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Dependencies: 4DGL-uLCD-SE DRV2605 EthernetInterface Game_Synchronizer MMA8452 SDFileSystem SparkfunAnalogJoystick mbed-rtos mbed wave_player
Fork of 2035_Tanks_Shell by
Revision 28:8dbb85f35be6, committed 2017-03-13
- Comitter:
- macenzofan
- Date:
- Mon Mar 13 00:15:36 2017 +0000
- Parent:
- 27:bd55ab4d137c
- Commit message:
- Classic dueling tanks game for bed.
Changed in this revision
--- a/Bullet/bullet.cpp Fri Oct 30 11:08:31 2015 +0000
+++ b/Bullet/bullet.cpp Mon Mar 13 00:15:36 2017 +0000
@@ -3,42 +3,200 @@
#include "game_synchronizer.h"
#include "globals.h"
#include "math.h"
+#include "SDFileSystem.h"
+#include "wave_player.h"
+#include "playSound.h"
extern Game_Synchronizer sync;
+float et = 0;
+int pixelcolor;
+//int bouncy
// Initialize the bullet. Don't have to do much here.
// Keep a pointer to this bullet's tank.
// Set the speed, and default the bullet to not in_flight.
Bullet::Bullet(Tank* t) {
tank = t;
- //speed = ???;
+ speed = 0;
in_flight = false;
}
-
+//Bullet::Bouncy(Tank* t) {
+ //tank=t;
+ //speed=0;
+ //in_flight=false;
+//}
// If in_flight, do nothing. Otherwise,
// set the in_flight flag, and initialize values needed for
// the trajectory calculations. (x0, y0), (vx0, vy0), time
// Hint: tank->barrel_end(...) is useful here.
void Bullet::shoot(void) {
- in_flight = true;
+ if (in_flight==false){
+ in_flight = true;
+ tank->barrel_end(&x0,&y0);
+ vx0=cos(tank->barrel_theta)*speed;
+ vy0=sin(tank->barrel_theta)*speed;
+ x=x0;
+ y=y0;
+ sync.filled_circle(x,y,2,YELLOW);
+ sync.filled_circle(x,y,1,ORANGE);
+ wait(.5);
+ sync.filled_circle(x,y,2,SKY_COLOR);
+ sync.filled_circle(x,y,1,BLT_COLOR);
+ }
}
// If the bullet is in flight, calculate its new position
// after a time delta dt.
void Bullet::update_position(float dt) {
-
+ if (in_flight == true){
+ x=floor(x0+(vx0*dt));
+ y=floor(y0+(vy0*dt)-(4.9*dt*dt));
+ sync.filled_circle(x,y,1,BLT_COLOR);
+ }
}
int Bullet::time_step(float dt) {
// If the bullet hasn't hit anything,
// redraw the bullet at its new location.
+
+ if (in_flight == true){
+ sync.filled_circle(x,y,1,SKY_COLOR);
+ et += dt;
+ update_position(et);
+
// If it has hit something (obstacle, tank, edge of the screen),
// set the in_flight flag back to false, explode the nearby area,
// and return one of the following codes.
- //
+ //if(bouncy==1){
+ //if(x>128 || y<0 || y>128){
+
+ //}
+ //}
+ //else{
+ if(x>128 || y<0 || y>128){
+ in_flight=false;
+ et=0;
+ return BULLET_OFF_SCREEN;
+ }
+ //}
+
+ else{
+ pixelcolor=sync.read_pixel(x,y);
+
+ if(sync.pixel_eq(pixelcolor,BLACK)==1){
+ sync.filled_circle(x,y,6, ORANGE);
+ sync.filled_circle(x,y,4, YELLOW);
+ sync.filled_circle(x,y,2, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,5, ORANGE);
+ sync.filled_circle(x,y,3, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,6, SKY_COLOR);
+ in_flight=false;
+ et=0;
+ return pixelcolor;
+
+ }
+ if(sync.pixel_eq(pixelcolor,TREE)==1){
+ sync.filled_circle(x,y,6, ORANGE);
+ sync.filled_circle(x,y,4, YELLOW);
+ sync.filled_circle(x,y,2, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,5, ORANGE);
+ sync.filled_circle(x,y,3, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,6, SKY_COLOR);
+ in_flight=false;
+ et=0;
+ return pixelcolor;
+ }
+ if(sync.pixel_eq(pixelcolor,GND_COLOR)==1){
+ sync.filled_circle(x,y,6, ORANGE);
+ sync.filled_circle(x,y,4, YELLOW);
+ sync.filled_circle(x,y,2, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,5, ORANGE);
+ sync.filled_circle(x,y,3, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,6, SKY_COLOR);
+ sync.filled_circle(x,y,6,BROWN);
+ sync.filled_circle(x,y+2,6, SKY_COLOR);
+ in_flight=false;
+ et=0;
+ return pixelcolor;
+ }
+ if(sync.pixel_eq(pixelcolor,WHITE)==1){
+ sync.filled_circle(x,y,6, ORANGE);
+ sync.filled_circle(x,y,4, YELLOW);
+ sync.filled_circle(x,y,2, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,5, ORANGE);
+ sync.filled_circle(x,y,3, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,6, SKY_COLOR);
+ in_flight=false;
+ et=0;
+ return pixelcolor;
+ }
+ if(sync.pixel_eq(pixelcolor,TANK_RED)==1){
+ sync.filled_circle(x,y,6, ORANGE);
+ sync.filled_circle(x,y,4, YELLOW);
+ sync.filled_circle(x,y,2, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,5, ORANGE);
+ sync.filled_circle(x,y,3, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,6, SKY_COLOR);
+ in_flight=false;
+ et=0;
+ return pixelcolor;
+ }
+ if(sync.pixel_eq(pixelcolor,TANK_BLUE)==1){
+ sync.filled_circle(x,y,6, ORANGE);
+ sync.filled_circle(x,y,4, YELLOW);
+ sync.filled_circle(x,y,2, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,5, ORANGE);
+ sync.filled_circle(x,y,3, TANK_RED);
+ playSound("/sd/wavfiles/Hit.wav");
+ sync.update();
+ sync.filled_circle(x,y,6, SKY_COLOR);
+ in_flight=false;
+ et=0;
+ return pixelcolor;
+ }
+ //if(sync.pixel_eq(pixelcolor,BARREL_GREY)==1){
+ //sync.filled_circle(x,y,6, ORANGE);
+ //sync.filled_circle(x,y,4, YELLOW);
+ //sync.filled_circle(x,y,2, TANK_RED);
+ //wait(.15);
+ //sync.update();
+ //sync.filled_circle(x,y,5, ORANGE);
+ //sync.filled_circle(x,y,3, TANK_RED);
+ //wait(.15);
+ //sync.update();
+ //sync.filled_circle(x,y,6, SKY_COLOR);
+ //in_flight=false;
+ //et=0;
+ //return pixelcolor;
+ }
+
+
+ }
// return codes:
// BULLET_NO_COLLISION: no collision
// BULLET_OFF_SCREEN: off the side of the screen
// Otherwise, return the color you've hit in 16bpp format.
return BULLET_NO_COLLISION;
-}
\ No newline at end of file
+}
--- a/Bullet/bullet.h Fri Oct 30 11:08:31 2015 +0000
+++ b/Bullet/bullet.h Mon Mar 13 00:15:36 2017 +0000
@@ -11,7 +11,7 @@
// (x0, y0) is the position of the bullet at the start of its trajectory.
int x0, y0;
-
+ int vy;
// The components of the bullet's initial velocity.
float vx0, vy0;
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/DRV2605.lib Mon Mar 13 00:15:36 2017 +0000 @@ -0,0 +1,1 @@ +http://developer.mbed.org/users/electromotivated/code/DRV2605/#3b2b4f34aaca
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/SparkfunAnalogJoystick.lib Mon Mar 13 00:15:36 2017 +0000 @@ -0,0 +1,1 @@ +http://developer.mbed.org/teams/a/code/SparkfunAnalogJoystick/#2b40241a7675
--- a/Tank/tank.cpp Fri Oct 30 11:08:31 2015 +0000
+++ b/Tank/tank.cpp Mon Mar 13 00:15:36 2017 +0000
@@ -2,6 +2,7 @@
#include "globals.h"
#include "math.h"
#include "game_synchronizer.h"
+#include "uLCD_4DGL.h"
extern Game_Synchronizer sync;
@@ -14,52 +15,98 @@
w = width; h = height;
tank_color = color;
barrel_theta = PI/4.0;
- barrel_length = w;
+ barrel_length = .75*w;
wheel_rad = 2.0;
draw();
}
// Return the minimum x-coord of your tank's bounding box.
-int Tank::min_x(void) {
- return 0;
+int Tank::min_x(void) {
+ if(w/2.0+x+barrel_length*cos(barrel_theta)<x){
+ return w/2.0+x+barrel_length*cos(barrel_theta);
+ }
+ else{
+ return x;
+ }
}
// Return the minimum y-coord of your tank's bounding box.
int Tank::min_y(void) {
- return 0;
+ return y+wheel_rad;
}
// Return the maximum x-coord of your tank's bounding box.
int Tank::max_x(void) {
- return 0;
+ if(w/2.0+w+barrel_length*cos(barrel_theta)>x+w){
+ return x+w/2+barrel_length*cos(barrel_theta);;
+ }
+ else{
+ return x+w;
+ }
}
+
// Return the maximum y-coord of your tank's bounding box.
int Tank::max_y(void) {
- return 1;
+ return y+h+wheel_rad+barrel_length*sin(barrel_theta);
}
void Tank::barrel_end(int* bx, int* by) {
// Set the x and y coords of the end of the barrel.
- // *bx = ???
- // *by = ???
+ *bx = x + w/2.0 + barrel_length*cos(barrel_theta);
+ *by = y+h+wheel_rad + barrel_length*sin(barrel_theta);
}
void Tank::reposition(int dx, int dy, float dtheta) {
- // Blank out the old tank position, and
- // Move the tank dx pixels in the x direction.
- // Move the tank dy pixels in the y direction.
- // Move the tank barrel by an angle dtheta. Don't allow it to go below parallel.
+
+ if(dx!=0 || dy!=0 || dtheta!=0){
+ x=x+dx;
+ y=y+dy;
+ sync.filled_rectangle(x-4, y-1, x+20, y+21, SKY_COLOR);// Blank out the old tank position, and
+
+ sync.filled_circle(53, 26, 6, TREE);
+ draw(); // Move the tank dx pixels in the x direction.
+ sync.filled_circle(53, 26, 6, TREE);
+ //sync.line(76,23,76,50, BLACK);
+ //sync.rectangle(74, 20, 75, 50, WHITE);
+ sync.filled_circle(78, 19, 4, TREE); // Move the tank dy pixels in the y direction.
+ sync.update();
+ if(0 <= barrel_theta+dtheta && barrel_theta+dtheta <= PI){ // Move the tank barrel by an angle dtheta.
+ sync.line(x + w/2.0, y+h+wheel_rad, x + w/2.0 + barrel_length*cos(barrel_theta), y+h+wheel_rad + barrel_length*sin(barrel_theta), SKY_COLOR);// Don't allow it to go below parallel.
+ barrel_theta += dtheta;
+ sync.line(x + w/2.0, y+h+wheel_rad, x + w/2.0 + barrel_length*cos(barrel_theta), y+h+wheel_rad + barrel_length*sin(barrel_theta), BLACK);
+ sync.filled_rectangle(x+2*wheel_rad, y+3*wheel_rad, x+.65*w, y+h+3*wheel_rad, tank_color);
+ sync.update();
+ }
- // Do collision detection to prevent the tank from hitting things.
- // (obstacles, side of the screen, other tanks, etc.)
+
+ //if((x){ //Do collision detection to prevent the tank from hitting things.
+ //(x)=x+1;
+ //}
+
+ //if(x+16>127){ //Do collision detection to prevent the tank from hitting things.
+ //x=111;
+ //}
+
+ //int obsticle=sync.read_pixel(x+20,y);
+
+ //if(sync.pixel_eq(obsticle, SKY_COLOR)!=1){
+ //x=x-1;
+ //}
+ // (obstacles, side of the screen, other tanks, etc.)
+ }
}
-
-
-// Example tank draw function. We expect you to get creative on this one!
+ // Example tank draw function. We expect you to get creative on this one!
void Tank::draw() {
- sync.line(x + w/2.0, y+h+wheel_rad, x + w/2.0 + barrel_length*cos(barrel_theta), y+h+wheel_rad + barrel_length*sin(barrel_theta), BLACK);
- sync.filled_rectangle(x, y+wheel_rad, x+w, y+h+wheel_rad, tank_color);
- sync.filled_circle(x+wheel_rad, y+wheel_rad, wheel_rad, BLACK);
- sync.filled_circle(x+w-wheel_rad, y+wheel_rad, wheel_rad, BLACK);
+ //if(x>4 || x<111){
+ sync.line(x + w/2.0, y+h+wheel_rad, x + w/2.0 + barrel_length*cos(barrel_theta), y+h+wheel_rad + barrel_length*sin(barrel_theta), BARREL_GREY);
+ sync.filled_circle(x+wheel_rad, y+wheel_rad, wheel_rad, BARREL_GREY);
+ sync.filled_circle(x+w-wheel_rad, y+wheel_rad, wheel_rad, BARREL_GREY);
+ sync.filled_circle(x+(w/1.475)-wheel_rad,y+wheel_rad, wheel_rad, BARREL_GREY);
+ sync.filled_rectangle(x, y+(2*wheel_rad), x+w, y+h+wheel_rad, tank_color);
+ sync.filled_rectangle(x+2*wheel_rad, y+3*wheel_rad, x+.65*w, y+h+3*wheel_rad, tank_color);
+ sync.line(x+wheel_rad,y-.5*wheel_rad, x+w-wheel_rad, y-.5*wheel_rad, BARREL_GREY);
+ sync.line(x+(2*wheel_rad), y+h+wheel_rad, x+.65*w, y+h+wheel_rad, BLACK);
+
+ //}
}
\ No newline at end of file
--- a/globals.h Fri Oct 30 11:08:31 2015 +0000 +++ b/globals.h Mon Mar 13 00:15:36 2017 +0000 @@ -5,6 +5,19 @@ #define GND_COLOR 0x66CD00 #define TANK_RED 0xCD0000 #define TANK_BLUE 0x000080 +#define BROWN 0x7E562E +#define TREE 0x139216 +#define BLT_COLOR 0x090E16 +#define LT_BLUE 0x4C80FF +#define LT_RED 0xFFABAA +#define BARREL_GREY 0x0B090B +#define ORANGE 0xFF6A00 +#define YELLOW 0xFFBA00 +#define LT_GREY 0xD1C9D0 +#define MED_GREY 0x787377 +#define DRK_GREY 0x473F43 +#define PIX 0x7EC1F0 +#define SHRUB 0x2D5D00 #define U_BUTTON 0 #define R_BUTTON 1 @@ -19,5 +32,4 @@ #define PI 3.1415926535797 - #endif //GLOBAL_H__ \ No newline at end of file
--- 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
