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Dependencies: 4DGL-uLCD-SE mbed wave_player
Fork of PacMan_Skeleton_unlock by
Diff: main.cpp
- Revision:
- 1:fbda247b843b
- Parent:
- 0:be33a1fad8c0
--- a/main.cpp Fri Feb 24 17:33:27 2017 +0000
+++ b/main.cpp Thu Mar 29 05:05:51 2018 +0000
@@ -38,6 +38,7 @@
DigitalIn right_pb(p22); // push bottem
DigitalIn up_pb(p23); // push bottem
DigitalIn down_pb(p24); // push bottem
+DigitalOut myled(LED1); // LED
uLCD_4DGL uLCD(p9,p10,p11); // LCD (serial tx, serial rx, reset pin;)
Serial pc(USBTX,USBRX); // used by Accelerometer
MMA8452 acc(p28, p27, 100000); // Accelerometer
@@ -64,13 +65,36 @@
timer.start();
tick = timer.read_ms();
pre_tick = tick;
-
+ int lives = 3, level = 0, invuln = 0, diff = 0;
// Initialize the buttons
left_pb.mode(PullUp); // The variable left_pb will be zero when the pushbutton for moving the player left is pressed
right_pb.mode(PullUp); // The variable rightt_pb will be zero when the pushbutton for moving the player right is pressed
up_pb.mode(PullUp); //the variable fire_pb will be zero when the pushbutton for firing a missile is pressed
down_pb.mode(PullUp); //the variable fire_pb will be zero when the pushbutton for firing a missile is pressed
-
+
+ uLCD.cls();
+ uLCD.locate(0,0);
+ uLCD.printf("SELECT GAME MODE");
+ uLCD.locate(0,4);
+ uLCD.printf("1) EASY");
+ uLCD.locate(0,8);
+ uLCD.printf("2) MEDIUM");
+ uLCD.locate(0,12);
+ uLCD.printf("3) HARD");
+ while(1){
+ if(down_pb == 0){
+ diff = 1;
+ break;
+ }
+ if(up_pb == 0){
+ diff = 2;
+ break;
+ }
+ if(right_pb == 0){
+ diff = 3;
+ break;
+ }
+ }
while(1)
{
/// [Example of the game control implementation]
@@ -78,9 +102,20 @@
uLCD.cls();
map_init();
pacman_init(8,9); // Center of the map
+
//Your code here
//Initiate & create & show the ghosts
+ ghost_init();
+ ghost_create(8,7,0xFF0000);
+ if(diff > 0)
+ ghost_create(7,5,0x00FF00);
+ if(diff > 1)
+ ghost_create(9,5,0xFFFF00);
+ if(diff > 2)
+ ghost_create(8,5,0x00FFFF);
+ DLinkedList* ghostL = get_ghost_list();
+ ghost_show(ghostL);
//[Demo of play sound file]
//playSound("/sd/wavfiles/BUZZER.wav");
@@ -92,13 +127,91 @@
/// 2. Implement the code to get user input and update the Pacman
/// -[Hint] Implement the code to move Pacman. You could use either push-button or accelerometer. <br>
/// The accelerometer's function readXYZGravity() might be useful.
+ if(left_pb == 0 && right_pb == 0){
+ lives++;
+ level++;
+ break;
+ }
+
+ if(up_pb == 0 && down_pb == 0){
+ lives = 0;
+ }
+
+ double x,y,z;
+ acc.readXYZGravity(&x,&y,&z);
+ if(x > .4 || left_pb == 0)
+ pacman_set_action(PACMAN_HEADING_LEFT);
+ if(x < -.4 || right_pb == 0)
+ pacman_set_action(PACMAN_HEADING_RIGHT);
+ if(y > .4 || down_pb == 0)
+ pacman_set_action(PACMAN_HEADING_DOWN);
+ if(y < -.4 || up_pb == 0)
+ pacman_set_action(PACMAN_HEADING_UP);
+
+ //uLCD.locate(0,1);
+ //uLCD.printf("lives:%d",lives);
+
+
+ GRID grid_info = map_get_grid_status(0,0);
+ uLCD.filled_rectangle(grid_info.x,grid_info.y-GRID_SIZE,grid_info.x+(8*GRID_SIZE),grid_info.y,BACKGROUND_COLOR);
+ int i = 0;
+ while(i < lives){
+ GRID grid_info = map_get_grid_status(i,0);
+ int screen_x = grid_info.x + GRID_RADIUS;
+ int screen_y = grid_info.y - GRID_RADIUS;
+ uLCD.filled_circle(screen_x, screen_y, GRID_RADIUS, PACMAN_COLOR);
+ uLCD.filled_rectangle(screen_x,screen_y-1,screen_x+GRID_SIZE,screen_y+1, BACKGROUND_COLOR);
+ i++;
+ }
+
if((tick-pre_tick)>500){ // Time step control
- pre_tick = tick;
-
+ pre_tick = tick;
+
+
/// 3. Update the Pacman on the screen
/// -[Hint] You could update the position of Pacman here based on the input at step 2. <br>
-
+ //pacman_update_position();
+
+ invuln += pacman_update_position(level);
+
+ if (invuln > 0){
+ pacman_add_score(ghost_collision(ghostL, pacman_get_x(), pacman_get_y(), invuln));
+ invuln -= 500;
+ myled = 1;
+ }
+ else{
+ if(ghost_collision(ghostL, pacman_get_x(), pacman_get_y(), invuln)){
+ lives -= ghost_collision(ghostL, pacman_get_x(), pacman_get_y(), invuln);
+ int j = 0;
+ while(j<10){
+ pacman_clear();
+ pacman_init(8,9);
+ j++;
+ }
+ }
+ myled = 0;
+ }
+
+ ghost_random_walk();
+
+ if (invuln > 0){
+ pacman_add_score(ghost_collision(ghostL, pacman_get_x(), pacman_get_y(), invuln));
+ }
+ else{
+ if(ghost_collision(ghostL, pacman_get_x(), pacman_get_y(), invuln)){
+ lives -= ghost_collision(ghostL, pacman_get_x(), pacman_get_y(), invuln);
+ int j = 0;
+ while(j<10){
+ pacman_clear();
+ pacman_init(8,9);
+ j++;
+ }
+ }
+ }
+
+ ghost_show(ghostL);
+
}
/// 4. Implement the code to check the end of game.
@@ -106,8 +219,26 @@
/// 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).
/// Either at time t or t+1, you will see that the Pacman and the ghost are not on the same grid.
/// However, the Pacman should be caught by ghost with this movement.
+ if (lives == 0){
+ pacman_clear();
+ timer.stop();
+ uLCD.locate(9,0);
+ uLCD.printf("GAME OVER");
+
+ if(up_pb == 0 && left_pb == 0){
+ lives = 3;
+ level = 0;
+ timer.start();
+ pacman_reset_score();
+ break;
+ }
+ }
/// -[Hint] Check whether Pacman win the game <br>
-
+ if (map_remaining_cookie() == 0){
+ lives++;
+ level++;
+ break;
+ }
}
}
}
