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

main.cpp

Committer:
jford38
Date:
2015-10-26
Revision:
14:36c306e26317
Parent:
12:088a8203a9bb
Child:
15:4b27a3a95772

File content as of revision 14:36c306e26317:

// Student Side.

#include "mbed.h"
#include "game_synchronizer.h"

#include "tank.h"
#include "globals.h"
#include <vector>

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();
}

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) {      // Didn't move!
                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 != CONVERT_24_TO_16_BPP(SKY_COLOR)) {
                if(col == CONVERT_24_TO_16_BPP(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(); }
        if(p2_buttons[2]) { b2.shoot(); }

        b1.time_step(frame_timer.read());
        b2.time_step(frame_timer.read());
        frame_timer.reset();
        
        sync.update();
    } 
}