FINAL VERSION

Dependencies:   mbed

main.cpp

Committer:
jamesheavey
Date:
2019-05-07
Revision:
100:9842813b7131
Parent:
99:d8f1570faa05
Child:
101:0df767523dbd

File content as of revision 100:9842813b7131:

///////// pre-processor directives ////////
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "BreakoutEngine.h"
#include "Bitmap.h"
#include "Sprites.h"
//#include "SDFileSystem.h"
//#include "Menus.h"
//#include "Game.h"
/////////////// 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(bool tilt,float sens);
void flash_screen(N5110 &lcd);
void countdown();
void save_hi_score(int hi_score);
int get_hi_score();

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;

///////////// functions ////////////////

int main()
{
    init();     // initialise the gamepad
    title_screen();  // run the title screen
}

// initialies all classes and libraries
void init()
{
    // need to initialise LCD and Gamepad
    lcd.init();
    pad.init();
    breakout.init(PADDLE_WIDTH,PADDLE_HEIGHT,BALL_SIZE,BALL_SPEED); // init the objects
}

// this function draws each frame on the LCD
void render()
{
    // clear screen, re-draw and refresh
    lcd.clear();
    breakout.draw(lcd);
    lcd.refresh();
}

void title_screen()
{
    tilt = false;   // reset the tilt variable so that on start, joystick is default

    lcd.clear();

    breakblack.render(lcd, 0, 0);  // render the first frame
    lcd.refresh();
    pad.leds_off();
    wait(0.5);

    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.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 do stuff
    lcd.refresh();
    wait(0.3);

    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 do stuff
        lcd.printString(" >",0,pointer);
        lcd.refresh();
        wait(0.1);
        if (pad.check_event(Gamepad::L_PRESSED) && 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.check_event(Gamepad::R_PRESSED) && 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);
        }
        //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(tilt,sens);
    } 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();
    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(0.4);

    int pointer = 1;

    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.check_event(Gamepad::L_PRESSED) && 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.check_event(Gamepad::R_PRESSED) && 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;
            //printf("Sensitivity = %d",sens);
            wait(0.3);
            main_menu();
        }
        //printf("Pointer 2 = %d",pointer);
    }
}

void how_to_play()
{
    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(0.4);
    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.check_event(Gamepad::R_PRESSED)) {
            lcd.clear();
            lcd.printString(" CONTINUE TO  ",0,2);
            lcd.printString("INCREASE SCORE.  ",0,3);
            arrowup.render(lcd, 38, 0);
            lcd.refresh();
            wait(0.1);
        }
        if (pad.check_event(Gamepad::L_PRESSED)) {
            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(bool tilt, float sens)
{
    int fps = 8;  // frames per second
    bool pause = false; // set pause screen to false
    //printf("Pause = %d",pointer);

    lcd.setBrightness(1);

    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,tilt,sens); // read input from pad
        breakout.update(pad);  // update game
        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) == true) { // if BACK pressed, toggle pause
            pause = !pause;
        }

        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();
            if (pad.check_event(Gamepad::START_PRESSED) == true) { // if START pressed, toggle pause, leaving pause screen
                pause = !pause;
            }
            if (pad.check_event(Gamepad::BACK_PRESSED) == true) { // if BACK pressed, return to the title screen
                breakout.set_mult_one(); // reset multiplier
                breakout.set_prev_score(0);
                breakout.reset_game(); //reset game to initial positions
                title_screen();
            }
        }

        if (breakout.get_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
            breakout.set_mult_one(); // reset multiplier
            breakout.reset_game(); // return game to initial positions 
            loss_screen(); 
        }

        if (breakout.get_num_left() == 0) { // when all bricks destroyed, display victory screen
            breakout.reset_game(); // return game to initial positions 
            breakout.inc_mult();  // increment multiplier
            victory_screen();
        }
        number_of_frames ++; // track the number of frames passed to add to the score (inversely proportional)
        wait(1.0f/fps);
    }
}

void loss_screen()   // loss screen when lives of paddle == 0
{
    lcd.clear();
    char buffer1[14];
    sprintf(buffer1,"%2d",breakout.get_score());
    lcd.printString(buffer1,WIDTH/2 - 12,2);
    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);

    while (pad.check_event(Gamepad::START_PRESSED) == false) {
        lcd.clear();

        lcd.printString("   RESTART? ",2,1); //print score here
        lcd.printString("  PRESS START ",1,4);
        lcd.refresh();

        wait(0.4);

        lcd.clear();

        char buffer1[14];
        sprintf(buffer1,"%2d",breakout.get_score());
        lcd.printString(buffer1,WIDTH/2 - 12,2);
        lcd.printString("   RESTART? ",2,1); //print score here
        lcd.printString("  PRESS START ",1,4);
        lcd.refresh();

        wait(0.4);
    }
    breakout.set_prev_score(0);
    title_screen();
}

void victory_screen()
{
    int bonus = NULL;
    
    if (breakout.get_score()/2 - ((breakout.get_score()/2) * number_of_frames)/720 > 0) {   // beat within 90 seconds and you get a bonus
        bonus = breakout.get_score()/2 - ((breakout.get_score()/2) * number_of_frames)/720;
    }
    else {
        bonus = 0;
    }
    
    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 + 10,3);
    lcd.printString("  BONUS: ",2,3);
    
    lcd.printString("   VICTORY! ",2,1);
    lcd.printString(" CONT = START ",0,4);  // print score here
    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);
    
    while (pad.check_event(Gamepad::START_PRESSED) || pad.check_event(Gamepad::BACK_PRESSED) == false) {
        lcd.clear();

        lcd.printString("   VICTORY! ",2,1);
        lcd.printString(" CONT = START ",0,4);
        lcd.printString("  MENU = BACK ",0,5);

        lcd.refresh();

        wait(0.4);

        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 + 8,3);
        lcd.printString("  BONUS:",2,3);
        
        lcd.printString("   VICTORY! ",2,1);
        lcd.printString(" CONT = START ",0,4);  // print score here
        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)) {
            breakout.set_prev_score(breakout.get_score() + bonus);
            number_of_frames = 0;
            main_game(tilt,sens);
        } else if (pad.check_event(Gamepad::BACK_PRESSED)) {
            breakout.set_prev_score(0);
            number_of_frames = 0;
            title_screen();
        }
    }
}

void flash_screen(N5110 &lcd)   // move to engine
{
    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()
{
    lcd.clear();
    three.render(lcd, 0, 0);   // render the 3
    lcd.refresh();
    pad.tone(500.0,0.5);
    wait(1);    // wait 1 second

    lcd.clear();
    two.render(lcd, 0, 0);   // render 2
    lcd.refresh();
    pad.tone(500.0,0.5);
    wait(1);    // wait 1 second

    lcd.clear();
    one.render(lcd, 0, 0);  // render 1
    lcd.refresh();
    pad.tone(1000.0,1);
    wait(1);     // wait 1 second
}
/*
void save_hi_score(int hi_score)
{
    serial.baud(115200);  // full-speed!
    FILE *fp; // this is our file pointer
    fp = fopen("/sd/hiscore.txt", "w");
    if (fp == NULL) {  // if it can't open the file then print error message
        serial.printf("Error! Unable to open file!\n");
    } else {  // opened file so can write
        serial.printf("Writing to file....");
        fprintf(fp, "%d",hi_score); // ensure data type matches
        serial.printf("Done.\n");
        fclose(fp);  // ensure you close the file after writing
    }
}

int get_hi_score()
{
    fp = fopen("/sd/hiscore.txt", "r");
    int stored_hi_score = NULL;
    if (fp == NULL) {  // if it can't open the file then print error message
        serial.printf("Error! Unable to open file!\n");
    } else {  // opened file so can write
        fscanf(fp, "%d",&stored_hi_score); // ensure data type matches - note address operator (&)
        serial.printf("Read %d from file.\n",stored_top_score);
        fclose(fp);  // ensure you close the file after reading
    }
    return stored_hi_score;
}
*/