Mortal Kombat Game ELEC2645

Dependencies:   mbed N5110 ShiftReg Joystick

Abandoned.cpp

Committer:
ozy
Date:
2021-04-19
Revision:
3:1d99b6ad4f9e
Parent:
1:3bdadf6f6dbd
Child:
6:a1a7dc264fed

File content as of revision 3:1d99b6ad4f9e:

// This file includes abandoned code that was replaced because it did not work

/*
int get_user_input(int &input) {
    while (1) {
        if (buttonA.read() == 1) {
            input = 1;
            break;
        }
        if (buttonB.read() == 1) {
            input  = 2;
            break;
        }
        if (buttonC.read() == 1) {
            input  = 3;
            break;
        }
        if (buttonD.read() == 1) {
            input  = 4;
            break;
        }
    }
    return input;
}



void abandoned_function() {
    // getting joystick coordinates using Vector2D
    // joystick centered at 0 with (1,0) being utmost right and (-1,0) being utmost left
    Vector2D coord = joystick.get_coord(); 
    printf("Coord = %f | %f\n", coord.x, coord.y);
    float x = coord.x;
    float y = coord.y;

loop idea:
while nothing pressed, display standsprite
while moving right, toggle between runright and midrunright
while moving left, toggle between runleft and midrunleft

    while (x > -0.02 && x < 0.02) { // joystick not moved - we use ± 0.02 to take account of fluctuation in joystick input
        fighter.draw(lcd, x, 34); // we write 34 as the y-coordinate to place sprite exactly on ground ( 46 - 12(height of sprite) = 34 )
        printf("*Coord = %f | %f\n",x, y);
        lcd.refresh();
        }

    while (x > 0.02) { // Joystick moved to the right
    // toggle between the 2 move_right animations with a small delay in between to make it smooth
        fighter.update_forward(x);
        printf("**Coord = %f | %f\n", x, y);
        fighter.move_right(lcd, x, 34);
        wait(0.2);
        fighter.update_forward(x);
        fighter.move_right2(lcd, x, 34);
        wait(0.2);
        lcd.refresh();
    }
    while (x < -0.02) { // Joystick moved to the left
    // toggle between the 2 move_left animations with a small delay in between to make it smooth
    fighter.update_backward(x);
    printf("***Coord = %f | %f\n", x, y);
        fighter.move_left(lcd, x, 34);
        wait(0.2);
        fighter.update_backward(x);
        fighter.move_left2(lcd, x, 34);
        wait(0.2);
        lcd.refresh();
    }
}


const int logo[17][19] =   {

    { 1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,1 }, 
    { 0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0 },
    { 0,0,0,0,0,1,0,1,1,1,0,0,0,0,1,0,0,0,0 },
    { 0,0,0,0,1,0,1,1,1,1,1,0,0,0,0,1,0,0,0 },
    { 0,0,0,1,0,1,1,0,0,1,1,1,1,0,0,0,1,0,0 },
    { 0,0,1,0,1,1,1,0,1,1,1,1,1,1,0,0,0,1,0 },
    { 0,0,1,0,1,1,1,1,1,1,1,1,0,1,0,0,0,1,0 },
    { 0,0,1,0,1,1,1,0,0,0,1,1,1,1,1,0,0,1,0 },
    { 0,0,1,0,1,1,1,1,0,0,0,0,0,1,1,1,0,1,0 },
    { 0,0,1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,1,0 },
    { 0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,0,0,1,0 },
    { 0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,1,0 },
    { 0,0,0,1,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0 },
    { 0,0,0,0,1,0,0,0,0,1,1,1,1,1,1,1,0,0,0 },
    { 0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0 },
    { 0,0,0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0 },
    { 1,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1 },

};
*/

/*
void menu_select() {
    char button = get_user_input();
    switch (button) {
    case 'A':
      menu.play(lcd);
      break;
    case 'B':
      menu.tutorial(lcd);
      break;
    case 'C':
      menu.options_menu(lcd);
      break;
    default:
      menu.homescreen(lcd); 
      break;
  }
}

char get_user_input() {
    char button;
    while (buttonA.read() == 1) {
        button = 'A';
        wait(0.2);
    }
    while (buttonB.read() == 1) {
        button = 'B';
        wait(0.2);
    }
    while (buttonC.read() == 1) {
        button = 'C';
        wait(0.2);
    }
    while (buttonD.read() == 1) {
        button = 'D';
        wait(0.2);
    }
    pc.printf("Value is %c", button);
    return button;
}
*/