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

Revision:
28:8dbb85f35be6
Parent:
27:bd55ab4d137c
diff -r bd55ab4d137c -r 8dbb85f35be6 main.cpp
--- a/main.cpp	Fri Oct 30 11:08:31 2015 +0000
+++ b/main.cpp	Mon Mar 13 00:15:36 2017 +0000
@@ -1,19 +1,22 @@
 // Student Side.
 
 #include "mbed.h"
-
+#include "DRV2605.h"
 #include "SDFileSystem.h"
 #include "wave_player.h"
+#include "playSound.h"
+#include "SparkfunAnalogJoystick.h"
 #include "game_synchronizer.h"
 #include "tank.h"
 #include "bullet.h"
 #include "globals.h"
 
-
+SparkfunAnalogJoystick joystick(p15, p16, p17);
 DigitalOut led1(LED1);
 DigitalOut led2(LED2);
 DigitalOut led3(LED3);
 DigitalOut led4(LED4);
+DRV2605 haptics(p9, p10);
 
 DigitalIn pb_u(p21);                        // Up Button
 DigitalIn pb_r(p22);                        // Right Button
@@ -22,17 +25,24 @@
 
 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)
+uLCD_4DGL uLCD(p13,p14,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;
+int menu=1;
+int t2minpixelcolor;
+int t1maxpixelcolor;
+int t1y;
+int t2y;
+
 
 
 // Ask the user whether to run the game in Single- or Multi-Player mode.
@@ -48,18 +58,96 @@
     uLCD.baudrate(BAUD_3000000);
     
     // the locate command tells the screen where to place the text.
-    uLCD.locate(0,15);
-    uLCD.puts("Replace me");
+    uLCD.filled_rectangle(11,54,117,99,BLACK);
+    uLCD.rectangle(10, 55, 118, 100, WHITE);
+    uLCD.locate(6,8);
+    uLCD.puts("1 Player");
+    uLCD.locate(6,9);
+    uLCD.puts("2 Player");
+    uLCD.locate(6,10);
+    uLCD.puts("Settings");
+    uLCD.color(RED);
+    uLCD.circle(25, 67, 1, RED);
+    uLCD.circle(25, 75, 1, RED);
+    uLCD.circle(25, 83, 1, RED);
+    uLCD.circle(25, 67, 2, WHITE);
+    uLCD.text_width(2);
+    uLCD.text_height(2);
+    uLCD.locate(1,1);
+    uLCD.puts("DUELING");
+    uLCD.locate(2,2);
+    uLCD.text_bold(TEXTBOLD);
+    uLCD.puts("TANKS");
+    uLCD.color(WHITE);
+    //playSound("/sd/wavfiles/Dueling Banjo.wav");
+    
+    
+ while(true){ 
+    if (menu==1){  
+       if (!pb_d){ 
+          uLCD.circle(25, 67, 2, BLACK);
+          uLCD.circle(25, 75, 2, WHITE);
+          uLCD.circle(25, 83, 2, BLACK);
+          wait(.25);
+          menu=2;
+       }
+       if (!pb_u){  
+          uLCD.circle(25, 67, 2, BLACK);
+          uLCD.circle(25, 75, 2, BLACK);
+          uLCD.circle(25, 83, 2, WHITE);
+          wait(.25);
+          menu=3;
+       }
+       if (!pb_r){
+         return SINGLE_PLAYER;
+       }
+    }
+    if (menu==2){
+       if (!pb_d){  
+          uLCD.circle(25, 67, 2, BLACK);
+          uLCD.circle(25, 75, 2, BLACK);
+          uLCD.circle(25, 83, 2, WHITE);
+          wait(.25);
+          menu=3;
+       } 
+       if (!pb_u){
+          uLCD.circle(25, 67, 2, WHITE);
+          uLCD.circle(25, 75, 2, BLACK);
+          uLCD.circle(25, 83, 2, BLACK);
+          wait(.25);
+          menu=1;
+       }
+       if(!pb_r){
+         return MULTI_PLAYER;
+       }
+    }
+    if (menu==3){
+       if (!pb_d){  
+          uLCD.circle(25, 67, 2, WHITE);
+          uLCD.circle(25, 75, 2, BLACK);
+          uLCD.circle(25, 83, 2, BLACK);
+          wait(.25);
+          menu=1;
+       } 
+       if (!pb_u){
+          uLCD.circle(25, 67, 2, BLACK);
+          uLCD.circle(25, 75, 2, WHITE);
+          uLCD.circle(25, 83, 2, BLACK);
+          wait(.25);
+          menu=2;
+       }
+       if(!pb_r){
+           //SETTINGS();
+           }
+    }
+}
+}
 
-    // Button Example:
-    // Use !pb_r to access the player1 right button value.
-    
-    wait(2);        // Eventually you can take this out.
-    
+    //wait(10);        // Eventually you can take this out.
+  
     // Eventually you should return SINGLE_PLAYER or MULTI_PLAYER
     // depending on the user's choice.
-    return SINGLE_PLAYER;       
-}
+    //return SINGLE_PLAYER;       
 
 // Initialize the world map. I've provided a basic map here,
 // but as part of the assignment you must create more
@@ -71,6 +159,9 @@
     
     // Fill the entire screen with sky blue.
     sync.background_color(SKY_COLOR);
+    //uLCD.media_init();
+    //uLCD.set_byte_address(0x00000, 0x3B5001);
+    //uLCD.display_image(64,64);
     
     // Call the clear screen function to force the LCD to redraw the screen
     // with the new background color.
@@ -78,25 +169,61 @@
     
     // Draw the ground in green.
     sync.filled_rectangle(0,0,128,20, GND_COLOR);
+    sync.line(0,20,128,20, TREE);
     
     // Draw some obstacles. They don't have to be black, 
     // but they 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);
+    //sync.triangle(0, 20, 128, 20, 85, 55, BROWN);    
+    sync.rectangle(53, 17, 76, 78, BLACK);
+    sync.filled_rectangle(54, 17, 75, 77, WHITE);
+    sync.filled_rectangle(65, 17, 69, 27, BLACK);
+    sync.filled_rectangle(67, 32, 71, 37, BLACK);
+    sync.filled_rectangle(67, 41, 71, 46, BLACK);
+    sync.filled_rectangle(67, 50, 71, 55, BLACK);
+    sync.filled_rectangle(67, 59, 71, 64, BLACK);
+    sync.filled_rectangle(67, 68, 71, 73, BLACK);
+    sync.filled_rectangle(58, 32, 62, 37, BLACK);
+    sync.filled_rectangle(58, 41, 62, 46, BLACK);
+    sync.filled_rectangle(58, 50, 62, 55, BLACK);
+    sync.filled_rectangle(58, 59, 62, 64, BLACK);
+    sync.filled_rectangle(58, 68, 62, 73, BLACK);
+    sync.filled_rectangle(52, 16, 54, 20, BROWN);
+    sync.update();
+    sync.filled_circle(53, 26, 6, TREE);
+    sync.filled_circle(78, 19, 4, TREE);
+    sync.filled_circle(1, 12, 7, TREE);
+    sync.filled_circle(6, 10, 4, TREE);
+    sync.filled_circle(9, 10, 4, TREE);
+    sync.filled_circle(14, 10, 2, TREE);
+    sync.filled_circle(100, 12, 7, TREE);
+    sync.circle(100, 12, 7, SHRUB);
+    sync.filled_circle(106, 10, 4, TREE);
+    sync.filled_circle(90, 10, 4, TREE);
+    sync.filled_circle(110, 10, 2, TREE);
+    sync.circle(1, 12, 7, SHRUB);
+    sync.filled_circle(115, 115, 10, YELLOW);
+    sync.circle(115, 115, 10, ORANGE);
     
     // Before you write text on the screens, tell the LCD where to put it.
-    sync.locate(0,15);
+    sync.locate(6,15);
     
     // Set the text background color to match the sky. Just for looks.
     sync.textbackground_color(SKY_COLOR);
     
     // Display the game title.
-    char title[] = "  Title";
+    char title[] = "ROUND 1\n  GO!";
     sync.puts(title, sizeof(title));
     
     // Flush the draw buffer and execute all the accumulated draw commands.
-    sync.update();          
+    sync.update();  
+    playSound("/sd/wavfiles/boxingbell.wav");
+    sync.filled_rectangle(25, 122, 100, 128, SKY_COLOR);
+    sync.update();
+    wait(1);
+    sync.filled_rectangle(45, 114, 75, 122, SKY_COLOR);       
+    
 }
 
 // Initialize the game hardware. 
@@ -121,34 +248,44 @@
 
 // Display some kind of game over screen which lets us know who won.
 // Play a cool sound!
-void game_over() {
+void game_over();
     
-}
-
 
 int main (void) {
     
     int* p1_buttons;
     int* p2_buttons;
+    int p1lives=2;
+    int p2lives=2;
+    int i=0;
     
     float ax1, ay1, az1;
     float ax2, ay2, az2;
+    ax1 = 0.0f;
+    ay1 = 0.0f;
+    ax2 = 0.0f;
+    ay2 = 0.0f;
     
     game_init();
     
     // Create your tanks.
-    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)
+    Tank t1(4, 22, 16, 6, TANK_RED);            // (min_x, min_y, width, height, color)
+    Tank t2(108, 22, 16, 6, TANK_BLUE);         // (min_x, min_y, width, height, color)
     
     // For each tank, create a bullet.
     Bullet b1(&t1);
     Bullet b2(&t2);
+    //Bouncy b3(&t1);
+    //Bouncy b4(&t2);
     
     frame_timer.start();
-    
+
     // Your code starts here...
     while(true) {
-
+        t1y=t1.min_y();
+        t2y=t2.min_y();
+        t2minpixelcolor=sync.read_pixel(t2.min_x()-5,t2y);
+        t1maxpixelcolor=sync.read_pixel(t1.max_x()+1,t1y);
         // Get a pointer to the buttons for both sides.
         // From now on, you can access the buttons for player x using
         //
@@ -167,21 +304,246 @@
 
         // Get the accelerometer values.
         sync.get_p1_accel_data(&ax1, &ay1, &az1);
-        sync.get_p2_accel_data(&ax2, &ay2, &az2);
-
+        sync.get_p2_accel_data(&ax2, &ay2, &az2); 
+        //ay1 = joystick.xAxis()*2 -1;
+        ax1 = -joystick.yAxis();
+        //ay2 = joystick.xAxis()*2 -1;
+        ax2 = -joystick.yAxis();
+        
+        int pix1=sync.read_pixel(64,30);
+        int pix2=sync.read_pixel(64,39);
+        int pix3=sync.read_pixel(64,48);
+        int pix4=sync.read_pixel(64,57);
+        int pix5=sync.read_pixel(64,66);
+        int j;
+        
+        //Building collapse animation:
+        if(sync.pixel_eq(pix5,SKY_COLOR)==1){
+            
+            //If highest test point is hit, do the following for loop.
+            for(j=0;j<10;j++){
+                
+            sync.filled_rectangle(53, 78-j, 76, 80-j, SKY_COLOR);
+            sync.line(53, 77-j, 76, 79-j, BLACK);
+            sync.filled_rectangle(54, 74-j, 75, 77-j, WHITE);
+            sync.filled_circle(53, 64,6, LT_GREY);
+            sync.filled_circle(76, 64,5, LT_GREY);
+            sync.filled_circle(56, 64,4, MED_GREY);
+            sync.filled_circle(73, 64,4, DRK_GREY);
+            //playSound("/sd/wavfiles/colapse.wav");
+            haptics.play_waveform(1);
+            sync.filled_circle(70, 64,5, MED_GREY);
+            sync.filled_circle(64, 64,6, LT_GREY);
+            
+            sync.update();
+            sync.filled_circle(52,65,6,SKY_COLOR);
+            sync.filled_circle(77,65,6,SKY_COLOR);
+            sync.filled_circle(52,65,6,SKY_COLOR);
+            sync.filled_circle(55,65,6,SKY_COLOR);
+            sync.filled_circle(70,69,6,SKY_COLOR);
+            sync.filled_circle(76,67,6,SKY_COLOR);
+            sync.filled_circle(65,65,6,SKY_COLOR);
+            sync.filled_circle(64,66,3,PIX);
+            //playSound("/sd/wavfiles/colapse.wav");
+            haptics.play_waveform(1);
+            }
+ }
+        if(sync.pixel_eq(pix4,SKY_COLOR)==1){
+            
+            //If the second highest point is hit, do the following for loop.
+            for(j=0;j<20;j++){
+                
+            sync.filled_rectangle(53, 78-j, 76, 80-j, SKY_COLOR);
+            sync.line(53, 77-j, 76, 79-j, BLACK);
+            sync.filled_rectangle(54, 74-j, 75, 77-j, WHITE);
+            sync.filled_circle(53, 54,6, LT_GREY);
+            sync.filled_circle(76, 54,5, LT_GREY);
+            sync.filled_circle(56, 54,4, MED_GREY);
+            sync.filled_circle(73, 54,4, DRK_GREY);
+            //playSound("/sd/wavfiles/colapse.wav");
+            haptics.play_waveform(1);
+            sync.filled_circle(70, 54,5, MED_GREY);
+            sync.filled_circle(64, 54,6, LT_GREY);
+            
+            sync.update();
+            sync.filled_circle(52,55,6,SKY_COLOR);
+            sync.filled_circle(77,55,6,SKY_COLOR);
+            sync.filled_circle(52,55,6,SKY_COLOR);
+            sync.filled_circle(60,55,6,SKY_COLOR);
+            sync.filled_circle(70,59,6,SKY_COLOR);
+            sync.filled_circle(76,57,6,SKY_COLOR);
+            sync.filled_circle(65,55,6,SKY_COLOR);
+            sync.filled_circle(64,56,3,PIX);
+            sync.filled_circle(64,66,3,PIX);
+            //playSound("/sd/wavfiles/colapse.wav");
+            haptics.play_waveform(1);
+            }
+ }
+        if(sync.pixel_eq(pix3,SKY_COLOR)==1){
+            
+            //If the third highest point is hit, do the following for loop.
+            for(j=0;j<30;j++){
+                
+            sync.filled_rectangle(53, 78-j, 76, 80-j, SKY_COLOR);
+            sync.line(53, 77-j, 76, 79-j, BLACK);
+            sync.filled_rectangle(54, 74-j, 75, 77-j, WHITE);
+            sync.filled_circle(53, 44,6, LT_GREY);
+            sync.filled_circle(76, 44,5, LT_GREY);
+            haptics.play_waveform(1);
+            sync.update();
+            sync.filled_circle(56, 44,4, MED_GREY);
+            sync.filled_circle(73, 44,4, DRK_GREY);
+            //playSound("/sd/wavfiles/colapse.wav");
+            sync.filled_circle(70, 44,5, MED_GREY);
+            sync.filled_circle(64, 44,6, LT_GREY);
+            
+            sync.update();
+            sync.filled_circle(52,45,6,SKY_COLOR);
+            sync.filled_circle(77,45,6,SKY_COLOR);
+            sync.filled_circle(52,45,6,SKY_COLOR);
+            sync.filled_circle(60,45,6,SKY_COLOR);
+            //playSound("/sd/wavfiles/colapse.wav");
+            sync.filled_circle(70,49,6,SKY_COLOR);
+            sync.filled_circle(76,47,6,SKY_COLOR);
+            sync.filled_circle(65,45,6,SKY_COLOR);
+            sync.update();
+            haptics.play_waveform(1);
+            sync.filled_circle(64,46,3,PIX);
+            sync.filled_circle(64,56,3,PIX);
+            sync.filled_circle(64,66,3,PIX);
+            //wait(.5);
+            haptics.play_waveform(1);
+            }
+ }
+      if(sync.pixel_eq(pix2,SKY_COLOR)==1){
+            
+            //If the lowest test point is hit, do the following for loop.
+            for(j=0;j<40;j++){
+                
+            sync.filled_rectangle(53, 78-j, 76, 80-j, SKY_COLOR);
+            sync.line(53, 77-j, 76, 79-j, BLACK);
+            sync.filled_rectangle(54, 74-j, 75, 77-j, WHITE);
+            sync.filled_circle(53, 34,6, LT_GREY);
+            sync.filled_circle(76, 34,5, LT_GREY);
+            sync.update();
+            sync.filled_circle(56, 34,4, MED_GREY);
+            sync.filled_circle(73, 34,4, DRK_GREY);
+            sync.filled_circle(70, 34,5, MED_GREY);
+            sync.filled_circle(64, 34,6, LT_GREY);
+            
+            
+            sync.update();
+            sync.filled_circle(52,35,6,SKY_COLOR);
+            sync.filled_circle(77,35,6,SKY_COLOR);
+            sync.filled_circle(52,35,6,SKY_COLOR);
+            sync.filled_circle(60,35,6,SKY_COLOR);
+            sync.filled_circle(70,39,6,SKY_COLOR);
+            sync.filled_circle(76,37,6,SKY_COLOR);
+            sync.filled_circle(65,35,6,SKY_COLOR);
+            haptics.play_waveform(1);
+            sync.update();
+            sync.filled_circle(64,36,3,PIX);
+            sync.filled_circle(64,46,3,PIX);
+            sync.filled_circle(64,56,3,PIX);
+            sync.filled_circle(64,66,3,PIX);
+            haptics.play_waveform(1);
+            }
+ }
         if(whose_turn == PLAYER1) {
             
+            //Draw the initial lives for player one and light up tank color to indicate turn
+            sync.rectangle(45, 2, 84, 7, BLACK);
+            if(p1lives==0){
+            sync.filled_circle(4, 4, 2, TANK_RED);
+            }
+            if(p1lives==1){
+            sync.filled_circle(10, 4, 2, TANK_RED);
+            sync.filled_circle(4, 4, 2, TANK_RED);
+            }
+            if(p1lives==2){
+            sync.filled_circle(10, 4, 2, TANK_RED);
+            sync.filled_circle(4, 4, 2, TANK_RED);
+            sync.filled_circle(16, 4, 2, TANK_RED);
+            }
+            //show light blue for player two showing its player ones turn.
+            if(p2lives==0){
+            sync.filled_circle(124, 4, 2, LT_BLUE);
+            }
+            if(p2lives==1){
+            sync.filled_circle(118, 4, 2, LT_BLUE);
+            sync.filled_circle(124, 4, 2, LT_BLUE);
+            }
+            if(p2lives==2){
+            sync.filled_circle(118, 4, 2, LT_BLUE);
+            sync.filled_circle(112, 4, 2, LT_BLUE);
+            sync.filled_circle(124, 4, 2, LT_BLUE);
+            }
+
+             
             // Accelerometer example
-            if(ax1 >  ACC_THRESHOLD) { 
+            if(ax1 <  -ACC_THRESHOLD && sync.pixel_eq(t1maxpixelcolor,SKY_COLOR)==1) { 
+                // Move the tank to the right if the accelerometer is tipped far enough to the right.
+                 t1.reposition(+1, 0, 0);         
+            }
+            if(ax1 <  -1.5*ACC_THRESHOLD && sync.pixel_eq(t1maxpixelcolor,SKY_COLOR)==1) { 
                 // Move the tank to the right if the accelerometer is tipped far enough to the right.
-                 t1.reposition(+1, 0, 0);          
+                 t1.reposition(+3, 0, 0);  
+            }
+            if(ax1 > ACC_THRESHOLD && t1.min_x()>0) {
+                // Move the tank to the left if the accelerometer is tipped far enough to the left.
+                 t1.reposition(-1, 0, 0);
+            }
+            if(ax1 > 1.5*ACC_THRESHOLD && t1.min_x()>0) {
+                
+                // Move the tank to the left if the accelerometer is tipped far enough to the left.
+                 t1.reposition(-3, 0, 0);
+            }
+            if(ay1 > ACC_THRESHOLD) {
+                //Move the barrel up.
+                 t1.reposition(0, 0, PI/24);
+            }
+            if(ay1 < -ACC_THRESHOLD) {
+                //Move the barrel down.
+                 t1.reposition(0, 0, -PI/24);
             }
             
+            
             // Button example
-            if(p1_buttons[D_BUTTON]) { 
-                b1.shoot(); 
+            //if(p1_buttons[L_BUTTON]) { 
+            //    b1.shoot(); 
+            //}
+            // hold down left button to power up the power bar.
+            if(p1_buttons[L_BUTTON]){
+                b1.speed+=3;
+                i+=2;
+                sync.filled_rectangle(46, 3, 45+i, 6, TANK_RED);
+                haptics.play_waveform(1);
+                sync.update();
+                if(i>=38){
+                   i=37;
+                   b1.speed=56;
+                   }  
+            }
+            else{
+                i=0;
             }
+            //Press right button to fire.  
+            if(p1_buttons[R_BUTTON]){
+                b1.shoot();
+                playSound("/sd/wavfiles/Fire.wav");
+                haptics.play_waveform(1);
+                b1.speed=0;
+                sync.filled_rectangle(46, 3, 83, 6, GND_COLOR);
+                sync.rectangle(45, 2, 84, 7, BLACK);
             
+
+            }
+            //if(p1_buttons[U_BUTTON]){
+               // sync.filled_circle(24,9,2,BLACK);
+               // bouncy=1;
+                
+            
+            //}
             float dt = frame_timer.read();
             int intersection_code = b1.time_step(dt); 
             
@@ -190,28 +552,239 @@
                 whose_turn = PLAYER2;
             }
             
-            // If you shot yourself, you lost.
-            if(sync.pixel_eq(intersection_code, t1.tank_color)) { 
-                sync.update();  // Is this necessary?
-                winner = PLAYER2;
-                break;
+            // If you shot yourself, you lost a life.
+            if(sync.pixel_eq(intersection_code, t1.tank_color)) {
+                if(p1lives==0){ 
+                   sync.filled_circle(4, 4, 2, GND_COLOR);   
+                   sync.update();  // Is this necessary?
+                   winner = PLAYER2;
+                   //game_over();
+                   break;
+                } 
+                else if(p1lives!=0){
+                    
+                    if(p1lives==1){
+                       p1lives+=-1;
+                       sync.filled_circle(10, 4, 2, GND_COLOR);
+                    }
+                    if(p1lives==2){
+                       p1lives+=-1;
+                       sync.update();
+                       sync.filled_circle(16, 4, 2, GND_COLOR);
+                       
+                    }
+                }
+            }
+            
+            
+            // If you shot the other guy, you took one life!
+            if(sync.pixel_eq(intersection_code, t2.tank_color)) { 
+                if(p2lives==0){ 
+                   sync.filled_circle(124, 4, 2, GND_COLOR);   
+                   sync.update();  // Is this necessary?
+                   winner = PLAYER1;
+                   break;
+                   }
+                else if(p2lives!=0){
+                    
+                     if(p2lives==1){
+                        p2lives+=-1;
+                        sync.filled_circle(118, 4, 2, GND_COLOR);
+                     } 
+                     if(p2lives==2){
+                        p2lives+=-1;
+                        sync.update();
+                        sync.filled_circle(112, 4, 2, GND_COLOR);
+                     }
+                     
+                }
+            }
+        }
+         else if(whose_turn == PLAYER2) {
+           
+            // Show player two's lives in tank color and player ones in light red.
+            if(p2lives==0){
+            sync.filled_circle(124, 4, 2, TANK_BLUE);
+            }
+            if(p2lives==1){
+            sync.filled_circle(118, 4, 2, TANK_BLUE);
+            sync.filled_circle(124, 4, 2, TANK_BLUE);
+            }
+            if(p2lives==2){
+            sync.filled_circle(118, 4, 2, TANK_BLUE);
+            sync.filled_circle(112, 4, 2, TANK_BLUE);
+            sync.filled_circle(124, 4, 2, TANK_BLUE);
+            }
+            if(p1lives==0){
+            sync.filled_circle(4, 4, 2, LT_RED);
+            }
+            if(p1lives==1){
+            sync.filled_circle(10, 4, 2, LT_RED);
+            sync.filled_circle(4, 4, 2, LT_RED);
+            }
+            if(p1lives==2){
+            sync.filled_circle(10, 4, 2, LT_RED);
+            sync.filled_circle(4, 4, 2, LT_RED);
+            sync.filled_circle(16, 4, 2, LT_RED);
+            }
+            
+            // Accelerometer example
+            if(sync.play_mode==SINGLE_PLAYER){
+            if(ax1 <  -ACC_THRESHOLD && t2.max_x()<127) { 
+                // Move the tank to the right if the accelerometer is tipped far enough to the right.
+                 t2.reposition(+1, 0, 0);         
+            }
+            if(ax1 <  -1.5*ACC_THRESHOLD && t2.max_x()<127) { 
+                // Move the tank to the right if the accelerometer is tipped far enough to the right.
+                 t2.reposition(+3, 0, 0);  
+            }
+            if(ax1 > ACC_THRESHOLD && sync.pixel_eq(t2minpixelcolor,SKY_COLOR)==1) {
+                // Move the tank to the left if the accelerometer is tipped far enough to the left.
+                 t2.reposition(-1, 0, 0);
+            }
+            if(ax1 > 1.5*ACC_THRESHOLD && sync.pixel_eq(t2minpixelcolor,SKY_COLOR)==1) {
+                // Move the tank to the left if the accelerometer is tipped far enough to the left.
+                 t2.reposition(-3, 0, 0);
+            }
+            if(ay1 > ACC_THRESHOLD) {
+                //Move the barrel up.
+                 t2.reposition(0, 0, PI/24);
+            }
+            if(ay1 < -ACC_THRESHOLD) {
+                //Move the barrel down.
+                 t2.reposition(0, 0, -PI/24);
+            }
             }
             
-            // If you shot the other guy, you won!
-            if(sync.pixel_eq(intersection_code, t2.tank_color)) { 
+            if(sync.play_mode==MULTI_PLAYER){
+            if(ax2 <  -ACC_THRESHOLD && t2.max_x()<127) { 
+                // Move the tank to the right if the accelerometer is tipped far enough to the right.
+                 t2.reposition(+1, 0, 0);         
+            }
+            if(ax2 <  -1.5*ACC_THRESHOLD && t2.max_x()<127) { 
+                // Move the tank to the right if the accelerometer is tipped far enough to the right.
+                 t2.reposition(+3, 0, 0);  
+            }
+            if(ax2 > ACC_THRESHOLD && sync.pixel_eq(t2minpixelcolor,SKY_COLOR)==1) {
+                // Move the tank to the left if the accelerometer is tipped far enough to the left.
+                 t2.reposition(-1, 0, 0);
+            }
+            if(ax2 > 1.5*ACC_THRESHOLD && sync.pixel_eq(t2minpixelcolor,SKY_COLOR)==1) {
+                // Move the tank to the left if the accelerometer is tipped far enough to the left.
+                 t2.reposition(-3, 0, 0);
+            }
+            if(ay2 > ACC_THRESHOLD) {
+                //Move the barrel up.
+                 t2.reposition(0, 0, PI/24);
+            }
+            if(ay2 < -ACC_THRESHOLD) {
+                //Move the barrel down.
+                 t2.reposition(0, 0, -PI/24);
+            }
+            }
+            //If in single player mode charge the power bar. 
+            if(sync.play_mode==SINGLE_PLAYER){
+            if(p1_buttons[L_BUTTON]){
+                b2.speed+=3;
+                i+=2;
+                sync.filled_rectangle(83, 3, 85-i, 6, TANK_BLUE);
+                haptics.play_waveform(1);
+                if(i>=38){
+                   i=37;
+                   b2.speed=56;
+                   }  
+            }
+            else{
+                i=0;
+            }
+            // fire tank.
+            if(p1_buttons[R_BUTTON]){
+                b2.shoot();
+                playSound("/sd/wavfiles/Fire.wav");
+                haptics.play_waveform(1);
+                
+                b2.speed=0;
+                sync.filled_rectangle(46, 3, 83, 6, GND_COLOR);
+                sync.rectangle(45, 2, 84, 7, BLACK);
+                }
+            }
+            if(sync.play_mode==MULTI_PLAYER){
+            if(p2_buttons[L_BUTTON]){
+                b2.speed+=3;
+                i+=2;
+                sync.filled_rectangle(83, 3, 85-i, 6, TANK_BLUE);
                 sync.update();
-                winner = PLAYER1;
-                break;
+                if(i>=38){
+                   i=37;
+                   b2.speed=56;
+                   }  
+            }
+            else{
+                i=0;
             }
-        } else if(whose_turn == PLAYER2) {
+            if(p2_buttons[R_BUTTON]){
+                b2.shoot();
+                playSound("/sd/wavfiles/Fire.wav");
+                haptics.play_waveform(1);
+                b2.speed=0;
+                sync.filled_rectangle(46, 3, 83, 6, GND_COLOR);
+                sync.rectangle(45, 2, 84, 7, BLACK);
+
+            }
+            }
             
-            // I gave you a lot of the logic for Player1. It's up to you to figure out Player2!
-            // If you are in SINGLE_PLAYER mode, you should use the p1 inputs to control p2.
-            // In MULTI_PLAYER mode, you should use the p2 inputs to control p2.
-            //
-            // Hint: 
-            //         sync.play_mode will tell you if you are in MULTI_PLAYER or SINGLE_PLAYER mode.
-            //         
+            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 P2's turn!\n");
+                whose_turn = PLAYER1;
+            }
+            
+            // If you shot yourself, you lost a life.
+            if(sync.pixel_eq(intersection_code, t1.tank_color)) { 
+                if(p1lives==0){    
+                    sync.update();  // Is this necessary?
+                    winner = PLAYER2;
+                    sync.filled_circle(4, 4, 2, GND_COLOR);
+                    break;
+                }
+                else if(p1lives!=0){
+    
+                if(p1lives==1){
+                    p1lives+=-1;
+                    sync.filled_circle(10, 4, 2, GND_COLOR);
+                } 
+                if(p1lives==2){
+                    p1lives+=-1;
+                    sync.filled_circle(16, 4, 2, GND_COLOR);
+                    sync.update();
+                }
+                }
+            
+            // If you shot the other guy, took a life!
+            if(sync.pixel_eq(intersection_code, t2.tank_color)) { 
+                if(p2lives==0){    
+                sync.update();  // Is this necessary?
+                winner = PLAYER1;
+                sync.filled_circle(124, 4, 2, GND_COLOR);
+                break;
+                }
+                else if(p2lives!=0){
+                
+                if(p2lives==1){
+                    p2lives+=-1;
+                    sync.filled_circle(118, 4, 2, GND_COLOR);
+                } 
+                if(p2lives==2){
+                    p2lives+=-1;
+                    sync.filled_circle(112, 4, 2, GND_COLOR);
+                    sync.update();
+                }
+                }
+            }
+        }
+            
 
         }
 
@@ -220,5 +793,98 @@
     } 
     
     game_over();
+  
+}
+void game_over() {
     
+    if(winner==PLAYER1){
+        
+        char status[]= "GAME OVER!";
+        char player[]="Player 1 \n  wins!";
+        char play[]="Play again? \n\n Yes   No";
+        sync.rectangle(13,56,115,99,BLACK);
+        sync.filled_rectangle(15,58,113,97,TANK_RED);
+        sync.textbackground_color(TANK_RED);
+        sync.locate(4,10);
+        sync.puts(status, sizeof(status));
+        sync.update();
+        wait(2);
+        sync.filled_rectangle(15,62,113,97,TANK_RED);
+        sync.locate(5,10);
+        sync.puts(player, sizeof(player));
+        sync.update();
+        playSound("/sd/wavfiles/cheering.wav");
+        sync.filled_rectangle(15,62,113,97,TANK_RED);
+        sync.locate(4,10);
+        sync.puts(play, sizeof(play));
+        sync.update();
+        while(2){
+        if(!pb_l){
+            sync.rectangle(33,63,60,76,WHITE);
+            sync.update(); 
+            wait(2);
+            sync.cls();
+            sync.textbackground_color(BLACK);
+            sync.filled_rectangle(0,0,128,128,BLACK);
+            sync.update();
+            game_init();
+            }
+        else if(!pb_r){
+            sync.rectangle(68,63,95,76,WHITE);
+            sync.update(); 
+            wait(2);
+            sync.cls();
+            sync.textbackground_color(BLACK);
+            sync.filled_rectangle(0,0,128,128,BLACK);
+            sync.update();
+            main();
+            }
+            }
+            
+    }
+    
+    if(winner==PLAYER2){
+        
+        char status[]= "GAME OVER!";
+        char player[]="Player 2 \n  wins!";
+        char play[]="Play again? \n\n Yes   No";
+        sync.rectangle(13,56,115,99,BLACK);
+        sync.filled_rectangle(15,58,113,97,TANK_BLUE);
+        sync.textbackground_color(TANK_BLUE);
+        sync.locate(4,10);
+        sync.puts(status, sizeof(status));
+        sync.update();
+        wait(2);
+        sync.filled_rectangle(15,62,113,97,TANK_BLUE);
+        sync.locate(5,10);
+        sync.puts(player, sizeof(player));
+        sync.update();
+        playSound("/sd/wavfiles/cheering.wav");
+        sync.filled_rectangle(15,62,113,97,TANK_BLUE);
+        sync.locate(4,10);
+        sync.puts(play, sizeof(play));
+        sync.update();
+        while(true){
+        if(!pb_l){
+            sync.rectangle(33,63,60,76,WHITE);
+            sync.update(); 
+            wait(2);
+            sync.cls();
+            sync.textbackground_color(BLACK);
+            sync.filled_rectangle(0,0,128,128,BLACK);
+            sync.update();
+            game_init();
+            }
+        else if(!pb_r){
+            sync.rectangle(68,63,95,76,WHITE);
+            sync.update(); 
+            wait(2);
+            sync.cls();
+            sync.textbackground_color(BLACK);
+            sync.filled_rectangle(0,0,128,128,BLACK);
+            sync.update();
+            main();
+            }
+            }
+    }
 }
\ No newline at end of file