The classic dueling tanks game for mbed.
Dependencies: 4DGL-uLCD-SE DRV2605 EthernetInterface Game_Synchronizer MMA8452 SDFileSystem SparkfunAnalogJoystick mbed-rtos mbed wave_player
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Diff: main.cpp
- 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