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baseline features - a little buggy
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
main.cpp
- Committer:
- DCchico
- Date:
- 2021-03-29
- Revision:
- 0:95264f964374
- Child:
- 1:4421c1e849e9
File content as of revision 0:95264f964374:
//================================================================= // The main program file. // // Copyright 2020 Georgia Tech. All rights reserved. // The materials provided by the instructor in this course are for // the use of the students currently enrolled in the course. // Copyrighted course materials may not be further disseminated. // This file must not be made publicly available anywhere. //================================================================== // External libs #include <stdlib.h> // Project includes #include "globals.h" #include "hardware.h" #include "compost_pile_public.h" #include "fruit_public.h" #include "player_public.h" //For sound components ////AnalogOut DACout(p18); //PwmOut pwmout(p26); ////PwmOut speaker(p25); ////wave_player waver(&DACout); //SDFileSystem sd(p5, p6, p7, p8, "sd"); // mosi, miso, sck, cs DigitalOut myled1(LED1); DigitalOut myled2(LED2); DigitalOut myled3(LED3); DigitalOut myled4(LED4); // ===User implementations start=== int fruit_contact(void); // iterate through fruits and see if any collided void compost_pile_update(void); void playSound(char * wav); void playNotes(void); void set_random_seed(Timer); int main() { GameInputs inputs; // First things first: initialize hardware ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!"); pc.printf("Program Starting\n"); // ===User implementations start=== // Game state variables // Timer to measure game update speed (secondarily used to generate random seed) Timer t; int dt; // delta time set_random_seed(t); //pwmout.period(1.0/4000.0); //playSound("/sd/wavfiles/BUZZER.wav");//test the sound convert to thread //wait(0.1); //playNotes(); //initialize functions compost_pile_init(); fruit_init(); player_init(); pc.printf("Initialization complete\n"); while(1) { t.start(); // Draw fruits first //pc.printf("fruit_generator\n"); fruit_generator(); //Put score on screen // NOTE: Text is 8 pixels tall //pc.printf("player_fruit_draw\n"); player_draw(0x0000FF); player_knife_draw(); //pc.printf("Reading inputs\n"); inputs = read_inputs(); //pc.printf("player motions\n"); if (inputs.b1 || inputs.ay>=0.3) player_moveUp(); if (inputs.b2 || inputs.ay<= -0.3) player_moveDown(); if (inputs.b3) player_throw(); //pc.printf("compost_pile_update\n"); compost_pile_update(); //pc.printf("fruit_contact\n"); int is_bomb = fruit_contact(); // TODO: Check end of the game //pc.printf("check endgame\n"); // TODO: Check if game won // Compute update time t.stop(); dt = t.read_ms(); if (dt < 100) wait_ms(100 - dt); } pc.printf("out of main loop\n"); destroyList(get_fruit_list()); return 0; // ===User implementations end=== } // ===User implementations start=== /* This function iterate through the fruit list, checking if anyone one of them is contacting * with the player's knife. Don't forget to check if the "fruit" is the bomb, since we * generated bombs using the fruit_generator. */ int fruit_contact(void) { } /** Call compost_pile_update() repeatedly in your game-loop. ex: main() This function iterate through the fruit list. Add fruits that reach the bottom of the screen to the compost pile. @return Number of remaining cities. You might end the game when all cities are demolished. */ void compost_pile_update(void){ } //fcn to play a wav void playSound(char* wav) { //open wav file FILE *wave_file; wave_file=fopen(wav,"r"); if(wave_file != NULL) { printf("File opened successfully\n"); //play wav file printf("Sound playing...\n"); waver.play(wave_file); //close wav file printf("Sound stopped...\n"); fclose(wave_file); return; } printf("Could not open file for reading - %s\n", wav); return; } /* Wanna hear some annoying sounds?*/ void playNotes(void) { int i; // generate a 500Hz tone using PWM hardware output speaker.period(1.0/500.0); // 500hz period speaker =0.5; //50% duty cycle - max volume wait(3); speaker=0.0; // turn off audio wait(2); // generate a short 150Hz tone using PWM hardware output // something like this can be used for a button click effect for feedback for (i=0; i<10; i++) { speaker.period(1.0/150.0); // 500hz period speaker =0.25; //25% duty cycle - mid range volume wait(.02); speaker=0.0; // turn off audio wait(0.5); } // sweep up in frequency by changing the PWM period for (i=0; i<8000; i=i+100) { speaker.period(1.0/float(i)); speaker=0.25; wait(.1); } wait(2); // two tone police siren effect - two periods or two frequencies // increase volume - by changing the PWM duty cycle for (i=0; i<26; i=i+2) { speaker.period(1.0/969.0); speaker = float(i)/50.0; wait(.5); speaker.period(1.0/800.0); wait(.5); } // decrease volume for (i=25; i>=0; i=i-2) { speaker.period(1.0/969.0); speaker = float(i)/50.0; wait(.5); speaker.period(1.0/800.0); wait(.5); } speaker =0.0; wait(2); } void set_random_seed(Timer t) { GameInputs inputs; t.start(); uLCD.printf("Push any button to start.\n"); while(1){ inputs = read_inputs(); if (inputs.b1 || inputs.b2 || inputs.b3) break; } uLCD.cls(); t.stop(); int seed = t.read_ms(); srand(seed); } // ===User implementations end===