0x37 +#define NCLPROXR 0x38 +#define FDLPROXR 0x39 +#define MHDPROXF 0x3A +#define NHDPROXF 0x3B +#define NCLPROXF 0x3C +#define FDLPROXF 0x3D +#define NHDPROXT 0x3E +#define NCLPROXT 0x3F +#define FDLPROXT 0x40 +// Electrode Touch/Release thresholds +#define ELE0_T 0x41 +#define ELE0_R 0x42 +#define ELE1_T 0x43 +#define ELE1_R 0x44 +#define ELE2_T 0x45 +#define ELE2_R 0x46 +#define ELE3_T 0x47 +#define ELE3_R 0x48 +#define ELE4_T 0x49 +#define ELE4_R 0x4A +#define ELE5_T 0x4B +#define ELE5_R 0x4C +#define ELE6_T 0x4D +#define ELE6_R 0x4E +#define ELE7_T 0x4F +#define ELE7_R 0x50 +#define ELE8_T 0x51 +#define ELE8_R 0x52 +#define ELE9_T 0x53 +#define ELE9_R 0x54 +#define ELE10_T 0x55 +#define ELE10_R 0x56 +#define ELE11_T 0x57 +#define ELE11_R 0x58 +// Proximity Touch/Release thresholds +#define EPROXTTH 0x59 +#define EPROXRTH 0x5A +// Debounce configuration +#define DEB_CFG 0x5B +// AFE- Analogue Front End configuration +#define AFE_CFG 0x5C +// Filter configuration +#define FIL_CFG 0x5D +// Electrode configuration - transistions to "active mode" +#define ELE_CFG 0x5E + +#define GPIO_CTRL0 0x73 +#define GPIO_CTRL1 0x74 +#define GPIO_DATA 0x75 +#define GPIO_DIR 0x76 +#define GPIO_EN 0x77 +#define GPIO_SET 0x78 +#define GPIO_CLEAR 0x79 +#define GPIO_TOGGLE 0x7A +// Auto configration registers +#define AUTO_CFG_0 0x7B +#define AUTO_CFG_U 0x7D +#define AUTO_CFG_L 0x7E +#define AUTO_CFG_T 0x7F + +// Threshold defaults +// Electrode touch threshold +#define E_THR_T 0x0F +// Electrode release threshold +#define E_THR_R 0x0A +// Prox touch threshold +#define PROX_THR_T 0x02 +// Prox release threshold +#define PROX_THR_R 0x02 + +#endif