Mortal Kombat Game ELEC2645
Dependencies: mbed N5110 ShiftReg Joystick
main.cpp
- Committer:
- ozy
- Date:
- 2021-04-13
- Revision:
- 0:99b49fd71085
- Child:
- 1:3bdadf6f6dbd
File content as of revision 0:99b49fd71085:
///////////// includes ///////////////////// #include "mbed.h" #include "N5110.h" #include "Fighter.h" #include "Joystick.h" #include "Menu.h" ///////////// defines ///////////////////// #define SPEED -69 #define GROUND 34 ///////////// objects /////////////////// Fighter fighter; Menu menu; DigitalIn buttonA(p29); DigitalIn buttonB(p28); DigitalIn buttonC(p27); DigitalIn buttonD(p26); AnalogIn joy_v(p20); AnalogIn joy_h(p19); N5110 lcd(p14,p8,p9,p10,p11,p13,p21); BusOut leds(LED4,LED3,LED2,LED1); Serial pc(USBTX, USBRX); //////////// functions //////////////////// void init(); void menu_screen(); void move_sprite(); void draw_background(); void menu_select(); char get_user_input(); int main() { init(); // menu_screen(); while(1) { lcd.clear(); draw_background(); move_sprite(); } } void init() { // initialize all devices lcd.init(); lcd.setContrast(0.5); // since Button A has an external pull-down, we should disable to internal pull-down // resistor that is enabled by default // buttonA.mode(PullNone); // buttonB.mode(PullNone); // buttonC.mode(PullNone); // buttonD.mode(PullNone); } void menu_screen() { menu.main_menu(lcd); // printing the menu screen wait(3.5f); menu.created_by(lcd); // 2nd menu screen wait(3.5f); menu.A_to_start(lcd); // 3rd menu screen asking user to press A to start game wait(3.5f); while (1) { if (buttonA.read() == 1) { menu.homescreen(lcd); menu_select(); } } } void draw_background() { // lcd.drawLine(x1, y1, x2, y2, type); lcd.drawLine(0,46,82,46,1); // draws ground platform lcd.drawLine(0,46,0,25,1); // draws first side wall lcd.drawLine(82,46,82,25,1); // draws second side wall lcd.refresh(); } void move_sprite() { // getting joystick coordinates using read() function // joystick centered at (0.50,0.50) with utmost left at (1.00,0.50) and utmost right being (0.00,0.50) // read each of the pins float x = joy_h.read(); float y = joy_v.read(); printf("x = %.2f | y = %.2f \n",x,y); /* Code idea: if joystick is not moved , display standing sprite if joystick is moved right, toggle between runright and midrunright if joystick is moved left, toggle between runleft and midrunleft */ if(x > 0.45 && x < 0.55) { // joystick not moved - we use ± 0.05 to take account of fluctuation in joystick tolerance and noice on ADC fighter.draw(lcd, x+33, GROUND); // draw standing fighter and add 30 print it on middle of lcd screen // ... and the y-coordinate to place sprite exactly on ground is 34 ( 46 - 12(height of sprite) = 34 ) lcd.refresh(); wait(0.2); // Preform kick move if user presses button A while (buttonA.read() == 1) { fighter.kick_right(lcd, x+33, GROUND); // draw kick on same coordinates as the standing sprite lcd.refresh(); wait(0.2); } // Preform punch move if user presses button B while (buttonB.read() == 1) { fighter.punch_right(lcd, x+33, GROUND); // draw kick on same coordinates as the standing sprite lcd.refresh(); wait(0.2); } // Guard if user presses button C while (buttonC.read() == 1) { fighter.guard(lcd, x+33, GROUND); // draw guard move on same coordinates as the standing sprite lcd.refresh(); wait(0.2); } // Jump if user presses button D while (buttonD.read() == 1) { fighter.draw(lcd, x+33, GROUND-15); // adding 15 the sprite y-coordinate to create jump move lcd.refresh(); wait(0.2); } } else if(x < 0.45) { // joystick moved to the right // print the move_right animation, refresh, then print the 2nd move_right animation (toggling animations to create moving legs!) fighter.move_right(lcd, SPEED*x+70, GROUND); // draw standing fighter, multiply by speed -69 (negative to correct for direction!) lcd.refresh(); wait(0.1); fighter.move_right2(lcd, SPEED*x+70, GROUND); lcd.refresh(); wait(0.08); // kick if user presses button A while (buttonA.read() == 1) { fighter.kick_right(lcd, SPEED*x+70, GROUND); lcd.refresh(); wait(0.2); } // Preform punch move if user presses button B while (buttonB.read() == 1) { fighter.punch_right(lcd, SPEED*x+70, GROUND); // draw kick on same coordinates as the sprite lcd.refresh(); wait(0.2); } // Guard if user presses button C while (buttonC.read() == 1) { fighter.guard(lcd, SPEED*x+70, GROUND); // draw kick on same coordinates as the sprite lcd.refresh(); wait(0.2); } } else if(x > 0.55) { // joystick moved to the left // printing only the first move left animation for comparison fighter.move_left(lcd, SPEED*x+71, GROUND); //wait(0.01); //fighter.move_left2(lcd, -25*x+30, 34); lcd.refresh(); wait(0.08); } // kick if user presses button A while (buttonA.read() == 1) { fighter.kick_left(lcd, SPEED*x+71, GROUND); lcd.refresh(); wait(0.2); } while (buttonB.read() == 1) { fighter.punch_left(lcd, SPEED*x+71, GROUND); // draw kick on same coordinates as the sprite lcd.refresh(); wait(0.2); } // Guard if user presses button C while (buttonC.read() == 1) { fighter.guard(lcd, SPEED*x+71, GROUND); // draw kick on same coordinates as the sprite lcd.refresh(); wait(0.2); } } 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';} while (buttonB.read() == 1) {button = 'B';} while (buttonC.read() == 1) {button = 'C';} while (buttonD.read() == 1) {button = 'D';} pc.printf("Value is %c", button); return button; }