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:
- 2015-10-23
- Revision:
- 10:5da9b27e050e
- Parent:
- 9:ee330b1ba394
- Child:
- 11:f455e907baba
File content as of revision 10:5da9b27e050e:
// Student Side.
#include "mbed.h"
#include "game_synchronizer.h"
#include "math.h"
#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
uLCD_4DGL uLCD(p9,p10,p11); // LCD (serial tx, serial rx, reset pin;)
Game_Synchronizer sync(PLAYER1); // (tx, rx, rst, player mode)
// 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) { return x; }
int min_y(void) { return y; }
int max_x(void) { return x + w; }
int max_y(void) { return y + h + wheel_rad + ceil(barrel_length*sin(barrel_theta)); }
void reposition(int new_x, int new_y, int new_theta) {
sync.filled_rectangle(min_x(), min_y(), max_x(), max_y(), SKY_COLOR);
sync.line(x + w/2.0, y+h+wheel_rad, x + w/2.0 + barrel_length*cos(barrel_theta), y+h + barrel_length*sin(barrel_theta), SKY_COLOR);
x = new_x; y = new_y; barrel_theta = new_theta;
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);
}
};
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, 20, 12, 8, TANK_RED);
Tank t2(111, 20, 12, 8, TANK_BLUE);
while(1) {
sync.line(0,0, 5,5, BLACK);
sync.update();
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;
}
}
