FINAL VERSION

Dependencies:   mbed

main.cpp

Committer:
jamesheavey
Date:
2019-05-06
Revision:
75:d96b177585aa
Parent:
74:dfb1d693d8e3
Child:
78:b523226b7572

File content as of revision 75:d96b177585aa:

///////// pre-processor directives ////////
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "BreakoutEngine.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 2

/////////////// structs /////////////////
struct UserInput {
    Direction d;
    float mag;
};
/////////////// objects ///////////////
N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
Gamepad pad;
BreakoutEngine breakout;

///////////// prototypes ///////////////
void init();
void update_game(UserInput input);
void render();
void main_menu();
void settings();
void how_to_play();
void end_screen();
void victory_screen();
void title_screen();
void main_game(bool tilt,float sens);
void flash_screen(N5110 &lcd);
void countdown();

bool tilt = false;
float sens = 0.5; // default sens

///////////// 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
    
}

// 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
    
    Bitmap breakwhite(breakwhite_data, 48, 84);  // assign the title screen sprites 
    Bitmap breakblack(breakblack_data, 48, 84);
    
    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 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 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);
        }
        
    }
    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);
        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); // have it so it fills half the transparent one (default position)
    // the sens can only change via pot when the pointer is on the right pointer
    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;
            main_menu();
        }
    }
}

void how_to_play() {
    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
        lcd.clear();
        lcd.printString("  explain ",2,2);
        lcd.printString(" PRESS B ",1,4);
        lcd.refresh();
        wait(0.1);
    }
    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
    
    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_goal(pad) == true) { // if life lost flash screen
            flash_screen(lcd);
        }
        if (pad.check_event(Gamepad::BACK_PRESSED) == true) { // if BACK pressed, toggle pause
            pause = !pause;
        }
        
        while (pause == true) { // if pause is true, display pause screen
            lcd.clear();
            lcd.printString("    PAUSED ",0,2);
            lcd.refresh();
            if (pad.check_event(Gamepad::BACK_PRESSED) == true) { // if BACK pressed, toggle pause, leaving pause screen
                pause = !pause;
            }
            wait(0.4);
        }
        
        if (breakout.get_lives() == 0) { // when all lives lost, enter end screen
            pad.leds_off(); //turns last led off (doesnt run through and update board so last led doent turn off via lives leds
            breakout.reset();
            breakout.set_mult_zero();
            end_screen();
        }
        
        if (breakout.get_num_left() == 0) { // when all bricks destroyed, display victory screen
            breakout.reset();
            breakout.inc_mult();
            victory_screen();
        }
        wait(1.0f/fps);
    }
}

void end_screen() 
{
    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() 
{
    lcd.clear();
    char buffer1[14];
    sprintf(buffer1,"%2d",breakout.get_score());
    lcd.printString(buffer1,WIDTH/2 - 12,2);
    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();
        
        sprintf(buffer1,"%2d",breakout.get_score());
        lcd.printString(buffer1,WIDTH/2 - 12,2);
        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());
            main_game(tilt,sens); 
        }
        else if (pad.check_event(Gamepad::BACK_PRESSED)) {
            breakout.set_prev_score(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() {
    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
    
    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
}