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
main.cpp
- Committer:
- jford38
- Date:
- 2015-10-25
- Revision:
- 12:088a8203a9bb
- Parent:
- 11:f455e907baba
- Child:
- 14:36c306e26317
File content as of revision 12:088a8203a9bb:
// Student Side.
#include "mbed.h"
#include "game_synchronizer.h"
#include "MMA8452.h" // for accelerometer
#include "math.h"
#include <vector>
#define SKY_COLOR 0x7EC0EE
#define GND_COLOR 0x66CD00
#define TANK_RED 0xCD0000
#define TANK_BLUE 0x000080
#define PI 3.1415926535797
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
//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);
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);
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");
// Right button -> Multiplayer
// Left button -> Single player
while(1) {
if(!pb_r) { return MULTI_PLAYER; }
if(!pb_l) { return SINGLE_PLAYER; }
}
}
void map_init() {
sync.background_color(SKY_COLOR);
sync.cls();
sync.filled_rectangle(0,0,128,20, GND_COLOR);
sync.filled_rectangle(59, 20, 69, 60, BLACK);
sync.update();
}
class Tank {
public:
int x, y;
int w;
int h;
int tank_color;
float barrel_theta;
int barrel_length;
int wheel_rad;
Tank(int sx, int sy, int width, int height, int color) {
x = sx; y = sy;
w = width; h = height;
tank_color = color;
barrel_theta = PI/4.0;
barrel_length = w;
wheel_rad = 2.0;
draw();
}
int min_x(void) {
int barrel_extent = (-barrel_length*cos(barrel_theta) > w/2.0) ? barrel_length*cos(barrel_theta) + w/2.0 : 0;
return x + barrel_extent; }
int min_y(void) { return y; }
int max_x(void) {
int barrel_extent = (barrel_length*cos(barrel_theta) > w/2.0) ? barrel_length*cos(barrel_theta) : w/2.0;
return x + w/2.0 + barrel_extent; }
int max_y(void) {
int barrel_extent = (sin(barrel_theta) > 0) ? barrel_length*sin(barrel_theta) : 0;
return y + h + wheel_rad + barrel_extent; }
void barrel_end(int& bx, int& by) {
bx = x + w/2.0 + (barrel_length+1)*cos(barrel_theta);
by = y+h+wheel_rad + (barrel_length+1)*sin(barrel_theta);
}
void reposition(int new_x, int new_y, float new_theta) {
float old_theta = barrel_theta;
int old_x = x;
int old_y = y;
int minx = min_x();
int miny = min_y();
int maxx = max_x();
int maxy = max_y();
x = new_x; y = new_y; barrel_theta = new_theta - (int)(new_theta/PI)*PI;
if(min_x() < 0 || max_x() > 128) {
x = old_x; y = old_y; barrel_theta = old_theta;
draw();
return;
}
sync.filled_rectangle(minx, miny, maxx, maxy, SKY_COLOR);
sync.line(old_x + w/2.0, old_y+h+wheel_rad, old_x + w/2.0 + 1 + barrel_length*cos(old_theta), old_y+h + barrel_length*sin(old_theta), SKY_COLOR);
draw();
}
void 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);
}
};
int convert24to16bpp(int col_24) {
int b = col_24 & 0xFF;
int g = (col_24 >> 8) & 0xFF;
int r = (col_24 >> 16)& 0xFF;
r >>= 3;
g >>= 2;
b >>= 3;
return r<<11 | g<<5 | b;
}
class Bullet{
public:
int x0;
int y0;
float vx0;
float vy0;
int x;
int y;
int speed;
float time;
bool in_flight;
Tank* tank;
Bullet(Tank* t) {
tank = t;
speed = 30;
in_flight = false;
}
void shoot(void) {
if(in_flight) {return;}
time = 0;
tank->barrel_end(x0, y0);
x = x0; y = y0;
vx0 = speed*cos(tank->barrel_theta);
vy0 = speed*sin(tank->barrel_theta);
in_flight = true;
}
void time_step(float dt) {
if(!in_flight) {return;}
time += dt;
int new_x = x0 + vx0*time;
int new_y = y0 + vy0*time + 0.5*(-9.81)*time*time;
if(new_x == x && new_y == y) {
return;
}
if(new_x < 0 || new_x > 128 || new_y < 0 || new_y > 128) {
in_flight = false;
return;
}
int col = sync.read_pixel(new_x, new_y);
if(col != convert24to16bpp(SKY_COLOR)) {
if(col == convert24to16bpp(TANK_BLUE)) {
pc.printf("Player 1 wins!\n");
}
sync.pixel(x, y, SKY_COLOR);
sync.filled_circle(new_x, new_y, 4, SKY_COLOR);
in_flight = false;
return;
}
sync.pixel(x, y, SKY_COLOR);
x = new_x;
y = new_y;
sync.pixel(x, y, BLACK);
}
};
void game_init(void) {
led1 = 0; led2 = 0; led3 = 0; led4 = 0;
pb_l.mode(PullUp);
pb_r.mode(PullUp);
pb_u.mode(PullUp);
pb_d.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.
map_init();
pc.printf("Initialized...\n"); // Let us know you finished initializing.
}
int main (void) {
int* p2_buttons;
game_init();
Tank t1(4, 21, 12, 8, TANK_RED);
Tank t2(111, 21, 12, 8, TANK_BLUE);
Bullet b1(&t1);
Bullet b2(&t2);
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);
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;
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_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);
if(!pb_u) t1.reposition(t1.x, t1.y, t1.barrel_theta+PI/30.0);
if(p2_buttons[0]) t2.reposition(t2.x, t2.y, t2.barrel_theta+PI/30.0);
if(p2_buttons[2]) t2.reposition(t2.x, t2.y, t2.barrel_theta-PI/30.0);
if(!pb_d) { b1.shoot(); }
b1.time_step(0.01);
//b2.time_step(1);
frame_timer.reset();
sync.update();
}
}
