For Nikhil
Dependencies: 4DGL-uLCD-SE EthernetInterface Game_Synchronizer MMA8452 SDFileSystem mbed-rtos mbed wave_player
Fork of 2035_Tanks_Shell by
main.cpp
- Committer:
- jford38
- Date:
- 2015-10-23
- Revision:
- 11:f455e907baba
- Parent:
- 10:5da9b27e050e
- Child:
- 12:088a8203a9bb
File content as of revision 11:f455e907baba:
// 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 + ceil(barrel_length*cos(barrel_theta)); } int max_y(void) { return y + h + wheel_rad + ceil(barrel_length*sin(barrel_theta)); } void reposition(int new_x, int new_y, float 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 + 1 + 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); // Update pukes if you try to send nothing :P 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; 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); } }