For Nikhil

Dependencies:   4DGL-uLCD-SE EthernetInterface Game_Synchronizer MMA8452 SDFileSystem mbed-rtos mbed wave_player

Fork of 2035_Tanks_Shell by ECE2035 Spring 2015 TA

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