Simple implementation of Guitar Hero with mbed.
Dependencies: 4DGL-uLCD-SE MCP23S17 SDFileSystem mbed-rtos mbed wave_player
Diff: main.cpp
- Revision:
- 0:58d424fe40b9
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/main.cpp Mon Mar 14 17:59:32 2016 +0000 @@ -0,0 +1,533 @@ +/*=================================================================== +--------------------- Guitar Hero mbed Program ---------------------- + +This program recreates the classic Guitar Hero game using the mbed +processor, along with various other peripherals, such as capacitive +touch sensors, an IR sensor, and a uLCD display. + +Written for: + Georgia Institute of Technology + ECE 4180, Lab 4, Section B + Dr. James Hamblen + +Authors: + Garren Boggs + Anthony Jones +===================================================================*/ + +#include "mbed.h" +#include "rtos.h" //For threading +#include "uLCD_4DGL.h" //Display +#include "SDFileSystem.h" //SD card functionality +#include "wave_player.h" //For playing music +#include "MCP23S17.h" //Serial PC for debugging +#include <mpr121.h> //Capacitive touch sensors +#include <stdlib.h> +#include <time.h> + +#define NOTE_START 24 +#define NOTE_HEIGHT 9 +#define NOTE_WIDTH 27 +#define MISS 128 +#define SPEED 3 +#define HIT_TOP 98 +#define HIT_BOT 125 +#define VICTORY_THRESHOLD 50 + +bool paused = false; //If paused, stop gameplay and show on screen +bool gameOver = false; //Occurs if HP reaches zero +bool victory = false; +bool resetDisplay = false; //After resetting game or unpausing + +bool gHit = false; +bool rHit = false; +bool yHit = false; +bool bHit = false; + +int hp = 260; //Hitpoint count +int score = 0; //Score count +int combo = 0; //Combo count +int notesCreated = 0; //Victory after threshold + +/* Note locations. The values are the x and y positions respectively. + A value of -1 for these coordinates indicates that the specific + note is currently not on the screen. */ +int gNote[2]= {0,-1}; //Current GREEN note location. +int rNote[2]= {NOTE_WIDTH+1,-1}; //Current RED note location. +int yNote[2]= {2*NOTE_WIDTH+2,-1}; //Current YELLOW note location. +int bNote[2]= {3*NOTE_WIDTH+3,-1}; //Current BLUE note location. + +//------------------------------------------------------------------- +/* Instantiates the capacitive touch sensors. These will be used for + determining which notes have been pressed by the user. */ + +/* Setup the i2c bus on pins 9 and 10 */ + I2C i2c(p9, p10); + +/* Setup the Mpr121: */ + Mpr121 notes(&i2c, Mpr121::ADD_VSS); +//------------------------------------------------------------------- + +//------------------------------------------------------------------- +/* Create an interrupt receiver to detect when the user has + strummed. */ + InterruptIn interruptStrum(p26); +//------------------------------------------------------------------- + +//------------------------------------------------------------------- +/* Initialize SD Card Reader to import song to be played during the + game. */ + SDFileSystem sd(p5, p6, p7, p8, "sd"); + +/* Initializes the wave player to actually play the song. */ + AnalogOut DACout (p18); + wave_player player(&DACout); +//------------------------------------------------------------------- + +//------------------------------------------------------------------- +/* Initializes the uLCD display as a UI for the game */ + uLCD_4DGL uLCD(p28,p27,p30); + +/* Create an interrupt to allow the user to pause the game, this + freezing the game UI. */ + InterruptIn interruptPause(p16); +//------------------------------------------------------------------- + +//------------------------------------------------------------------- +/* Initialize the mbed LEDs for testing and debugging purposes. */ + DigitalOut led1(LED1); + DigitalOut led2(LED2); + DigitalOut led3(LED3); + DigitalOut led4(LED4); + +/* Setup the Serial to the PC for debugging */ + Serial pc(USBTX, USBRX); + DigitalIn test(p24); +//------------------------------------------------------------------- + +/* +* Detects when the user has strum in order to play a note. This occurs +* when the user waves a hand close to the IR sensor. If close enough, +* the defined threshold will be passes and registered as a strum. +*/ +void strumInterrupt() +{ + //For resetting a game + if(gameOver || victory) + { + gNote[1] = -1; + rNote[1] = -1; + yNote[1] = -1; + bNote[1] = -1; + notesCreated = 0; + score = 0; + combo = 0; + hp = 260; + + gHit = false; + rHit = false; + yHit = false; + bHit = false; + + resetDisplay = true; + paused = false; + gameOver = false; + victory = false; + return; + } + + //Read values of selected notes off of capacitive touch sensor + int value = notes.read(0x00); + value += notes.read(0x01)<<8; + + //Determine if a note or combination of notes is being pressed + if((value == 1 || value == 3 || value == 5 || value == 7 || value == 9 || value == 11 || value == 13 || value == 15) && + gNote[1] < HIT_BOT && gNote[1] > HIT_TOP) + gHit = true; + if((value == 2 || value == 3 || value == 6 || value == 7 || value == 10 || value == 11 || value == 14 || value == 15) && + rNote[1] < HIT_BOT && rNote[1] > HIT_TOP) + rHit = true; + if((value == 4 || value == 5 || value == 6 || value == 7 || value == 12 || value == 13 || value == 14 || value == 15) && + yNote[1] < HIT_BOT && yNote[1] > HIT_TOP) + yHit = true; + if((value == 8 || value == 9 || value == 10 || value == 11 || value == 12 || value == 13 || value == 14 || value == 15) && + bNote[1] < HIT_BOT && bNote[1] > HIT_TOP) + bHit = true; + +} + +/* +* Updates the game display's life bar counter. If life bar drops below zero, +* game ends. +*/ +void updateLifeBar() +{ + int i; + int offset = 0; + + //Creates life bars on the game UI for the user to know how well they are doing. + //If the user loses HP, the bars will decrease, and as the user repleneshes their + //HP, the bars will begin to rise. + for(i = 0; i < 8; i++) + { + if(hp < (260 - i*10)) + uLCD.filled_rectangle(4*NOTE_WIDTH+6,3*i+offset,124,3*(i+1)+offset,BLACK); + else + uLCD.filled_rectangle(4*NOTE_WIDTH+6,3*i+offset,124,3*(i+1)+offset,GREEN); + offset += 2; + } + for(i = 8; i < 19; i++) + { + if(hp < (260 - i*10)) + uLCD.filled_rectangle(4*NOTE_WIDTH+6,3*i+offset,124,3*(i+1)+offset,BLACK); + else + uLCD.filled_rectangle(4*NOTE_WIDTH+6,3*i+offset,124,3*(i+1)+offset,YELLOW); + offset += 2; + } + for(i = 19; i < 26; i++) + { + if(hp < (260 - i*10)) + uLCD.filled_rectangle(4*NOTE_WIDTH+6,3*i+offset,124,3*(i+1)+offset,BLACK); + else + uLCD.filled_rectangle(4*NOTE_WIDTH+6,3*i+offset,124,3*(i+1)+offset,RED); + offset += 2; + } +} + +/* +* Initializes the game UI with the predefined background. There are +* four specific notes the user can play, and thus there will be four +* distinct lanes that are drawn initially. +*/ +void setupDisplay() +{ + //Background display + uLCD.cls(); + uLCD.background_color(BLACK); + uLCD.line(NOTE_WIDTH,NOTE_START-4,NOTE_WIDTH,127,WHITE); + uLCD.line(2*NOTE_WIDTH+1,NOTE_START-4,2*NOTE_WIDTH+1,127,WHITE); + uLCD.line(3*NOTE_WIDTH+2,NOTE_START-4,3*NOTE_WIDTH+2,127,WHITE); + uLCD.filled_rectangle(4*NOTE_WIDTH+3,0,4*NOTE_WIDTH+4,127,WHITE); + uLCD.filled_rectangle(126,0,127,127,WHITE); + uLCD.line(0,NOTE_START-4,4*NOTE_WIDTH+3,NOTE_START-4,WHITE); + uLCD.rectangle(0,127-(NOTE_HEIGHT+2),NOTE_WIDTH-1,127,GREEN); + uLCD.rectangle(NOTE_WIDTH+1,127-(NOTE_HEIGHT+2),2*NOTE_WIDTH,127,RED); + uLCD.rectangle(2*NOTE_WIDTH+2,127-(NOTE_HEIGHT+2),3*NOTE_WIDTH+1,127,YELLOW); + uLCD.rectangle(3*NOTE_WIDTH+3,127-(NOTE_HEIGHT+2),4*NOTE_WIDTH+2,127,BLUE); + + //Scoreboard + uLCD.printf("SCORE: %d\nCOMBO: %d",score,combo); + + //Initialize life bar + updateLifeBar(); +} + +/* +* Calculates the dimensions for a specific note, based on its +* current position. +*/ +void calculateNoteDims(int pos[], int dims[]) +{ + //If currently not on screen, do nothing. + if(pos[1] < 0 || pos[1] > MISS) + { + dims[0] = 0; + dims[1] = 0; + dims[2] = 0; + dims[3] = 0; + return; + } + + //Otherwise calculate dimensions + dims[0] = pos[0]; //x-left dimension + dims[2] = pos[0] + NOTE_WIDTH - 1; //x-right dimension + + dims[1] = (pos[1] - (NOTE_HEIGHT - 1)) > 0 ? pos[1] : 0; //y-bottom dimension + dims[3] = (pos[1] - (NOTE_HEIGHT - 1)) > 0 ? dims[1] + (NOTE_HEIGHT - 1) : pos[1]; //y-top dimension + + return; +} + +/* +* Pauses the game. +*/ +void pauseGame() +{ + if(paused) + { + resetDisplay = true; + } + paused = !paused; + wait(0.2); +} + +/* +* The game loop. This continuously updates the display with the notes, and +* acts accordingly if the user has strum, and a note has been hit. If the +* game is paused, the notes will cease movement, and a text displaying so +* will appear on the screen. +*/ +void playGame(void const *args) +{ + int gDims[4]; + int rDims[4]; + int yDims[4]; + int bDims[4]; + + while(1) + { + if(!gameOver && !victory && !paused) + { + //Resets display if game has been reset or unpaused + if(resetDisplay) + { + resetDisplay = false; + setupDisplay(); + } + + //Update life points + updateLifeBar(); + + //Calculate respective positions and draw accordingly if notes + //are going on or off screen. + calculateNoteDims(gNote, gDims); + calculateNoteDims(rNote, rDims); + calculateNoteDims(yNote, yDims); + calculateNoteDims(bNote, bDims); + + //Draw the notes and erase old positions + if(gNote[1] >= 0 && gNote[1] < MISS) + { + if(gHit) + { + gHit = false; + uLCD.filled_rectangle(gNote[0],gNote[1]-SPEED,gNote[0]+NOTE_WIDTH-1,gNote[1]-1,BLACK); + uLCD.filled_rectangle(gDims[0],gDims[1],gDims[2],gDims[3],BLACK); + gNote[1] = -1; + score += 30; + combo++; + hp = (hp + (combo >= 10 ? 10 : combo)) >= 260 ? 260 : (hp + (combo >= 10 ? 10 : combo)); + } + else + { + uLCD.filled_rectangle(gNote[0],gNote[1]-SPEED,gNote[0]+NOTE_WIDTH-1,gNote[1]-1,BLACK); + uLCD.filled_rectangle(gDims[0],gDims[1],gDims[2],gDims[3],GREEN); + } + } + + if(rNote[1] >= 0 && rNote[1] < MISS) + { + if(rHit) + { + rHit = false; + uLCD.filled_rectangle(rNote[0],rNote[1]-SPEED,rNote[0]+NOTE_WIDTH-1,rNote[1]-1,BLACK); + uLCD.filled_rectangle(rDims[0],rDims[1],rDims[2],rDims[3],BLACK); + rNote[1] = -1; + score += 30; + combo++; + hp = (hp + (combo >= 10 ? 10 : combo)) >= 260 ? 260 : (hp + (combo >= 10 ? 10 : combo)); + } + else + { + uLCD.filled_rectangle(rNote[0],rNote[1]-SPEED,rNote[0]+NOTE_WIDTH-1,rNote[1]-1,BLACK); + uLCD.filled_rectangle(rDims[0],rDims[1],rDims[2],rDims[3],RED); + } + } + + if(yNote[1] >= 0 && yNote[1] < MISS) + { + if(yHit) + { + yHit = false; + uLCD.filled_rectangle(yNote[0],yNote[1]-SPEED,yNote[0]+NOTE_WIDTH-1,yNote[1]-1,BLACK); + uLCD.filled_rectangle(yDims[0],yDims[1],yDims[2],yDims[3],BLACK); + yNote[1] = -1; + score += 30; + combo++; + hp = (hp + (combo >= 10 ? 10 : combo)) >= 260 ? 260 : (hp + (combo >= 10 ? 10 : combo)); + } + else + { + uLCD.filled_rectangle(yNote[0],yNote[1]-SPEED,yNote[0]+NOTE_WIDTH-1,yNote[1]-1,BLACK); + uLCD.filled_rectangle(yDims[0],yDims[1],yDims[2],yDims[3],YELLOW); + } + } + + if(bNote[1] >= 0 && bNote[1] < MISS) + { + if(bHit) + { + bHit = false; + uLCD.filled_rectangle(bNote[0],bNote[1]-SPEED,bNote[0]+NOTE_WIDTH-1,bNote[1]-1,BLACK); + uLCD.filled_rectangle(bDims[0],bDims[1],bDims[2],bDims[3],BLACK); + bNote[1] = -1; + score += 30; + combo++; + hp = (hp + (combo >= 10 ? 10 : combo)) >= 260 ? 260 : (hp + (combo >= 10 ? 10 : combo)); + } + else + { + uLCD.filled_rectangle(bNote[0],bNote[1]-SPEED,bNote[0]+NOTE_WIDTH-1,bNote[1]-1,BLACK); + uLCD.filled_rectangle(bDims[0],bDims[1],bDims[2],bDims[3],BLUE); + } + + } + + //Redraw target boxes at bottom of screen, incase notes are drawn over them + uLCD.rectangle(0,127-(NOTE_HEIGHT+2),NOTE_WIDTH-1,127,GREEN); + uLCD.rectangle(NOTE_WIDTH+1,127-(NOTE_HEIGHT+2),2*NOTE_WIDTH,127,RED); + uLCD.rectangle(2*NOTE_WIDTH+2,127-(NOTE_HEIGHT+2),3*NOTE_WIDTH+1,127,YELLOW); + uLCD.rectangle(3*NOTE_WIDTH+3,127-(NOTE_HEIGHT+2),4*NOTE_WIDTH+2,127,BLUE); + + //Check if each note is still on the screen. If it is, increment the position + gNote[1] = gNote[1] < 0 ? (rand()%100 > 95 ? NOTE_START : -2) : gNote[1] >= MISS ? -1 : (gNote[1] + SPEED); + if(gNote[1] == -1) + { + hp -= 10; + combo = 0; + } + if(gNote[1] == NOTE_START) + { + notesCreated++; + } + + rNote[1] = rNote[1] < 0 ? (rand()%100 > 95 ? NOTE_START : -2) : rNote[1] >= MISS ? -1 : (rNote[1] + SPEED); + if(rNote[1] == -1) + { + hp -= 10; + combo = 0; + } + if(rNote[1] == NOTE_START) + { + notesCreated++; + } + + yNote[1] = yNote[1] < 0 ? (rand()%100 > 95 ? NOTE_START : -2) : yNote[1] >= MISS ? -1 : (yNote[1] + SPEED); + if(yNote[1] == -1) + { + hp -= 10; + combo = 0; + } + if(yNote[1] == NOTE_START) + { + notesCreated++; + } + + bNote[1] = bNote[1] < 0 ? (rand()%100 > 95 ? NOTE_START : -2) : bNote[1] >= MISS ? -1 : (bNote[1] + SPEED); + if(bNote[1] == -1) + { + hp -= 10; + combo = 0; + } + if(bNote[1] == NOTE_START) + { + notesCreated++; + } + + //Check to make sure HP is above zero, otherwise, Game Over. + if(hp <= 0) + gameOver = true; + + //Check to see if user has won. + if(notesCreated >= VICTORY_THRESHOLD) + victory = true; + + uLCD.locate(0,0); + uLCD.printf("SCORE: %d\nCOMBO: %d",score,combo); + } + else if(gameOver) + { + //Sets up the display for a game over. + uLCD.cls(); + uLCD.background_color(BLACK); + uLCD.text_width(2); + uLCD.text_height(2); + uLCD.locate(0,0); + uLCD.printf("\n\nGAME OVER"); + uLCD.locate(0,6); + uLCD.text_width(1.5); + uLCD.text_height(1.5); + uLCD.printf("\n\r Score: %d\n\r Combo: %d",score,combo); + uLCD.text_width(1); + uLCD.text_height(1); + uLCD.locate(0,11); + uLCD.printf("\n\r Strum to reset"); + uLCD.locate(0,0); + while(gameOver) + { + wait(0.1); + } + } + else if(victory) + { + //Sets up the display for a victory. + uLCD.cls(); + uLCD.background_color(BLACK); + uLCD.text_width(2); + uLCD.text_height(2); + uLCD.locate(0,0); + uLCD.printf("\n\nYOU ROCK!"); + uLCD.locate(0,6); + uLCD.text_width(1.5); + uLCD.text_height(1.5); + uLCD.printf("\n\r Score: %d\n\r Combo: %d",score,combo); + uLCD.text_width(1); + uLCD.text_height(1); + uLCD.locate(0,11); + uLCD.printf("\n\r Strum to reset"); + uLCD.locate(0,0); + while(victory) + { + wait(0.1); + } + } + else + { + //Sets up the display for a paused game. + uLCD.cls(); + uLCD.background_color(BLACK); + uLCD.text_width(2); + uLCD.text_height(2); + uLCD.locate(0,0); + uLCD.printf("\n\n\n PAUSED!"); + uLCD.text_width(1); + uLCD.text_height(1); + uLCD.locate(0,0); + while(paused) + { + wait(0.1); + } + } + } +} + +int main() +{ + //Intialize display to show game UI + setupDisplay(); + + //Initialize the strum interrupt to act on a rising edge + interruptStrum.rise(&strumInterrupt); + + //Initialize the pause interrupt + interruptPause.rise(&pauseGame); + + //Initialize game loop + Thread gl(playGame); + + //Play the song + FILE *fp = fopen("/sd/sound/smoke_on_the_water.wav", "r"); + if(fp == NULL) + { + pc.printf("SD Card could not be read!"); + } + else + { + // player.play(fp); + fclose(fp); + } + + //Tasks for main loop (mainly debugging) + while(1) + { } +}