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main.cpp
- Committer:
- jamesheavey
- Date:
- 2019-05-09
- Revision:
- 135:888ae932cd70
- Parent:
- 134:48c4b408868c
- Child:
- 136:04a2724f90cf
File content as of revision 135:888ae932cd70:
///////// 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);
}