James Heavey
/
EL17JH
FINAL VERSION
main.cpp
- Committer:
- jamesheavey
- Date:
- 2019-04-24
- Revision:
- 26:25eea19c5fbe
- Parent:
- 25:a6c4f6423ddb
- Child:
- 27:1b5038b0a7a2
File content as of revision 26:25eea19c5fbe:
///////// pre-processor directives //////// #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "BreakEngine.h" #include "Bitmap.h" #include<iostream> #include "Sprites.h" //#include "MotionControl.h" #ifdef WITH_TESTING # include "tests.h" #endif #define PADDLE_WIDTH 15 #define PADDLE_HEIGHT 2 #define BALL_SIZE 2 #define BALL_SPEED 3 /////////////// structs ///////////////// struct UserInput { Direction d; float mag; }; /////////////// objects /////////////// N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); Gamepad pad; BreakEngine breakout; ///////////// prototypes /////////////// void init(); void update_game(UserInput input); void render(); bool welcome(); void end_screen(); void main_menu(); ///////////// functions //////////////// int main() { #ifdef WITH_TESTING int number_of_failures = run_all_tests(); if(number_of_failures > 0) return number_of_failures; #endif main_menu(); } // initialies all classes and libraries void init() { // need to initialise LCD and Gamepad lcd.init(); pad.init(); // initialise the game with correct ball and paddle sizes breakout.init(PADDLE_WIDTH,PADDLE_HEIGHT,BALL_SIZE,pad.read_pot()*3+2); } // this function draws each frame on the LCD void render() { // clear screen, re-draw and refresh lcd.clear(); breakout.draw(lcd); lcd.refresh(); } // simple splash screen displayed on start-up bool welcome() { Bitmap breakwhite(breakwhite_data, 48, 84); Bitmap breakblack(breakblack_data, 48, 84); // wait flashing LEDs until start button is pressed //bool joy = true; while (pad.check_event(Gamepad::L_PRESSED) || pad.check_event(Gamepad::R_PRESSED) || pad.check_event(Gamepad::START_PRESSED) || pad.check_event(Gamepad::BACK_PRESSED)== false) { //maybe add a jingle 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); if (pad.check_event(Gamepad::L_PRESSED) || pad.check_event(Gamepad::BACK_PRESSED)) { return false; } if (pad.check_event(Gamepad::R_PRESSED) || pad.check_event(Gamepad::START_PRESSED)) { return true; } } return false; } void end_screen() { lcd.clear(); lcd.printString(" RESTART? ",2,2); 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); while (pad.check_event(Gamepad::START_PRESSED) == false) { lcd.clear(); lcd.printString(" RESTART? ",2,2); lcd.printString(" PRESS START ",1,4); lcd.refresh(); // if (pad.check_event(Gamepad::START_PRESSED == true) { // return true; // } // else if (pad.check_event(Gamepad::BACK_PRESSED == true) { // return false; // } } main_menu(); } void victory_screen() { lcd.clear(); lcd.printString(" VICTORY! ",2,2); 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); while (pad.check_event(Gamepad::START_PRESSED) == false) { lcd.clear(); lcd.printString(" VICTORY! ",2,2); lcd.refresh(); // if (pad.check_event(Gamepad::START_PRESSED == true) { // return true; // } // else if (pad.check_event(Gamepad::BACK_PRESSED == true) { // return false; // } } main_menu(); } void main_menu() { int fps = 8; // frames per second bool pause = false; bool tilt = false; init(); // initialise and then display welcome screen... if (welcome() == true) { tilt = true; } // waiting for the user to start Bitmap three(three_data, 48, 84); Bitmap two(two_data, 48, 84); Bitmap one(one_data, 48, 84); lcd.clear(); three.render(lcd, 0, 0); lcd.refresh(); pad.tone(500.0,0.5); wait(1); lcd.clear(); two.render(lcd, 0, 0); lcd.refresh(); pad.tone(500.0,0.5); wait(1); lcd.clear(); one.render(lcd, 0, 0); lcd.refresh(); pad.tone(1000.0,1); wait(1); 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,tilt); breakout.update(pad); render(); if (breakout.check_goal(pad) == true) { 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); } if (pad.check_event(Gamepad::BACK_PRESSED) == true) { pause = !pause; } while (pause == true) { lcd.clear(); lcd.printString(" PAUSED ",0,2); lcd.refresh(); if (pad.check_event(Gamepad::BACK_PRESSED) == true) { pause = !pause; } wait(1.0f/fps); } if (breakout.get_lives() == 0) { //if (end_screen() == true) { // main_menu(); //} //else { // main_menu(); //} pad.leds_off(); //turns last led off (doesnt run through and update bored so last led doent turn off via lives leds end_screen(); } if (breakout.get_num_left() == 0) { victory_screen(); } wait(1.0f/fps); } }