A simple game
Dependencies: 4DGL-uLCD-SE mbed-rtos mbed
Fork of rtos_signals by
Diff: main.cpp
- Revision:
- 4:2bb5deb83b81
- Parent:
- 1:6a8fcc666593
diff -r c133402c77cb -r 2bb5deb83b81 main.cpp --- a/main.cpp Tue Jun 04 15:54:12 2013 +0100 +++ b/main.cpp Fri Nov 04 13:45:06 2016 +0000 @@ -1,21 +1,422 @@ #include "mbed.h" #include "rtos.h" +#include <mpr121.h> +#include "uLCD_4DGL.h" +#include "Speaker.h" -DigitalOut led(LED1); +uLCD_4DGL uLCD(p9,p10,p11); +int curr_x_u, curr_y_u, old_x_u, old_y_u; //user's current and old x,y coordinates +int curr_x_e, curr_y_e, old_x_e, old_y_e; //enemy's current and old x,y coordinates +float dx_e, dy_e, fx_e, fy_e; //x,y velocity of enemy and floating point representation of x,y coordinates +int curr_x_b, curr_y_b, old_x_b, old_y_b; //payload's current and old x,y coordinates +int curr_x_p, curr_y_p, old_x_p, old_y_p; //portal's current and old x,y coordinates +Mutex lcd_mutex; + +Thread box; //handles user-payload collision logic +Thread portal; //handles portal logic + +Speaker amp(p21); + +Serial pc(USBTX, USBRX); //debugging + +InterruptIn interrupt(p26); +I2C i2c(p28, p27); +Mpr121 mpr121(&i2c, Mpr121::ADD_VSS); + +int score = 0; +int oldscore = 0; + +volatile int key = -1; //key pressed from keypad; set via interrupts -> volatile so compiler doesn't optimize out value reads + +enum State { START, LIVE, PAUSE, DEAD }; //game status +volatile State s = START; + +//interrupt method that runs when keypad has a new value +void fallInterrupt() { + int key_code=0; + int i=0; + int value=mpr121.read(0x00); + value +=mpr121.read(0x01)<<8; + i=0; + for (i=0; i<12; i++) { + if (((value>>i)&0x01)==1) key_code=i+1; + } + key = key_code; +} + +//handles portal logic +void portal_thread() { + while(s == LIVE || s == PAUSE) { + while(s == PAUSE); + //if payload and portal collide, score a point and randomize portal location + if (((curr_x_p-3 <= curr_x_b+3 && curr_x_p >= curr_x_b) || (curr_x_p+3 >= curr_x_b-3 && curr_x_p <= curr_x_b)) && ((curr_y_p+3 >= curr_y_b-3 && curr_y_p <= curr_y_b) || (curr_y_p-3 <= curr_y_b+3 && curr_y_p >= curr_y_b))) { + score++; + curr_x_p = (rand() % 106) + 10; + curr_y_p = (rand() % 106) + 10; + } else if (((curr_y_p-3 <= curr_y_b+3 && curr_y_p >= curr_y_b) || (curr_y_p+3 >= curr_y_b-3 && curr_y_p <= curr_y_b)) && ((curr_x_p+3 >= curr_x_b-3 && curr_x_p <= curr_x_b) || (curr_x_p-3 <= curr_x_b+3 && curr_x_p >= curr_x_b))) { + score++; + curr_x_p = (rand() % 106) + 10; + curr_y_p = (rand() % 106) + 10; + } + lcd_mutex.lock(); + //redraw portal and play note if score has changed + uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); + if (score != oldscore) { + amp.PlayNote(1000.0,0.025,0.5); + oldscore = score; + uLCD.rectangle(old_x_p-5, old_y_p-5, old_x_p+5, old_y_p+5, BLACK); + old_x_p = curr_x_p; + old_y_p = curr_y_p; + } + //print score + uLCD.locate(1,15); + uLCD.color(0xFF00FF); + uLCD.printf("%d", score); + lcd_mutex.unlock(); + } +} -void led_thread(void const *argument) { - while (true) { - // Signal flags that are reported as event are automatically cleared. - Thread::signal_wait(0x1); - led = !led; +//handles user-payload collisions +void box_thread() { + while(s == LIVE) { + old_x_u = curr_x_u; + old_y_u = curr_y_u; + old_x_b = curr_x_b; + old_y_b = curr_y_b; + //if 3 pressed, then go into pause state + if (key==3+1) { + s = PAUSE; + lcd_mutex.lock(); + uLCD.locate(1, 2); + uLCD.color(0xFFFF00); + uLCD.printf("PAUSE"); + //wait until 3 is unpressed + while(key==3+1); + //wait until 3 is pressed + while(key!=3+1); + //wait until 3 is unpressed + while(key==3+1); + uLCD.locate(1, 2); + uLCD.color(BLACK); + uLCD.printf("PAUSE"); + uLCD.color(WHITE); + //countdown from 3 + for (int i=3; i>=1; i--) { + uLCD.locate(1, 2); + uLCD.printf("%2D", i); + amp.PlayNote(800.0,0.025,0.5); + wait(1); + } + uLCD.locate(1,2); + uLCD.color(BLACK); + uLCD.printf(" "); + lcd_mutex.unlock(); + //play on + s = LIVE; + } + //really complicated collision logic + //basically checks each way the boxes could be colliding based on which key is pressed (which direction user is moving) + if (key==0+1) { + + if ((curr_x_b+6 > curr_x_u-6 && curr_x_u > curr_x_b) && ((curr_y_u+6 > curr_y_b-6 && curr_y_u <= curr_y_b) || (curr_y_u-6 < curr_y_b+6 && curr_y_u >= curr_y_b))) { + curr_x_b-=1; + curr_x_u = curr_x_b+12; + if (curr_x_b < 7) { + curr_x_b = 25; + curr_y_b = 63; + } + } else { + curr_x_u-=1; + } + if (curr_x_u < 7) curr_x_u = 7; + } else if (key==8+1) { + + if ((curr_x_b-6 < curr_x_u+6 && curr_x_u < curr_x_b) && ((curr_y_u+6 > curr_y_b-6 && curr_y_u <= curr_y_b) || (curr_y_u-6 < curr_y_b+6 && curr_y_u >= curr_y_b))) { + curr_x_b+=1; + curr_x_u = curr_x_b-12; + if (curr_x_b > 120) { + curr_x_b = 25; + curr_y_b = 63; + } + } else { + curr_x_u+=1; + } + if (curr_x_u > 120) curr_x_u = 120; + } else if (key==4+1) { + + if ((curr_y_b-6 < curr_y_u+6 && curr_y_u < curr_y_b) && ((curr_x_u+6 > curr_x_b-6 && curr_x_u <= curr_x_b) || (curr_x_u-6 < curr_x_b+6 && curr_x_u >= curr_x_b))) { + curr_y_b+=1; + curr_y_u = curr_y_b-12; + if (curr_y_b > 120) { + curr_x_b = 25; + curr_y_b = 63; + } + } else { + curr_y_u+=1; + } + if (curr_y_u > 120) curr_y_u = 120; + } else if (key==5+1) { + + if ((curr_y_b+6 > curr_y_u-6 && curr_y_u > curr_y_b) && ((curr_x_u+6 > curr_x_b-6 && curr_x_u <= curr_x_b) || (curr_x_u-6 < curr_x_b+6 && curr_x_u >= curr_x_b))) { + curr_y_b-=1; + curr_y_u = curr_y_b+12; + if (curr_y_b < 7) { + curr_x_b = 25; + curr_y_b = 63; + } + } else { + curr_y_u-=1; + } + if (curr_y_u < 7) curr_y_u = 7; + } + //redraw user and payload + lcd_mutex.lock(); + uLCD.rectangle(20, 58, 30, 68, WHITE); + uLCD.filled_rectangle(old_x_u-5, old_y_u-5, old_x_u+5, old_y_u+5, BLACK); + uLCD.filled_rectangle(curr_x_u-5, curr_y_u-5, curr_x_u+5, curr_y_u+5, GREEN); + uLCD.filled_rectangle(old_x_b-5, old_y_b-5, old_x_b+5, old_y_b+5, BLACK); + uLCD.filled_rectangle(curr_x_b-5, curr_y_b-5, curr_x_b+5, curr_y_b+5, DGREY); + lcd_mutex.unlock(); } } -int main (void) { - Thread thread(led_thread); - - while (true) { - Thread::wait(1000); - thread.signal_set(0x1); +//main thread handles setup of game, angry ball collision logic, gameover, and game resets +int main() { + //setup keypad interrupts + interrupt.fall(&fallInterrupt); + interrupt.mode(PullUp); + uLCD.baudrate(3000000); + //load in Angry Balls image from SD + uLCD.media_init(); + uLCD.set_sector_address(0x003B, 0xD400); + uLCD.display_image(0,0); + //wait 3 seconds to allow keypad time to set up while player can look at the pretty image + wait(3); + uLCD.textbackground_color(WHITE); + uLCD.text_width(1); + uLCD.text_height(1); + uLCD.color(RED); + uLCD.locate(0, 0); + uLCD.printf("Angry Balls!"); + uLCD.locate(0, 1); + uLCD.color(BLACK); + uLCD.printf("Press 3 to play"); + //start tone + amp.PlayNote(700.0,0.2,0.5); + amp.PlayNote(1000.0,0.2,0.0); + amp.PlayNote(600.0,0.1,0.5); + amp.PlayNote(1000.0,0.1,0.0); + amp.PlayNote(700.0,0.5,0.5); + //wait until 3 is pressed + while(key != 3+1); + //wait until 3 is unpressed + while(key == 3+1); + //clear screen + uLCD.cls(); + uLCD.textbackground_color(BLACK); + uLCD.background_color(BLACK); + //setup initial state for every object + curr_x_u = 9; + curr_y_u = 63; + curr_x_b = 25; + curr_y_b = 63; + curr_x_e = 75; + curr_y_e = 75; + dx_e = -0.75; + dy_e = 0.75; + curr_x_p = 110; + curr_y_p = 15; + old_x_p = curr_x_p; + old_y_p = curr_y_p; + //draw everything + uLCD.filled_rectangle(curr_x_u-5, curr_y_u-5, curr_x_u+5, curr_y_u+5, GREEN); + uLCD.filled_rectangle(curr_x_b-5, curr_y_b-5, curr_x_b+5, curr_y_b+5, DGREY); + uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); + uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); + uLCD.color(WHITE); + uLCD.locate(1,2); + uLCD.printf("Place ball!"); + //logic for placing ball before game starts based on key presses; prevents ball from going through walls & middle boundary + while(key != 3+1) { + old_x_e = curr_x_e; + old_y_e = curr_y_e; + if (key==0+1) { + curr_x_e-=2; + if (curr_x_e < 71) curr_x_e = 71; + } + if (key==8+1) { + curr_x_e+=2; + if (curr_x_e > 120) curr_x_e = 120; + } + if (key==4+1) { + curr_y_e+=2; + if (curr_y_e > 120) curr_y_e = 120; + } + if (key==5+1) { + curr_y_e-=2; + if (curr_y_e < 7) curr_y_e = 7; + } + //draw ball + uLCD.locate(1,2); + uLCD.printf("Place ball!"); + uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); + uLCD.filled_circle(old_x_e, old_y_e, 6, BLACK); + uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); + } + //wait until 3 is unpressed + while(key==3+1); + uLCD.locate(1,2); + uLCD.color(BLACK); + uLCD.printf("Place ball!"); + fx_e = curr_x_e; + fy_e = curr_y_e; + uLCD.color(WHITE); + //countdown til start + for (int i=3; i>=1; i--) { + uLCD.locate(1, 2); + uLCD.printf("%2D", i); + amp.PlayNote(800.0,0.025,0.5); + wait(1); } -} + uLCD.locate(1,2); + uLCD.color(BLACK); + uLCD.printf(" "); + //game is live, start other two threads + s = LIVE; + box.start(box_thread); + portal.start(portal_thread); + //collision logic for angry ball + //check if ball has collided with a wall, the user, or the payload (gameover) + while(s == LIVE || s == PAUSE) { + while (s==PAUSE); + old_x_e = curr_x_e; + old_y_e = curr_y_e; + if (curr_x_e < 7) { + curr_x_e = 7; + dx_e = -dx_e; + } else if (curr_x_e > 120) { + curr_x_e = 120; + dx_e = -dx_e; + } else if (curr_y_e > 120) { + curr_y_e = 120; + dy_e = -dy_e; + } else if (curr_y_e < 7) { + curr_y_e = 7; + dy_e = -dy_e; + } else if (((dx_e < 0 && curr_x_e-6 < curr_x_u+6 && curr_x_e > curr_x_u) || (dx_e > 0 && curr_x_e+6 > curr_x_u-6 && curr_x_e < curr_x_u)) && ((curr_y_e+6 > curr_y_u-6 && curr_y_e < curr_y_u) || (curr_y_e-6 < curr_y_u+6 && curr_y_e > curr_y_u))) { + dx_e = -dx_e; + } else if (((dy_e < 0 && curr_y_e-6 < curr_y_u+6 && curr_y_e > curr_y_u) || (dy_e > 0 && curr_y_e+6 > curr_y_u-6 && curr_y_e < curr_y_u)) && ((curr_x_e+6 > curr_x_u-6 && curr_x_e < curr_x_u) || (curr_x_e-6 < curr_x_u+6 && curr_x_e > curr_x_u))) { + dy_e = -dy_e; + } + if (((dx_e < 0 && curr_x_e-6 < curr_x_b+6 && curr_x_e > curr_x_b) || (dx_e > 0 && curr_x_e+6 > curr_x_b-6 && curr_x_e < curr_x_b)) && ((curr_y_e+6 > curr_y_b-6 && curr_y_e < curr_y_b) || (curr_y_e-6 < curr_y_b+6 && curr_y_e > curr_y_b))) { + s = DEAD; + } else if (((dy_e < 0 && curr_y_e-6 < curr_y_b+6 && curr_y_e > curr_y_b) || (dy_e > 0 && curr_y_e+6 > curr_y_b-6 && curr_y_e < curr_y_b)) && ((curr_x_e+6 > curr_x_b-6 && curr_x_e < curr_x_b) || (curr_x_e-6 < curr_x_b+6 && curr_x_e > curr_x_b))) { + s = DEAD; + } + //update floating point coordinates with velocity values + fx_e += dx_e; + fy_e += dy_e; + //cast floating coordinates to integer coordinates + curr_x_e = (int) fx_e; + curr_y_e = (int) fy_e; + //redraw ball + lcd_mutex.lock(); + uLCD.filled_circle(old_x_e, old_y_e, 6, BLACK); + uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); + lcd_mutex.unlock(); + //if ball-payload collision has occurred, game is now dead + if (s == DEAD) { + //print gameover, score, instructions to start over, and play gameover sound + lcd_mutex.lock(); + uLCD.cls(); + uLCD.locate(1,2); + uLCD.color(RED); + uLCD.printf("GAMEOVER"); + uLCD.locate(1,4); + uLCD.color(0x4B0082); + uLCD.printf("Score:%d", score); + uLCD.locate(1,8); + uLCD.color(WHITE); + uLCD.printf("Press 3 to retry"); + amp.PlayNote(300.0,0.5,0.5); + amp.PlayNote(300.0,0.05,0.0); + amp.PlayNote(280.0,0.5,0.5); + amp.PlayNote(300.0,0.05,0.0); + amp.PlayNote(260.0,1.0,0.5); + //wait until 3 is pressed + while(key != 3+1); + //wait until 3 is unpressed + while(key == 3+1); + //reinitialize game state for new game; same code as above + uLCD.cls(); + score = 0; + oldscore = 0; + curr_x_u = 9; + curr_y_u = 63; + curr_x_b = 25; + curr_y_b = 63; + curr_x_e = 75; + curr_y_e = 75; + dx_e = -0.75; + dy_e = 0.75; + curr_x_p = 110; + curr_y_p = 15; + old_x_p = curr_x_p; + old_y_p = curr_y_p; + uLCD.filled_rectangle(curr_x_u-5, curr_y_u-5, curr_x_u+5, curr_y_u+5, GREEN); + uLCD.filled_rectangle(curr_x_b-5, curr_y_b-5, curr_x_b+5, curr_y_b+5, DGREY); + uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); + uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); + uLCD.color(WHITE); + uLCD.locate(1,2); + uLCD.printf("Place ball!"); + while(key != 3+1) { + old_x_e = curr_x_e; + old_y_e = curr_y_e; + if (key==0+1) { + curr_x_e-=2; + if (curr_x_e < 71) curr_x_e = 71; + } + if (key==8+1) { + curr_x_e+=2; + if (curr_x_e > 120) curr_x_e = 120; + } + if (key==4+1) { + curr_y_e+=2; + if (curr_y_e > 120) curr_y_e = 120; + } + if (key==5+1) { + curr_y_e-=2; + if (curr_y_e < 7) curr_y_e = 7; + } + uLCD.locate(1,2); + uLCD.printf("Place ball!"); + uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); + uLCD.filled_circle(old_x_e, old_y_e, 6, BLACK); + uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); + } + while(key==3+1); + uLCD.locate(1,2); + uLCD.color(BLACK); + uLCD.printf("Place ball!"); + fx_e = curr_x_e; + fy_e = curr_y_e; + uLCD.color(WHITE); + for (int i=3; i>=1; i--) { + uLCD.locate(1, 2); + uLCD.printf("%2D", i); + amp.PlayNote(800.0,0.025,0.5); + wait(1); + } + uLCD.locate(1,2); + uLCD.color(BLACK); + uLCD.printf(" "); + lcd_mutex.unlock(); + //game is live again + //restart the other threads + s = LIVE; + box.start(box_thread); + portal.start(portal_thread); + } + } +} \ No newline at end of file