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:
- 2015-10-26
- Revision:
- 15:4b27a3a95772
- Parent:
- 14:36c306e26317
- Child:
- 16:b73f0842d3cd
File content as of revision 15:4b27a3a95772:
// Student Side.
#include "mbed.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
//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.locate(0,0);
sync.textbackground_color(SKY_COLOR);
sync.puts("Pocket Tanks 2035", sizeof("Pocket Tanks 2035"));
sync.update();
}
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(); }
if(p2_buttons[2]) { b2.shoot(); }
int retval = b1.time_step(frame_timer.read());
if(retval) {
sync.update();
pc.printf("P1 wins!");
break;
}
retval = b2.time_step(frame_timer.read());
if(retval) {
sync.update();
pc.printf("P2 wins!");
break;
}
frame_timer.reset();
sync.update();
}
int i = 0;
while(1) {
sync.cls();
sync.locate(i, 6);
sync.puts("GAME OVER!\n", sizeof("GAME OVER!\n"));
sync.update();
(++i) %= 10;
wait(0.1);
}
}
