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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:
- 2015-10-28
- Revision:
- 18:18dfc9fb33b5
- Parent:
- 17:7bc7127782e4
- Child:
- 19:7aa3af04d6a8
File content as of revision 18:18dfc9fb33b5:
// Student Side.
#include "mbed.h"
#include "SDFileSystem.h"
#include "Speaker.h"
#include "wave_player.h"
#include "game_synchronizer.h"
#include "tank.h"
#include "bullet.h"
#include "globals.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
int winner = -1;
// 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 game_menu(void) {
uLCD.baudrate(BAUD_3000000);
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");
while(1) {
if(!pb_r) { return MULTI_PLAYER; } // Right button -> Multiplayer
if(!pb_l) { return SINGLE_PLAYER; } // Left button -> 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 a wall in the middle of the map. It doesn't have to be black,
// but it 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);
sync.textbackground_color(SKY_COLOR);
char title[] = " ECE 2035 Tanks";
sync.puts(title, sizeof(title));
sync.update();
}
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 main (void) {
int* p1_inputs;
int* p2_inputs;
game_init();
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)
Bullet b1(&t1);
Bullet b2(&t2);
frame_timer.start();
while(1) {
sync.set_p1_inputs();
p1_inputs = sync.get_p1_inputs();
p2_inputs = sync.get_p2_inputs();
led1 = p2_inputs[0] ^ p1_inputs[0];
led2 = p2_inputs[1] ^ p1_inputs[1];
led3 = p2_inputs[2] ^ p1_inputs[2];
led4 = p2_inputs[3] ^ p1_inputs[3];
float ax1 = (float) p1_inputs[4] / 65536.0;
float ay1 = (float) p1_inputs[5] / 65536.0;
float az1 = (float) p1_inputs[6] / 65536.0;
//pc.printf("P1 X: %f\tY: %f\tZ: %f\n", ax1, ay1, az1);
float ax2 = (float) p2_inputs[4] / 65536.0;
float ay2 = (float) p2_inputs[5] / 65536.0;
float az2 = (float) p2_inputs[6] / 65536.0;
//pc.printf("P2 X: %f\tY: %f\tZ: %f\n", ax2, ay2, az2);
if(ax1 > ACC_THRESHOLD) { t1.reposition(t1.x-1, t1.y, t1.barrel_theta); }
if(ax1 < -ACC_THRESHOLD) { t1.reposition(t1.x+1, t1.y, t1.barrel_theta); }
if(ax2 > ACC_THRESHOLD) { t2.reposition(t2.x-1, t2.y, t2.barrel_theta); }
if(ax2 < -ACC_THRESHOLD) { t2.reposition(t2.x+1, t2.y, t2.barrel_theta); }
if(ay1 > ACC_THRESHOLD) { t1.reposition(t1.x, t1.y, t1.barrel_theta+PI/30.0); }
if(ay1 < -ACC_THRESHOLD) { t1.reposition(t1.x, t1.y, t1.barrel_theta-PI/30.0); }
if(ay2 > ACC_THRESHOLD) { t2.reposition(t2.x, t2.y, t2.barrel_theta+PI/30.0); }
if(ay2 < -ACC_THRESHOLD) { t2.reposition(t2.x, t2.y, t2.barrel_theta-PI/30.0); }
if(p1_inputs[D_BUTTON]) { b1.shoot(); }
if(p2_inputs[D_BUTTON]) { b2.shoot(); }
float time = frame_timer.read();
int retval = b1.time_step(time);
if(retval == t2.tank_color) {
sync.update();
pc.printf("P1 wins!");
winner = PLAYER1;
break;
}
retval = b2.time_step(time);
if(retval == t1.tank_color) {
sync.update();
pc.printf("P2 wins!");
winner = PLAYER2;
break;
}
frame_timer.reset();
sync.update();
}
// This dies after a while, and I have NO IDEA WHY.
int i = 0;
while(1) {
sync.cls();
sync.locate(i, 9);
if(winner == PLAYER1) {
char msg[] = "P1 Wins!";
sync.puts(msg, sizeof(msg));
} else if(winner == PLAYER2) {
char msg[] = "P2 Wins!";
sync.puts(msg, sizeof(msg));
}
sync.update();
i = (i+1)%10;
wait(0.1);
}
}
