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Dependencies: 4DGL-uLCD-SE mbed wave_player
Fork of PacMan_Skeleton_unlock by
main.cpp@0:be33a1fad8c0, 2017-02-24 (annotated)
- Committer:
- conantina
- Date:
- Fri Feb 24 17:33:27 2017 +0000
- Revision:
- 0:be33a1fad8c0
- Child:
- 1:fbda247b843b
PacMan_Skeleton for student
Who changed what in which revision?
| User | Revision | Line number | New contents of line |
|---|---|---|---|
| conantina | 0:be33a1fad8c0 | 1 | /* Gatech ECE2035 2015 SPRING PAC MAN |
| conantina | 0:be33a1fad8c0 | 2 | * Copyright (c) 2015 Gatech ECE2035 |
| conantina | 0:be33a1fad8c0 | 3 | * |
| conantina | 0:be33a1fad8c0 | 4 | * Permission is hereby granted, free of charge, to any person obtaining a copy |
| conantina | 0:be33a1fad8c0 | 5 | * of this software and associated documentation files (the "Software"), to deal |
| conantina | 0:be33a1fad8c0 | 6 | * in the Software without restriction, including without limitation the rights |
| conantina | 0:be33a1fad8c0 | 7 | * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
| conantina | 0:be33a1fad8c0 | 8 | * copies of the Software, and to permit persons to whom the Software is |
| conantina | 0:be33a1fad8c0 | 9 | * furnished to do so, subject to the following conditions: |
| conantina | 0:be33a1fad8c0 | 10 | * |
| conantina | 0:be33a1fad8c0 | 11 | * The above copyright notice and this permission notice shall be included in |
| conantina | 0:be33a1fad8c0 | 12 | * all copies or substantial portions of the Software. |
| conantina | 0:be33a1fad8c0 | 13 | * |
| conantina | 0:be33a1fad8c0 | 14 | * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
| conantina | 0:be33a1fad8c0 | 15 | * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| conantina | 0:be33a1fad8c0 | 16 | * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
| conantina | 0:be33a1fad8c0 | 17 | * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
| conantina | 0:be33a1fad8c0 | 18 | * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
| conantina | 0:be33a1fad8c0 | 19 | * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE |
| conantina | 0:be33a1fad8c0 | 20 | * SOFTWARE. |
| conantina | 0:be33a1fad8c0 | 21 | */ |
| conantina | 0:be33a1fad8c0 | 22 | /** @file main.cpp */ |
| conantina | 0:be33a1fad8c0 | 23 | // Include header files for platform |
| conantina | 0:be33a1fad8c0 | 24 | #include "mbed.h" |
| conantina | 0:be33a1fad8c0 | 25 | #include "wave_player.h" |
| conantina | 0:be33a1fad8c0 | 26 | #include "SDFileSystem.h" |
| conantina | 0:be33a1fad8c0 | 27 | |
| conantina | 0:be33a1fad8c0 | 28 | // Include header files for pacman project |
| conantina | 0:be33a1fad8c0 | 29 | #include "globals.h" |
| conantina | 0:be33a1fad8c0 | 30 | #include "map_public.h" |
| conantina | 0:be33a1fad8c0 | 31 | #include "pacman.h" |
| conantina | 0:be33a1fad8c0 | 32 | #include "ghost.h" |
| conantina | 0:be33a1fad8c0 | 33 | #include "MMA8452.h" |
| conantina | 0:be33a1fad8c0 | 34 | #include "doubly_linked_list.h" |
| conantina | 0:be33a1fad8c0 | 35 | |
| conantina | 0:be33a1fad8c0 | 36 | // Platform initialization |
| conantina | 0:be33a1fad8c0 | 37 | DigitalIn left_pb(p21); // push bottem |
| conantina | 0:be33a1fad8c0 | 38 | DigitalIn right_pb(p22); // push bottem |
| conantina | 0:be33a1fad8c0 | 39 | DigitalIn up_pb(p23); // push bottem |
| conantina | 0:be33a1fad8c0 | 40 | DigitalIn down_pb(p24); // push bottem |
| conantina | 0:be33a1fad8c0 | 41 | uLCD_4DGL uLCD(p9,p10,p11); // LCD (serial tx, serial rx, reset pin;) |
| conantina | 0:be33a1fad8c0 | 42 | Serial pc(USBTX,USBRX); // used by Accelerometer |
| conantina | 0:be33a1fad8c0 | 43 | MMA8452 acc(p28, p27, 100000); // Accelerometer |
| conantina | 0:be33a1fad8c0 | 44 | AnalogOut DACout(p18); // speaker |
| conantina | 0:be33a1fad8c0 | 45 | wave_player waver(&DACout); // wav player |
| conantina | 0:be33a1fad8c0 | 46 | SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD card and filesystem (mosi, miso, sck, cs) |
| conantina | 0:be33a1fad8c0 | 47 | |
| conantina | 0:be33a1fad8c0 | 48 | // Example of the decleration of your implementation |
| conantina | 0:be33a1fad8c0 | 49 | void playSound(char * wav); |
| conantina | 0:be33a1fad8c0 | 50 | |
| conantina | 0:be33a1fad8c0 | 51 | |
| conantina | 0:be33a1fad8c0 | 52 | /** Main() is where you start your implementation |
| conantina | 0:be33a1fad8c0 | 53 | @brief The hints of implementation are in the comments. <br> |
| conantina | 0:be33a1fad8c0 | 54 | @brief You are expected to implement your code in main.cpp and pacman.cpp. But you could modify any code if you want to make the game work better. |
| conantina | 0:be33a1fad8c0 | 55 | */ |
| conantina | 0:be33a1fad8c0 | 56 | int main() |
| conantina | 0:be33a1fad8c0 | 57 | { |
| conantina | 0:be33a1fad8c0 | 58 | // Initialize the timer |
| conantina | 0:be33a1fad8c0 | 59 | /// [Example of time control implementation] |
| conantina | 0:be33a1fad8c0 | 60 | /// Here is a rough example to implement the timer control <br><br> |
| conantina | 0:be33a1fad8c0 | 61 | int tick, pre_tick; |
| conantina | 0:be33a1fad8c0 | 62 | srand (time(NULL)); |
| conantina | 0:be33a1fad8c0 | 63 | Timer timer; |
| conantina | 0:be33a1fad8c0 | 64 | timer.start(); |
| conantina | 0:be33a1fad8c0 | 65 | tick = timer.read_ms(); |
| conantina | 0:be33a1fad8c0 | 66 | pre_tick = tick; |
| conantina | 0:be33a1fad8c0 | 67 | |
| conantina | 0:be33a1fad8c0 | 68 | // Initialize the buttons |
| conantina | 0:be33a1fad8c0 | 69 | left_pb.mode(PullUp); // The variable left_pb will be zero when the pushbutton for moving the player left is pressed |
| conantina | 0:be33a1fad8c0 | 70 | right_pb.mode(PullUp); // The variable rightt_pb will be zero when the pushbutton for moving the player right is pressed |
| conantina | 0:be33a1fad8c0 | 71 | up_pb.mode(PullUp); //the variable fire_pb will be zero when the pushbutton for firing a missile is pressed |
| conantina | 0:be33a1fad8c0 | 72 | down_pb.mode(PullUp); //the variable fire_pb will be zero when the pushbutton for firing a missile is pressed |
| conantina | 0:be33a1fad8c0 | 73 | |
| conantina | 0:be33a1fad8c0 | 74 | while(1) |
| conantina | 0:be33a1fad8c0 | 75 | { |
| conantina | 0:be33a1fad8c0 | 76 | /// [Example of the game control implementation] |
| conantina | 0:be33a1fad8c0 | 77 | /// Here is the example to initialize the game <br><br> |
| conantina | 0:be33a1fad8c0 | 78 | uLCD.cls(); |
| conantina | 0:be33a1fad8c0 | 79 | map_init(); |
| conantina | 0:be33a1fad8c0 | 80 | pacman_init(8,9); // Center of the map |
| conantina | 0:be33a1fad8c0 | 81 | |
| conantina | 0:be33a1fad8c0 | 82 | //Your code here |
| conantina | 0:be33a1fad8c0 | 83 | //Initiate & create & show the ghosts |
| conantina | 0:be33a1fad8c0 | 84 | |
| conantina | 0:be33a1fad8c0 | 85 | //[Demo of play sound file] |
| conantina | 0:be33a1fad8c0 | 86 | //playSound("/sd/wavfiles/BUZZER.wav"); |
| conantina | 0:be33a1fad8c0 | 87 | |
| conantina | 0:be33a1fad8c0 | 88 | /// 1. Begin the game loop |
| conantina | 0:be33a1fad8c0 | 89 | while(1){ |
| conantina | 0:be33a1fad8c0 | 90 | tick = timer.read_ms(); // Read current time |
| conantina | 0:be33a1fad8c0 | 91 | |
| conantina | 0:be33a1fad8c0 | 92 | /// 2. Implement the code to get user input and update the Pacman |
| conantina | 0:be33a1fad8c0 | 93 | /// -[Hint] Implement the code to move Pacman. You could use either push-button or accelerometer. <br> |
| conantina | 0:be33a1fad8c0 | 94 | /// The accelerometer's function readXYZGravity() might be useful. |
| conantina | 0:be33a1fad8c0 | 95 | |
| conantina | 0:be33a1fad8c0 | 96 | if((tick-pre_tick)>500){ // Time step control |
| conantina | 0:be33a1fad8c0 | 97 | pre_tick = tick; |
| conantina | 0:be33a1fad8c0 | 98 | |
| conantina | 0:be33a1fad8c0 | 99 | /// 3. Update the Pacman on the screen |
| conantina | 0:be33a1fad8c0 | 100 | /// -[Hint] You could update the position of Pacman here based on the input at step 2. <br> |
| conantina | 0:be33a1fad8c0 | 101 | |
| conantina | 0:be33a1fad8c0 | 102 | } |
| conantina | 0:be33a1fad8c0 | 103 | |
| conantina | 0:be33a1fad8c0 | 104 | /// 4. Implement the code to check the end of game. |
| conantina | 0:be33a1fad8c0 | 105 | /// -[Hint] Check whether the ghost catch the Pacman. Make sure you could always detect that the ghost and Pacman meet on the screen. |
| conantina | 0:be33a1fad8c0 | 106 | /// One tricky scenario is that: Pacman is at grid (3,3) and is heading to (3,4), while the ghost is at grid (3,4) and is heading to (3,3). |
| conantina | 0:be33a1fad8c0 | 107 | /// Either at time t or t+1, you will see that the Pacman and the ghost are not on the same grid. |
| conantina | 0:be33a1fad8c0 | 108 | /// However, the Pacman should be caught by ghost with this movement. |
| conantina | 0:be33a1fad8c0 | 109 | /// -[Hint] Check whether Pacman win the game <br> |
| conantina | 0:be33a1fad8c0 | 110 | |
| conantina | 0:be33a1fad8c0 | 111 | } |
| conantina | 0:be33a1fad8c0 | 112 | } |
| conantina | 0:be33a1fad8c0 | 113 | } |
| conantina | 0:be33a1fad8c0 | 114 | |
| conantina | 0:be33a1fad8c0 | 115 | |
| conantina | 0:be33a1fad8c0 | 116 | |
| conantina | 0:be33a1fad8c0 | 117 | // Example of implementation of your functions |
| conantina | 0:be33a1fad8c0 | 118 | void playSound(char * wav) |
| conantina | 0:be33a1fad8c0 | 119 | { |
| conantina | 0:be33a1fad8c0 | 120 | // open wav file |
| conantina | 0:be33a1fad8c0 | 121 | FILE *wave_file; |
| conantina | 0:be33a1fad8c0 | 122 | wave_file=fopen(wav,"r"); |
| conantina | 0:be33a1fad8c0 | 123 | |
| conantina | 0:be33a1fad8c0 | 124 | // play wav file |
| conantina | 0:be33a1fad8c0 | 125 | waver.play(wave_file); |
| conantina | 0:be33a1fad8c0 | 126 | |
| conantina | 0:be33a1fad8c0 | 127 | // close wav file |
| conantina | 0:be33a1fad8c0 | 128 | fclose(wave_file); |
| conantina | 0:be33a1fad8c0 | 129 | } |
