The classic dueling tanks game for mbed.

Dependencies:   4DGL-uLCD-SE DRV2605 EthernetInterface Game_Synchronizer MMA8452 SDFileSystem SparkfunAnalogJoystick mbed-rtos mbed wave_player

Fork of 2035_Tanks_Shell by ECE2035 Spring 2015 TA

main.cpp

Committer:
jford38
Date:
2015-10-29
Revision:
21:edfeb289b21f
Parent:
20:6a58052b0140
Child:
22:3c68eea5a609

File content as of revision 21:edfeb289b21f:

// Student Side.

#include "mbed.h"

#include "SDFileSystem.h"
#include "wave_player.h"
#include "game_synchronizer.h"
#include "tank.h"
#include "bullet.h"
#include "misc.h"


DigitalOut led1(LED1);
DigitalOut led2(LED2);
DigitalOut led3(LED3);
DigitalOut led4(LED4);

DigitalIn pb_u(p21);                        // Up Button
DigitalIn pb_r(p22);                        // Right Button
DigitalIn pb_d(p23);                        // Down Button
DigitalIn pb_l(p24);                        // Left Button

Serial pc(USBTX, USBRX);                    // Serial connection to PC. Useful for debugging!
MMA8452 acc(p28, p27, 100000);              // Accelerometer (SDA, SCL, Baudrate)
uLCD_4DGL uLCD(p9,p10,p11);                 // LCD (tx, rx, reset)
SDFileSystem sd(p5, p6, p7, p8, "sd");      // SD  (mosi, miso, sck, cs)
AnalogOut DACout(p18);                      // speaker
wave_player player(&DACout);                // wav player
Game_Synchronizer sync(PLAYER1);            // Game_Synchronizer (PLAYER)
Timer frame_timer;                          // Timer

// Global variables go here.
int winner = -1;
int whose_turn = PLAYER1;



// Ask the user whether to run the game in Single- or Multi-Player mode.
// Note that this function uses uLCD instead of sync because it is only 
// writing to the local (Player1) lcd. Sync hasn't been initialized yet,
// so you can't use it anyway. For the same reason, you must access
// the buttons directly e.g. if( !pb_r ) { do something; }.
int game_menu(void) {
    
    uLCD.baudrate(BAUD_3000000);
    uLCD.locate(0,1);
    uLCD.puts("Select Mode:");
    uLCD.locate(0,3);
    uLCD.puts("  Single-Player:");
    uLCD.locate(0,4);
    uLCD.puts("   Left Button");
    uLCD.locate(0,6);
    uLCD.puts("  Multi-Player:");
    uLCD.locate(0,7);
    uLCD.puts("   Right Button");

    while(1) {
        if(!pb_r) { return  MULTI_PLAYER; }    // Right button -> Multiplayer
        if(!pb_l) { return SINGLE_PLAYER; }    // Left button -> Single player
    }
}

// Initialize the world map. I've provided a basic map here,
// but as part of the assignment you must create more
// interesting map(s).
// Note that calls to sync.function() will run function()
// on both players' LCDs (assuming you are in multiplayer mode).
// In single player mode, only your lcd will be modified. (Makes sense, right?)
void map_init() {
    
    // Fill the entire screen with sky blue.
    sync.background_color(SKY_COLOR);
    
    // Call the clear screen function to force the LCD to redraw the screen
    // with the new background color.
    sync.cls();
    
    // Draw the ground in green.
    sync.filled_rectangle(0,0,128,20, GND_COLOR);
    
    // Draw a wall in the middle of the map. It doesn't have to be black, 
    // but it shouldn't be the same color as the sky or your tanks.
    // Get creative here. You could use brown and grey to draw a mountain
    // or something cool like that.
    sync.filled_rectangle(59, 20, 69, 60, BLACK);
    
    // Before you write text on the screens, tell the LCD where to put it.
    sync.locate(0,15);
    
    // Set the text background color to match the sky. Just for looks.
    sync.textbackground_color(SKY_COLOR);
    // Display the game title.
    char title[] = "  ECE 2035 Tanks";
    sync.puts(title, sizeof(title));
    sync.update();
}


// Initialize the game hardware. 
// Call game_menu to find out which mode to play the game in (Single- or Multi-Player)
// Initialize the game synchronizer.
void game_init(void) {
    
    led1 = 0; led2 = 0; led3 = 0; led4 = 0;
    
    pb_u.mode(PullUp);
    pb_r.mode(PullUp); 
    pb_d.mode(PullUp);    
    pb_l.mode(PullUp);
    
    pc.printf("\033[2J\033[0;0H");              // Clear the terminal screen.
    pc.printf("I'm alive! Player 1\n");         // Let us know you made it this far.
    int mode = game_menu();
    sync.init(&uLCD, &acc, &pb_u, &pb_r, &pb_d, &pb_l, mode); // Connect to the other player.
    map_init();
    pc.printf("Initialized...\n");              // Let us know you finished initializing.
}

// Given the filename of a .wav file in the SD card, play the file over the speaker.
void playSound(char * wav)
{
    // open wav file
    FILE *wave_file;
    wave_file=fopen(wav,"r");

    if(wave_file == NULL){
        uLCD.locate(0,4);
        uLCD.printf("Error in SD");
        return;
    }
    // play wav file
    player.play(wave_file);

    // close wav file
    fclose(wave_file);
}

// Display some kind of game over screen which lets us know who won.
void game_over(int winner) {
    if(winner == PLAYER1)      { pc.printf("Player 1 wins!\n"); }
    else if(winner == PLAYER2) { pc.printf("Player 2 wins!\n"); }
        
    int i = 0;
    while(1) {
        sync.cls();
        sync.locate(i, 9);
        if(winner == PLAYER1) {
            char msg[] = "P1 Wins!";
            sync.puts(msg, sizeof(msg)); 
        } else if(winner == PLAYER2) {
            char msg[] = "P2 Wins!";
            sync.puts(msg, sizeof(msg)); 
        }
        
        sync.update();  
        i = (i+1)%11;
        wait(0.1);
    }

}
int main (void) {
    
    int* p1_buttons;
    int* p2_buttons;
    
    float ax1, ay1, az1;
    float ax2, ay2, az2;
    
    game_init();
    
    Tank t1(4, 21, 12, 8, TANK_RED);            // (min_x, min_y, width, height, color)
    Tank t2(111, 21, 12, 8, TANK_BLUE);         // (min_x, min_y, width, height, color)
    Bullet b1(&t1);
    Bullet b2(&t2);
    
    
    frame_timer.start();
    while(true) {
        
        sync.set_p1_inputs();
        
        p1_buttons = sync.get_p1_buttons();
        p2_buttons = sync.get_p2_buttons();

        sync.get_p1_accel_data(ax1, ay1, az1);
        sync.get_p2_accel_data(ax2, ay2, az2);
        
        led1 = p2_buttons[0] ^ p2_buttons[0];
        led2 = p2_buttons[1] ^ p2_buttons[1];
        led3 = p2_buttons[2] ^ p2_buttons[2];
        led4 = p2_buttons[3] ^ p2_buttons[3];

        
        if(whose_turn == PLAYER1) {
            if(ax1 >  ACC_THRESHOLD) { t1.reposition(-1, 0, 0); }
            if(ax1 < -ACC_THRESHOLD) { t1.reposition(+1, 0, 0); }
            
            if(ay1 >  ACC_THRESHOLD) { t1.reposition(0, 0, +PI/30.0); }
            if(ay1 < -ACC_THRESHOLD) { t1.reposition(0, 0, -PI/30.0); }
            
            if(p1_buttons[D_BUTTON]) { 
                b1.shoot(); 
            }
            
            float dt = frame_timer.read();
            int intersection_code = b1.time_step(dt);
            
            if(intersection_code != BULLET_NO_COLLISION || intersection_code == BULLET_OFF_SCREEN) { pc.printf("Now it's P2's turn!\n"); whose_turn = PLAYER2; }
            
            // If you have shot yourself, you lost.
            if(intersection_code == CONVERT_24_TO_16_BPP(t1.tank_color)) { 
                sync.update();  // Is this necessary?
                winner = PLAYER2;
                break;
            }
            
            // If you have shot the other guy, you won!
            if(intersection_code == CONVERT_24_TO_16_BPP(t2.tank_color)) { 
                sync.update();
                winner = PLAYER1;
                break;
            }
        } else if(whose_turn == PLAYER2) {
            
            if((sync.play_mode == MULTI_PLAYER && ax2 >  ACC_THRESHOLD) || (sync.play_mode == SINGLE_PLAYER && ax1 >  ACC_THRESHOLD)) { 
                t2.reposition(-1, 0, 0);
            }
            if((sync.play_mode == MULTI_PLAYER && ax2 < -ACC_THRESHOLD) || (sync.play_mode == SINGLE_PLAYER && ax1 < -ACC_THRESHOLD)) {
                t2.reposition(+1, 0, 0);
            }
            if((sync.play_mode == MULTI_PLAYER && ay2 >  ACC_THRESHOLD) || (sync.play_mode == SINGLE_PLAYER && ay1 >  ACC_THRESHOLD)) { 
                t2.reposition(0, 0, -PI/30.0);
            }
            if((sync.play_mode == MULTI_PLAYER && ay2 < -ACC_THRESHOLD) || (sync.play_mode == SINGLE_PLAYER && ay1 < -ACC_THRESHOLD)) { 
                t2.reposition(0, 0, +PI/30.0);
            }
            if((sync.play_mode == MULTI_PLAYER && p2_buttons[D_BUTTON]) || (sync.play_mode == SINGLE_PLAYER && p1_buttons[D_BUTTON])) { 
                b2.shoot(); 
            }
                
            float dt = frame_timer.read();
            int intersection_code = b2.time_step(dt);
            
            if(intersection_code != BULLET_NO_COLLISION || intersection_code == BULLET_OFF_SCREEN) { pc.printf("Now it's P1's turn!\n"); whose_turn = PLAYER1; }
            
            // If you shot yourself, you lost.
            if(intersection_code == CONVERT_24_TO_16_BPP(t2.tank_color)) { 
                sync.update();  // Is this necessary?
                winner = PLAYER1;
                break;
            }
            
            // If you shot the other guy, you won!
            if(intersection_code == CONVERT_24_TO_16_BPP(t1.tank_color)) { 
                sync.update();
                winner = PLAYER2;
                break;
            }
        }

        frame_timer.reset();
        sync.update();
    } 
    
    playSound("/sd/wavfiles/BUZZER.wav");
    
    game_over(winner);
    
}