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Diff: main.cpp
- Revision:
- 0:92b180c8d407
diff -r 000000000000 -r 92b180c8d407 main.cpp --- /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