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
Diff: main.cpp
- Revision:
- 22:3c68eea5a609
- Parent:
- 21:edfeb289b21f
- Child:
- 23:77049670cae6
--- a/main.cpp Thu Oct 29 03:56:30 2015 +0000
+++ b/main.cpp Thu Oct 29 05:14:49 2015 +0000
@@ -30,8 +30,7 @@
Timer frame_timer; // Timer
// Global variables go here.
-int winner = -1;
-int whose_turn = PLAYER1;
+
@@ -40,24 +39,21 @@
// 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; }.
+
+// return MULTI_PLAYER if the user selects multi-player.
+// return SINGLE_PLAYER if the user selects single-player.
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");
+
+ // the locate command tells the screen where to place the text.
+ uLCD.locate(0,15);
+ uLCD.puts("Replace me");
- while(1) {
- if(!pb_r) { return MULTI_PLAYER; } // Right button -> Multiplayer
- if(!pb_l) { return SINGLE_PLAYER; } // Left button -> Single player
- }
+ // Button Example:
+ // Use !pb_r to access the player1 right button value.
+ wait(2);
+ return SINGLE_PLAYER;
}
// Initialize the world map. I've provided a basic map here,
@@ -78,8 +74,8 @@
// 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.
+ // 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);
@@ -89,8 +85,9 @@
// 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";
+ char title[] = " Title";
sync.puts(title, sizeof(title));
sync.update();
}
@@ -116,48 +113,13 @@
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.
+// Play a cool sound!
+void game_over() {
+
}
-// 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;
@@ -168,102 +130,52 @@
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)
+
+ // For each tank, create a bullet.
Bullet b1(&t1);
Bullet b2(&t2);
- frame_timer.start();
while(true) {
+ // Read the buttons/accelerometer and store the values
+ // in the synchronizer's internal array.
sync.set_p1_inputs();
+ // Get a pointer to the buttons for both sides.
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);
+ // Get the accelerometer values.
+ sync.get_p1_accel_data(&ax1, &ay1, &az1);
+ sync.get_p2_accel_data(&ax2, &ay2, &az2);
+
+ // Game logic goes here.
- 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];
-
+ // Depending on whose turn it is,
+ // - update their tank's position using the accelerometer state for that player.
+ // - update their bullet's position using the time elapsed since the previous frame.
+
+ // You have to handle the case where sync.play_mode == SINGLE_PLAYER
+ // as well as the case where sync.play_mode == MULTI_PLAYER
- 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();
+ // Useful functions:
+ // t1.reposition(...);
+ // t2.reposition(...);
+ // b1.timestep(...);
+ // b2.timestep(...);
+
+ // End of game logic
+
+ // sync.update() flushes the internal buffer and performs all the draw commands on both sides.
+ // This must be called at the end of every frame, or things won't be drawn and buttons won't get
+ // updated.
+ sync.update();
}
- playSound("/sd/wavfiles/BUZZER.wav");
-
- game_over(winner);
+ game_over();
}
\ No newline at end of file
