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:
- 17:7bc7127782e4
- Parent:
- 16:b73f0842d3cd
- Child:
- 18:18dfc9fb33b5
--- a/main.cpp Tue Oct 27 18:10:03 2015 +0000
+++ b/main.cpp Wed Oct 28 04:30:22 2015 +0000
@@ -2,36 +2,44 @@
#include "mbed.h"
+#include "SDFileSystem.h"
+#include "Speaker.h"
+#include "wave_player.h"
+
#include "game_synchronizer.h"
#include "tank.h"
#include "bullet.h"
#include "globals.h"
+
DigitalOut led1(LED1);
DigitalOut led2(LED2);
DigitalOut led3(LED3);
DigitalOut led4(LED4);
-DigitalIn pb_l(p24); // left button
-DigitalIn pb_r(p21); // right button
-DigitalIn pb_u(p22); // up button
-DigitalIn pb_d(p23); // down button
+DigitalIn pb_u(p21); // Up Button
+DigitalIn pb_r(p22); // Right Button
+DigitalIn pb_d(p23); // Down Button
+DigitalIn pb_l(p24); // Left Button
-//MMA8452 acc(p28, p27, 100000); // Accelerometer
-uLCD_4DGL uLCD(p9,p10,p11); // LCD (serial tx, serial rx, reset pin;)
-Game_Synchronizer sync(PLAYER1); // (tx, rx, rst, player mode)
-
-Timer frame_timer;
-
-// For debug only. Don't use in production code. It will slow your game down a lot.
-Serial pc(USBTX, USBRX);
+Serial pc(USBTX, USBRX); // Serial connection to PC. Useful for debugging!
+MMA8452 acc(p28, p27, 100000); // Accelerometer (SDA, SCL, Baudrate)
+uLCD_4DGL uLCD(p9,p10,p11); // LCD (tx, rx, reset)
+SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD (mosi, miso, sck, cs)
+AnalogOut DACout(p18); // speaker
+wave_player player(&DACout); // wav player
+Game_Synchronizer sync(PLAYER1); // Game_Synchronizer (PLAYER)
+Timer frame_timer; // Timer
+
+// Ask the user whether to run the game in Single- or Multi-Player mode.
+// Note that this function uses uLCD instead of sync because it is only
+// writing to the local (Player1) lcd. Sync hasn't been initialized yet,
+// so you can't use it anyway. For the same reason, you must access
+// the buttons directly e.g. if( !pb_r ) { do something; }.
int game_menu(void) {
- // Figure out what mode the game will be run in.
-
- uLCD.current_orientation = IS_LANDSCAPE;
uLCD.locate(0,1);
uLCD.puts("Select Mode:");
uLCD.locate(0,3);
@@ -42,46 +50,66 @@
uLCD.puts(" Multi-Player:");
uLCD.locate(0,7);
uLCD.puts(" Right Button");
- // Right button -> Multiplayer
- // Left button -> Single player
+
while(1) {
- if(!pb_r) { return MULTI_PLAYER; }
- if(!pb_l) { return SINGLE_PLAYER; }
+ if(!pb_r) { return MULTI_PLAYER; } // Right button -> Multiplayer
+ if(!pb_l) { return SINGLE_PLAYER; } // Left button -> Single player
}
}
+// Initialize the world map. I've provided a basic map here,
+// but as part of the assignment you must create more
+// interesting map(s).
+// Note that calls to sync.function() will run function()
+// on both players' LCDs (assuming you are in multiplayer mode).
+// In single player mode, only your lcd will be modified. (Makes sense, right?)
void map_init() {
+
+ // Fill the entire screen with sky blue.
sync.background_color(SKY_COLOR);
+
+ // Call the clear screen function to force the LCD to redraw the screen
+ // with the new background color.
sync.cls();
+
+ // Draw the ground in green.
sync.filled_rectangle(0,0,128,20, GND_COLOR);
+
+ // Draw a wall in the middle of the map. It doesn't have to be black,
+ // but it shouldn't be the same color as the sky or your tanks.
+ // Get creative here. You could use brown and grey to draw a mountain
+ // or something cool like that.
sync.filled_rectangle(59, 20, 69, 60, BLACK);
- sync.locate(0,0);
+
+ // Before you write text on the screens, tell the LCD where to put it.
+ sync.locate(0,15);
+
sync.textbackground_color(SKY_COLOR);
- sync.puts("Pocket Tanks 2035");
+ char title[] = " ECE 2035 Tanks";
+ sync.puts(title, sizeof(title));
sync.update();
}
-
-
void game_init(void) {
led1 = 0; led2 = 0; led3 = 0; led4 = 0;
- pb_l.mode(PullUp);
+ pb_u.mode(PullUp);
pb_r.mode(PullUp);
- pb_u.mode(PullUp);
- pb_d.mode(PullUp);
+ pb_d.mode(PullUp);
+ pb_l.mode(PullUp);
pc.printf("\033[2J\033[0;0H"); // Clear the terminal screen.
pc.printf("I'm alive! Player 1\n"); // Let us know you made it this far.
int mode = game_menu();
- sync.init(&uLCD, mode); // Connect to the other player.
+ sync.init(&uLCD, &acc, &pb_u, &pb_r, &pb_d, &pb_l, mode); // Connect to the other player.
map_init();
pc.printf("Initialized...\n"); // Let us know you finished initializing.
}
int main (void) {
- int* p2_buttons;
+ int* p1_inputs;
+ int* p2_inputs;
game_init();
@@ -94,19 +122,31 @@
frame_timer.start();
while(1) {
- //double acc_x, acc_y, acc_z;
- //acc.readXYZGravity(&acc_x,&acc_y,&acc_z); //read accelerometer
- //pc.printf("ACCELERATION X:%f Y:%f Z:%f\n", acc_x, acc_y, acc_z);
+ sync.set_p1_inputs();
+
+ p1_inputs = sync.get_p1_inputs();
+ p2_inputs = sync.get_p2_inputs();
+
+
+ led1 = p2_inputs[0] ^ p1_inputs[0];
+ led2 = p2_inputs[1] ^ p1_inputs[1];
+ led3 = p2_inputs[2] ^ p1_inputs[2];
+ led4 = p2_inputs[3] ^ p1_inputs[3];
- p2_buttons = sync.get_button_state();
- led1 = p2_buttons[0] ^ !pb_u;
- led2 = p2_buttons[1] ^ !pb_r;
- led3 = p2_buttons[2] ^ !pb_d;
- led4 = p2_buttons[3] ^ !pb_l;
+ float ax1 = (float) p1_inputs[4] / 65536.0;
+ float ay1 = (float) p1_inputs[5] / 65536.0;
+ float az1 = (float) p1_inputs[6] / 65536.0;
+ pc.printf("P1 X: %f\tY: %f\tZ: %f\n", ax1, ay1, az1);
+ float ax2 = (float) p2_inputs[4] / 65536.0;
+ float ay2 = (float) p2_inputs[5] / 65536.0;
+ float az2 = (float) p2_inputs[6] / 65536.0;
+ pc.printf("P2 X: %f\tY: %f\tZ: %f\n", ax2, ay2, az2);
+
+ /*
if(!pb_l) t1.reposition(t1.x-1, t1.y, t1.barrel_theta);
if(!pb_r) t1.reposition(t1.x+1, t1.y, t1.barrel_theta);
- if(p2_buttons[3]) t2.reposition(t2.x-1, t2.y, t2.barrel_theta);
+ if(p2_inputs[3]) t2.reposition(t2.x-1, t2.y, t2.barrel_theta);
if(p2_buttons[1]) t2.reposition(t2.x+1, t2.y, t2.barrel_theta);
//if(!pb_d) t1.reposition(t1.x, t1.y, t1.barrel_theta-PI/30.0);
@@ -129,19 +169,21 @@
pc.printf("P2 wins!");
break;
}
- frame_timer.reset();
+ */
+ //frame_timer.reset();
sync.update();
}
-
+ // This dies after a while, and I have NO IDEA WHY.
int i = 0;
while(1) {
sync.cls();
- sync.locate(i, 6);
- sync.puts("GAME OVER!\n");
+ sync.locate(i, 9);
+ char msg[] = "GAME OVER!";
+ sync.puts(msg, sizeof(msg));
sync.update();
- (++i) %= 10;
+ i = (i+1)%10;
wait(0.1);
}
}
\ No newline at end of file
