James Heavey / Mbed 2 deprecated 2665-Breakout-Game

Dependencies:   mbed

Revision:
0:92b180c8d407
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp	Tue Jan 05 01:14:11 2021 +0000
@@ -0,0 +1,641 @@
+///////// pre-processor directives ////////
+
+#include "mbed.h"
+#include "Gamepad.h"
+#include "N5110.h"
+#include "BreakoutEngine.h"
+#include "Bitmap.h"
+#include "Sprites.h"
+#include "SDFileSystem.h"
+
+#ifdef WITH_TESTING
+# include "tests.h"
+#endif
+
+/////////////// structs /////////////////
+
+struct UserInput {
+    Direction d;
+    float mag;
+};
+
+/////////////// objects ///////////////
+
+N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
+Gamepad pad;
+BreakoutEngine breakout;
+SDFileSystem sd(PTE3, PTE1, PTE2, PTE4, "sd"); // MOSI, MISO, SCK, CS
+Serial serial(USBTX, USBRX);  // for PC debug
+
+///////////// prototypes ///////////////
+
+void init();
+void update_game(UserInput input);
+void render();
+void main_menu();
+void settings();
+void how_to_play();
+void loss_screen();
+void victory_screen();
+void title_screen();
+void main_game();
+void flash_screen(N5110 &lcd);
+void countdown();
+void save_hi_score(int hi_score);
+int get_hi_score();
+bool compare_to_hi_score(int score);
+void print_hi_score(int col,int row);
+void flash_hi_score_screen();
+void reset_victory(int score, int bonus);
+void reset_loss();
+
+Bitmap breakwhite(breakwhite_data, 48, 84);  // assign the title screen sprites
+Bitmap breakblack(breakblack_data, 48, 84);
+Bitmap arrowup(arrowup_data, 5, 7);  // assign the arrow up sprite data
+Bitmap arrowdown(arrowdown_data, 5, 7);  // assign the arrow down sprite data
+Bitmap three(three_data, 48, 84);  // assign the 3 sprite data
+Bitmap two(two_data, 48, 84);  // assign the 2 sprite data
+Bitmap one(one_data, 48, 84);  // assign the 1 sprite data
+
+bool tilt = false;
+float sens = 0.5; // default sens
+int number_of_frames = 0; // tracks the number of frames passed to use for bonus score
+
+///////////// functions ////////////////
+
+int main()
+{
+    
+#ifdef WITH_TESTING
+    int number_of_failures = run_all_tests();
+
+    if(number_of_failures > 0) return number_of_failures;
+#endif
+
+    init();     // initialise the gamepad
+    title_screen();  // run the title screen
+}
+
+
+
+
+void init()  // initialies all classes and libraries
+{
+    // need to initialise LCD and Gamepad
+    lcd.init();
+    pad.init();
+    breakout.init(PADDLE_WIDTH,PADDLE_HEIGHT,BALL_SIZE,BALL_SPEED); // init the objects
+}
+
+void render()  // draws each frame on the LCD
+{
+    // clear screen, re-draw and refresh
+    lcd.clear();
+    breakout.draw(lcd);
+    lcd.refresh();
+}
+
+
+//////////// MENUING & GAME LOOP FUNCTIONS //////////////////
+
+
+void title_screen()
+{
+    tilt = false;   // reset the tilt variable so that on start, joystick is default
+    breakout.reset_mult();
+    lcd.clear();
+
+    lcd.setBrightness(1); // stops the game from dimming (hardware bug?)
+
+    breakblack.render(lcd, 0, 0);  // render the first frame
+    lcd.refresh();
+    pad.leds_off();
+    wait(0.5);
+    
+    pad.reset_flags();
+
+    while (pad.check_event(Gamepad::START_PRESSED) == false) {  // while start is not pressed alternate sprites
+
+        lcd.clear();
+
+        breakwhite.render(lcd, 0, 0);
+        lcd.refresh();
+        pad.leds_on();
+        wait(0.5);
+
+        lcd.clear();
+
+        breakblack.render(lcd, 0, 0);
+        lcd.refresh();
+        pad.leds_off();
+        wait(0.5);
+    }
+
+    pad.tone(750.0,0.3);
+    wait(0.2);
+    main_menu();  // load main menu
+}
+
+
+void main_menu()
+{
+    lcd.setBrightness(1);  // fixes random screen dimming (hardware bug?)
+    
+    lcd.clear();
+    lcd.printString("   START ",0,1);    // start game with default as joystick
+    lcd.printString("   SETTINGS ",0,2);   // choose between joystick and tilt
+    lcd.printString("   HOW TO PLAY ",0,3);  // brief text on how to interact with the game
+    lcd.printString("HI-SCORE: ",0,5);
+    print_hi_score(55,5);
+    lcd.refresh();
+    wait(0.3);  // load initial frame 
+    
+    pad.reset_flags();  // manually resets all button flags which fixes button bounce and prevents inputs carrying through to different menus
+    pad.leds_off(); // prevents hardware bug where right most led flickers
+    
+    int pointer = 1;
+
+    while (pad.check_event(Gamepad::A_PRESSED) == false) {
+        lcd.clear();
+        lcd.printString("   START ",0,1);    // start game with default as joystick
+        lcd.printString("   SETTINGS ",0,2);   // choose between joystick and tilt
+        lcd.printString("   HOW TO PLAY ",0,3);  // brief text on how to interact with the game
+        lcd.printString("HI-SCORE: ",0,5);
+        print_hi_score(55,5);
+        lcd.printString(" >",0,pointer);
+        lcd.refresh();
+        wait(0.1);
+        if (pad.get_direction() == N && pointer > 1) {  // if L is pressed and pointer isnt already on START, move it up one line
+            pointer -= 1;
+            pad.tone(750.0,0.3);
+            wait(0.1);   
+        } else if (pad.get_direction() == S && pointer < 3) {  // if R is pressed and pointer isnt already on HOW TO PLAY, move it down one line
+            pointer += 1;
+            pad.tone(750.0,0.3);
+            wait(0.1);  
+        }
+        if (pad.check_event(Gamepad::X_PRESSED) & pad.check_event(Gamepad::Y_PRESSED)) {
+            save_hi_score(0);  // resets hi score
+        }
+        //printf("Pointer 1 = %d",pointer);
+
+    }
+    if (pointer == 1) {    // if START was selected on exit of the while loop, run main game with the appropriate tilt/joystick setting
+        pad.tone(750.0,0.3);
+        number_of_frames = 0;
+        main_game();
+    } else if (pointer == 2) { // if SETTINGS was selected, enter the settings menu
+        pad.tone(750.0,0.3);
+        settings();
+    } else if (pointer == 3) { // if HOW TO PLAY was selected, display instructions on how to play
+        pad.tone(750.0,0.3);
+        how_to_play();
+    }
+}
+
+void settings()
+{
+    lcd.clear();    // load initial frame
+    lcd.printString("   JOYSTICK ",0,1);    // choose joystick
+    lcd.printString("   TILT ",0,2);   // choose tilt
+    lcd.printString("SENS :",0,4);
+    lcd.drawRect(42,30, 40,10,FILL_TRANSPARENT);
+    lcd.drawRect(42,30,40 * pad.read_pot() + 1,10,FILL_BLACK); // represents the sensitivity which is changed by turning the pot
+    lcd.refresh();
+    wait(0.1);   
+    
+    pad.reset_flags();  // fixes button bounce
+
+    int pointer = 1;  // init the pointer
+
+    while (pad.check_event(Gamepad::B_PRESSED) == false) { // while B is not pressed to return to main menu
+        lcd.clear();
+        lcd.printString("   JOYSTICK ",0,1);    // choose joystick
+        lcd.printString("   TILT ",0,2);   // choose tilt
+        lcd.printString("SENS :",0,4);
+        lcd.printString(" >",0,pointer);
+        lcd.drawRect(42,30, 40,10,FILL_TRANSPARENT);
+        lcd.drawRect(42,30,40 * pad.read_pot() + 1,10,FILL_BLACK); // have it so it fills half the transparent one (default position)
+        lcd.refresh();
+        wait(0.1);
+        if (pad.get_direction() == N && pointer > 1) {  // if L is pressed and pointer isnt already on JOYSTICK, move it up one line
+            pointer -= 1;
+            pad.tone(750.0,0.3);
+            wait(0.1);  
+        } else if (pad.get_direction() == S && pointer < 2) {  // if R is pressed and pointer isnt already on TILT, move it down one line
+            pointer += 1;
+            pad.tone(750.0,0.3);
+            wait(0.1);  
+        }
+
+        if (pad.check_event(Gamepad::A_PRESSED)) { // if A is pressed, switch the tilt option accordingly
+            pad.tone(750.0,0.3);
+            wait(0.1);
+            if (pointer == 1) {  // if A is pressed on JOYSTICK, tilt = false
+                tilt = false;
+            } else if (pointer == 2) { // if A is pressed on TILT, tilt == true
+                tilt = true;
+            }
+        }
+
+        if (pad.check_event(Gamepad::B_PRESSED)) {  // when B is pressed return to main menu
+            pad.tone(750.0,0.3);
+            sens = pad.read_pot() + 0.5f; // sens is set as the pot value at the instant the settings menu is exited +the minimum value of 0.5
+            breakout.set_paddle_motion(tilt,sens); // sets the paddles motion options
+            //printf("Sensitivity = %d",sens);
+            wait(0.3);
+            main_menu();
+        }
+        //printf("Pointer 2 = %d",pointer);
+    }
+}
+
+void how_to_play()  // explains how to interact with the game
+{
+    lcd.clear();
+    lcd.printString("   B = LASER  ",0,0);
+    lcd.printString(" START = PAUSE  ",0,1);
+    lcd.printString("  DESTROY ALL   ",0,2);
+    lcd.printString("    BRICKS. ",0,3);
+    arrowdown.render(lcd, 38, 43);
+    lcd.refresh();
+    wait(0.1);           // load initial frame 
+    
+    pad.reset_flags();  // fixes button bounce
+
+    while (pad.check_event(Gamepad::B_PRESSED) == false) { // while B is not pressed to return to main menu, display instruction on how to interact with the game
+
+        if (pad.get_direction() == S) {
+            lcd.clear();
+            lcd.printString(" CONTINUE TO  ",0,2);
+            lcd.printString("INCREASE SCORE.  ",0,3);
+            lcd.printString(" BONUS SCORE  ",0,4);
+            lcd.printString("BASED ON TIME.  ",0,5);
+            arrowup.render(lcd, 38, 0);
+            lcd.refresh();
+            wait(0.1);
+        }
+        if (pad.get_direction() == N) {
+            lcd.clear();
+            lcd.printString("   B = LASER  ",0,0);
+            lcd.printString(" START = PAUSE  ",0,1);
+            lcd.printString("  DESTROY ALL   ",0,2);
+            lcd.printString("    BRICKS ",0,3);
+            arrowdown.render(lcd, 38, 43);
+            lcd.refresh();
+            wait(0.1);
+        }
+    }
+    wait(0.3);
+    main_menu();  // when B is pressed, the loop is exited and main menu is entered once again
+}
+
+
+void main_game()    // the Game loop
+{   
+    pad.reset_flags();  // fixes button bounce
+    
+    int fps = 8;  // frames per second
+    bool pause = false; // set pause screen to false
+    //printf("Pause = %d",pointer);
+
+    countdown(); // run the countdown
+
+    render();  // first draw the initial frame
+    wait(1.0f/fps);  // and wait for one frame period
+
+
+    // game loop - read input, update the game state and render the display
+    while (1) {
+        breakout.read_input(pad); // read input from pad
+        breakout.update(pad);  // update game
+        lcd.setBrightness(1); // stops the game from dimming (bug)
+        render();  // draw new frame
+
+        if (breakout.check_loss(pad) == true) { // if life lost flash screen
+            flash_screen(lcd);
+        }
+        if (pad.check_event(Gamepad::START_PRESSED)) { // if BACK pressed, toggle pause
+            pause = !pause;
+            pad.reset_flags();  // fixes button bounce?
+        }
+
+        while (pause == true) { // if pause is true, display pause screen
+            lcd.clear();
+            lcd.printString("    PAUSED ",0,1);
+            lcd.printString(" START = PLAY",0,3);
+            lcd.printString("  BACK = MENU",0,4);
+            lcd.refresh();
+            wait(0.1);
+            if (pad.check_event(Gamepad::START_PRESSED)) { // if START pressed, toggle pause, leaving pause screen
+                pause = !pause;
+            }
+            if (pad.check_event(Gamepad::BACK_PRESSED)) { // if BACK pressed, return to the title screen
+                reset_loss();
+                title_screen();
+            }
+        }
+
+        if (breakout.get_paddle_lives() == 0) { // when all lives lost, enter loss screen
+            pad.leds_off(); //turns last led off (doesnt run through and update board so last led doent turn off via lives leds
+            loss_screen();
+        }
+
+        if (breakout.get_num_left() == 0) { // when all bricks destroyed, display victory screen
+            victory_screen();
+        }
+        number_of_frames ++; // track the number of frames passed to add to the score (inversely proportional)
+        wait(1.0f/fps); // wait for 1 frame
+    }
+}
+
+
+void loss_screen()   // loss screen when lives of paddle == 0
+{
+    if (compare_to_hi_score(breakout.get_score()) == true) {  // little hi-score sequence if current score is higher than prev
+        flash_hi_score_screen();
+    }
+
+    lcd.clear();
+    char buffer[14]; // init the buffer
+    sprintf(buffer,"%2d",breakout.get_score());  // print the score to the buffer
+    lcd.printString(buffer,WIDTH/2 - 12,2);  // print buffer on lcd
+    lcd.printString("   RESTART? ",2,1);
+    lcd.printString("  PRESS START ",1,4);
+    lcd.refresh();
+    pad.tone(750.0,0.3);
+    wait(0.4);
+
+    pad.tone(300.0,0.3);
+    wait(0.4);
+    
+    pad.reset_flags();
+
+    while (pad.check_event(Gamepad::START_PRESSED) == false) {  // flashes the score, waits for START to return to title screen
+        lcd.clear();
+
+        lcd.printString("   RESTART? ",2,1);
+        lcd.printString("  PRESS START ",1,4);
+        lcd.refresh();
+
+        wait(0.4);
+
+        lcd.clear();
+
+        lcd.printString(buffer,WIDTH/2 - 12,2);
+        lcd.printString("   RESTART? ",2,1);
+        lcd.printString("  PRESS START ",1,4);
+        lcd.refresh();
+
+        wait(0.4);
+    }
+    reset_loss();
+    title_screen();
+}
+
+
+void victory_screen() // victory screen when all bricks are destroyed
+{
+    int bonus = NULL;
+
+    if (breakout.get_score()/2 - ((breakout.get_score()/2) * number_of_frames)/720 > 0) {   // beat within 90 seconds (8 fps) and you get a bonus
+        bonus = breakout.get_score()/2 - ((breakout.get_score()/2) * number_of_frames)/720;
+    } else {
+        bonus = 0; // else you get no bonus
+    }
+
+    if (compare_to_hi_score(bonus+breakout.get_score()) == true) {   // little hi-score sequence if current score is higher than prev
+        flash_hi_score_screen();
+    }
+
+    lcd.clear();
+
+    char buffer1[14];
+    sprintf(buffer1,"%2d",breakout.get_score());
+    lcd.printString(buffer1,WIDTH/2 - 12,2);
+
+    char buffer2[14];
+    sprintf(buffer2,"%2d",bonus);
+    lcd.printString(buffer2,WIDTH/2 + 12,3);
+    lcd.printString(" BONUS: ",2,3);
+
+    lcd.printString("   VICTORY! ",2,0);
+    lcd.printString(" CONT = START ",0,4);
+    lcd.printString("  MENU = BACK ",0,5);
+    lcd.refresh();
+    pad.tone(2500.0,0.1);
+    wait(0.4);
+
+    pad.tone(2500.0,0.1);
+    wait(0.2);
+
+    pad.tone(4000.0,0.6);
+    wait(0.6);
+    
+    pad.reset_flags();
+
+    while (pad.check_event(Gamepad::START_PRESSED) || pad.check_event(Gamepad::BACK_PRESSED) == false) {  // while neither START or BACK is pressed, flash the score and display options
+        lcd.clear();
+
+        lcd.printString("   VICTORY! ",2,0);     
+        lcd.printString(" CONT = START ",0,4);
+        lcd.printString("  MENU = BACK ",0,5);
+
+        lcd.refresh();
+
+        wait(0.4);
+
+        lcd.clear();
+
+        lcd.printString(buffer1,WIDTH/2 - 12,2);
+        lcd.printString(buffer2,WIDTH/2 + 12,3);
+        lcd.printString(" BONUS:",2,3);
+
+        lcd.printString("   VICTORY! ",2,0);
+        lcd.printString(" CONT = START ",0,4);
+        lcd.printString("  MENU = BACK ",0,5);
+        lcd.refresh();
+
+        pad.tone(2500.0,0.1);
+
+        lcd.refresh();
+
+        wait(0.4);
+
+        if (pad.check_event(Gamepad::START_PRESSED)) {
+            reset_victory(breakout.get_score(),bonus);  // reset game
+            main_game();  // reload game
+        } else if (pad.check_event(Gamepad::BACK_PRESSED)) {
+            reset_loss();    // reset game
+            title_screen();  // load title screen
+        } 
+    }
+}
+
+
+void flash_screen(N5110 &lcd)   // flash the screen when a life is lost
+{
+    lcd.setBrightness(0);
+    wait(0.1);
+    lcd.setBrightness(1);
+    wait(0.1);
+    lcd.setBrightness(0);
+    wait(0.1);
+    lcd.setBrightness(1);
+    wait(0.1);
+    lcd.setBrightness(0);
+    wait(0.1);
+    lcd.setBrightness(1);
+    wait(0.1);
+    lcd.setBrightness(0);
+    wait(0.1);
+    lcd.setBrightness(1);
+}
+
+void countdown()       // draw the countdown
+{
+    lcd.setBrightness(1); // stops the game from dimming (bug)
+
+    lcd.clear();
+    three.render(lcd, 0, 0);   // render the 3
+    lcd.refresh();
+    pad.tone(500.0,0.5);
+    wait(1);    // wait 1 second
+
+    lcd.setBrightness(1);
+
+    lcd.clear();
+    two.render(lcd, 0, 0);   // render 2
+    lcd.refresh();
+    pad.tone(500.0,0.5);
+    wait(1);    // wait 1 second
+
+    lcd.setBrightness(1);
+
+    lcd.clear();
+    one.render(lcd, 0, 0);  // render 1
+    lcd.refresh();
+    pad.tone(1000.0,1);
+    wait(1);     // wait 1 second
+}
+
+
+//////////////// SD CARD FUNCTIONS ////////////////////////
+
+
+void save_hi_score(int hi_score)  // save score to SD card
+{
+    serial.baud(115200);  // max speed
+    FILE *fp; // file pointer
+    fp = fopen("/sd/hi_score.txt", "w");
+    if (fp == NULL) {  // if it can't open the file then print error message
+        serial.printf("Error\n");
+    } else {  // opened file so can write
+        fprintf(fp, "%d",hi_score);
+        serial.printf("Written to file.\n");
+        fclose(fp);  // close the file after writing
+    }
+}
+
+
+int get_hi_score()  // retrieve score from SD card
+{
+    serial.baud(115200); // max speed
+    FILE *fp;
+    fp = fopen("/sd/hi_score.txt", "r");
+    int stored_hi_score = NULL;
+    if (fp == NULL) {  // if it can't open the file then print error message
+        serial.printf("Error\n");
+    } else {  // opened file so can write
+        fscanf(fp, "%d",&stored_hi_score);
+        serial.printf("Read %d from file.\n",stored_hi_score);
+        fclose(fp);  // close the file after reading
+    }
+    return stored_hi_score;  // returns the stored hi score
+}
+
+
+bool compare_to_hi_score(int score)  // returns true if new score higher than current stored hi score
+{
+    if (score >= get_hi_score()) {
+        //printf("hi score! \n");
+        save_hi_score(score);  // writes the new score to the SD card
+        return true;
+    } else {
+        return false;
+    }
+}
+
+
+void print_hi_score(int col,int row)  // print hi score to lcd at specified location
+{
+    char buffer[14];  // creates buffer
+    sprintf(buffer,"%2d",get_hi_score()); // puts hi-score in buffer
+    lcd.printString(buffer,col,row);   // prints buffer to the screen
+
+}
+
+
+void reset_loss()  // reset the game when returning to title screen from any point
+{
+    breakout.reset_paddle_lives(); // resets lives back to 6
+    breakout.set_prev_score(0);   // resets prev score to 0
+    number_of_frames = 0;  // reset the number of frames
+    breakout.reset_mult(); // reset multiplier
+    breakout.reset_game(); // return game to initial positions
+}
+
+
+void reset_victory(int score, int bonus)  // reset the game after a victory
+{
+    breakout.set_prev_score(score + bonus);  // saves score
+    number_of_frames = 0;  // reset the number of frames
+    breakout.inc_mult();  // increment multiplier
+    breakout.reset_game(); // return game to initial positions
+}
+
+
+void flash_hi_score_screen()  // flash the hi score, called when hi score acheieved
+{
+    lcd.clear();
+    lcd.printString("      NEW ",0,2);
+    lcd.printString("   HI-SCORE! ",0,3);
+    lcd.refresh();
+
+    pad.tone(2500.0,0.2);
+    wait(0.2);
+
+    pad.tone(4000.0,0.4);
+    wait(1);
+
+    lcd.clear();
+    print_hi_score(30,3);
+    lcd.refresh();
+
+    pad.tone(2500.0,0.2);
+    wait(0.2);
+
+    pad.tone(4000.0,0.4);
+    wait(1);
+
+    lcd.clear();
+    lcd.printString("      NEW ",0,2);
+    lcd.printString("   HI-SCORE! ",0,3);
+    lcd.refresh();
+
+    pad.tone(2500.0,0.2);
+    wait(0.2);
+
+    pad.tone(4000.0,0.4);
+    wait(1);
+
+    lcd.clear();
+    print_hi_score(30,3);
+    lcd.refresh();
+
+    pad.tone(2500.0,0.2);
+    wait(0.2);
+
+    pad.tone(4000.0,0.4);
+    wait(1.3);
+}
\ No newline at end of file