Mini game developed for ECE 4180 lab
Dependencies: 4DGL-uLCD-SE mbed-rtos mbed
main.cpp@0:a358215f57b7, 2016-03-14 (annotated)
- Committer:
- slandry8
- Date:
- Mon Mar 14 17:42:07 2016 +0000
- Revision:
- 0:a358215f57b7
Final build of game for ECE 4180
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
slandry8 | 0:a358215f57b7 | 1 | // Cactus Jumper video game |
slandry8 | 0:a358215f57b7 | 2 | // |
slandry8 | 0:a358215f57b7 | 3 | #include "mbed.h" |
slandry8 | 0:a358215f57b7 | 4 | #include "rtos.h" |
slandry8 | 0:a358215f57b7 | 5 | #include "uLCD_4DGL.h" |
slandry8 | 0:a358215f57b7 | 6 | #include "entity.h" |
slandry8 | 0:a358215f57b7 | 7 | |
slandry8 | 0:a358215f57b7 | 8 | |
slandry8 | 0:a358215f57b7 | 9 | uLCD_4DGL uLCD(p9,p10,p11); // serial tx, serial rx, reset pin; |
slandry8 | 0:a358215f57b7 | 10 | Mutex posMutex; |
slandry8 | 0:a358215f57b7 | 11 | int state = STATE_START; |
slandry8 | 0:a358215f57b7 | 12 | int score; |
slandry8 | 0:a358215f57b7 | 13 | int k; |
slandry8 | 0:a358215f57b7 | 14 | char *scCompBuf; |
slandry8 | 0:a358215f57b7 | 15 | char *writtenScore; |
slandry8 | 0:a358215f57b7 | 16 | char *scoreStr; |
slandry8 | 0:a358215f57b7 | 17 | bool initialFlash = false; |
slandry8 | 0:a358215f57b7 | 18 | bool scoreDrawn = false; |
slandry8 | 0:a358215f57b7 | 19 | bool collided = false; |
slandry8 | 0:a358215f57b7 | 20 | bool newHighScore = false; |
slandry8 | 0:a358215f57b7 | 21 | bool titleDrawn = false; |
slandry8 | 0:a358215f57b7 | 22 | char readchar = ' '; |
slandry8 | 0:a358215f57b7 | 23 | class Nav_Switch |
slandry8 | 0:a358215f57b7 | 24 | { |
slandry8 | 0:a358215f57b7 | 25 | public: |
slandry8 | 0:a358215f57b7 | 26 | Nav_Switch(PinName up,PinName down,PinName left,PinName right,PinName fire); |
slandry8 | 0:a358215f57b7 | 27 | int read(); |
slandry8 | 0:a358215f57b7 | 28 | //boolean functions to test each switch |
slandry8 | 0:a358215f57b7 | 29 | bool up(); |
slandry8 | 0:a358215f57b7 | 30 | bool down(); |
slandry8 | 0:a358215f57b7 | 31 | bool left(); |
slandry8 | 0:a358215f57b7 | 32 | bool right(); |
slandry8 | 0:a358215f57b7 | 33 | bool fire(); |
slandry8 | 0:a358215f57b7 | 34 | //automatic read on RHS |
slandry8 | 0:a358215f57b7 | 35 | operator int (); |
slandry8 | 0:a358215f57b7 | 36 | //index to any switch array style |
slandry8 | 0:a358215f57b7 | 37 | bool operator[](int index) { |
slandry8 | 0:a358215f57b7 | 38 | return _pins[index]; |
slandry8 | 0:a358215f57b7 | 39 | }; |
slandry8 | 0:a358215f57b7 | 40 | private: |
slandry8 | 0:a358215f57b7 | 41 | BusIn _pins; |
slandry8 | 0:a358215f57b7 | 42 | |
slandry8 | 0:a358215f57b7 | 43 | }; |
slandry8 | 0:a358215f57b7 | 44 | Nav_Switch::Nav_Switch (PinName up,PinName down,PinName left,PinName right,PinName fire): |
slandry8 | 0:a358215f57b7 | 45 | _pins(up, down, left, right, fire) |
slandry8 | 0:a358215f57b7 | 46 | { |
slandry8 | 0:a358215f57b7 | 47 | _pins.mode(PullUp); //needed if pullups not on board or a bare nav switch is used - delete otherwise |
slandry8 | 0:a358215f57b7 | 48 | //Thread::wait(1); //delays just a bit for pullups to pull inputs high |
slandry8 | 0:a358215f57b7 | 49 | wait(0.001); |
slandry8 | 0:a358215f57b7 | 50 | } |
slandry8 | 0:a358215f57b7 | 51 | inline bool Nav_Switch::up() |
slandry8 | 0:a358215f57b7 | 52 | { |
slandry8 | 0:a358215f57b7 | 53 | return !(_pins[0]); |
slandry8 | 0:a358215f57b7 | 54 | } |
slandry8 | 0:a358215f57b7 | 55 | inline bool Nav_Switch::down() |
slandry8 | 0:a358215f57b7 | 56 | { |
slandry8 | 0:a358215f57b7 | 57 | return !(_pins[1]); |
slandry8 | 0:a358215f57b7 | 58 | } |
slandry8 | 0:a358215f57b7 | 59 | inline bool Nav_Switch::left() |
slandry8 | 0:a358215f57b7 | 60 | { |
slandry8 | 0:a358215f57b7 | 61 | return !(_pins[2]); |
slandry8 | 0:a358215f57b7 | 62 | } |
slandry8 | 0:a358215f57b7 | 63 | inline bool Nav_Switch::right() |
slandry8 | 0:a358215f57b7 | 64 | { |
slandry8 | 0:a358215f57b7 | 65 | return !(_pins[3]); |
slandry8 | 0:a358215f57b7 | 66 | } |
slandry8 | 0:a358215f57b7 | 67 | inline bool Nav_Switch::fire() |
slandry8 | 0:a358215f57b7 | 68 | { |
slandry8 | 0:a358215f57b7 | 69 | return !(_pins[4]); |
slandry8 | 0:a358215f57b7 | 70 | } |
slandry8 | 0:a358215f57b7 | 71 | inline int Nav_Switch::read() |
slandry8 | 0:a358215f57b7 | 72 | { |
slandry8 | 0:a358215f57b7 | 73 | return _pins.read(); |
slandry8 | 0:a358215f57b7 | 74 | } |
slandry8 | 0:a358215f57b7 | 75 | inline Nav_Switch::operator int () |
slandry8 | 0:a358215f57b7 | 76 | { |
slandry8 | 0:a358215f57b7 | 77 | return _pins.read(); |
slandry8 | 0:a358215f57b7 | 78 | } |
slandry8 | 0:a358215f57b7 | 79 | |
slandry8 | 0:a358215f57b7 | 80 | Nav_Switch myNav( p25, p22, p23, p21, p24); |
slandry8 | 0:a358215f57b7 | 81 | int i = 111; //variable used for horizontal player movement |
slandry8 | 0:a358215f57b7 | 82 | int j = 96; //variable used for vertical player movement |
slandry8 | 0:a358215f57b7 | 83 | //initialize player and cursor |
slandry8 | 0:a358215f57b7 | 84 | Player *player = new Player(); |
slandry8 | 0:a358215f57b7 | 85 | Cursor *curs = new Cursor(); |
slandry8 | 0:a358215f57b7 | 86 | //thread for player input detection |
slandry8 | 0:a358215f57b7 | 87 | void fire_thread(void const *args) { |
slandry8 | 0:a358215f57b7 | 88 | while(true) { |
slandry8 | 0:a358215f57b7 | 89 | //if player moves to the right during gameplay |
slandry8 | 0:a358215f57b7 | 90 | if(myNav.right() && state == STATE_GAME) { |
slandry8 | 0:a358215f57b7 | 91 | posMutex.lock(); |
slandry8 | 0:a358215f57b7 | 92 | i = ((i > 110) ? 110 : i + DELTA_X_P); |
slandry8 | 0:a358215f57b7 | 93 | (*player).col = i; |
slandry8 | 0:a358215f57b7 | 94 | (*player).hasMoved = true; |
slandry8 | 0:a358215f57b7 | 95 | (*player).moveFlag = 2; |
slandry8 | 0:a358215f57b7 | 96 | posMutex.unlock(); |
slandry8 | 0:a358215f57b7 | 97 | Thread::wait(35); |
slandry8 | 0:a358215f57b7 | 98 | } |
slandry8 | 0:a358215f57b7 | 99 | //if player moves to the left during gameplay |
slandry8 | 0:a358215f57b7 | 100 | if(myNav.left() && state == STATE_GAME) { |
slandry8 | 0:a358215f57b7 | 101 | posMutex.lock(); |
slandry8 | 0:a358215f57b7 | 102 | i = ((i < 2) ? 2 : i - DELTA_X_P); |
slandry8 | 0:a358215f57b7 | 103 | (*player).col = i; |
slandry8 | 0:a358215f57b7 | 104 | (*player).hasMoved = true; |
slandry8 | 0:a358215f57b7 | 105 | (*player).moveFlag = 1; |
slandry8 | 0:a358215f57b7 | 106 | posMutex.unlock(); |
slandry8 | 0:a358215f57b7 | 107 | Thread::wait(35); |
slandry8 | 0:a358215f57b7 | 108 | } |
slandry8 | 0:a358215f57b7 | 109 | posMutex.lock(); |
slandry8 | 0:a358215f57b7 | 110 | //if player jumps during gameplay and is not already in the jumping or falling state |
slandry8 | 0:a358215f57b7 | 111 | if((myNav.up() && !((*player).isJumping || (*player).isFalling)) && state == STATE_GAME) { |
slandry8 | 0:a358215f57b7 | 112 | (*player).isJumping = true; |
slandry8 | 0:a358215f57b7 | 113 | (*player).upCounter = 48; |
slandry8 | 0:a358215f57b7 | 114 | (*player).fallCounter = 48; |
slandry8 | 0:a358215f57b7 | 115 | } |
slandry8 | 0:a358215f57b7 | 116 | posMutex.unlock(); |
slandry8 | 0:a358215f57b7 | 117 | //if fire is pressed on start screen, begin game |
slandry8 | 0:a358215f57b7 | 118 | if(myNav.fire() && state != STATE_GAME && state != STATE_SCORE && state != STATE_LOSE) { |
slandry8 | 0:a358215f57b7 | 119 | state = STATE_GAME; |
slandry8 | 0:a358215f57b7 | 120 | Thread::wait(35); |
slandry8 | 0:a358215f57b7 | 121 | } |
slandry8 | 0:a358215f57b7 | 122 | //Go to either start screen or new height screen when fire is pressed on game over screen |
slandry8 | 0:a358215f57b7 | 123 | if(myNav.fire() && state == STATE_LOSE) { |
slandry8 | 0:a358215f57b7 | 124 | if(!newHighScore) { |
slandry8 | 0:a358215f57b7 | 125 | titleDrawn = false; |
slandry8 | 0:a358215f57b7 | 126 | state = STATE_START; |
slandry8 | 0:a358215f57b7 | 127 | } else { |
slandry8 | 0:a358215f57b7 | 128 | state = STATE_SCORE; |
slandry8 | 0:a358215f57b7 | 129 | } |
slandry8 | 0:a358215f57b7 | 130 | Thread::wait(500); |
slandry8 | 0:a358215f57b7 | 131 | } |
slandry8 | 0:a358215f57b7 | 132 | //Navigation controls for high score screen |
slandry8 | 0:a358215f57b7 | 133 | //if fire is pressed on the new high score screen |
slandry8 | 0:a358215f57b7 | 134 | if(myNav.fire() && state == STATE_SCORE) { |
slandry8 | 0:a358215f57b7 | 135 | //check whether to enter an initial or begin writing initials to file |
slandry8 | 0:a358215f57b7 | 136 | if((*curs).curChar >= 'A' && (*curs).curChar <= 'Z') { |
slandry8 | 0:a358215f57b7 | 137 | (*curs).initBuf[(*curs).c] = (*curs).curChar; |
slandry8 | 0:a358215f57b7 | 138 | } |
slandry8 | 0:a358215f57b7 | 139 | (*curs).letterPressed = true; |
slandry8 | 0:a358215f57b7 | 140 | Thread::wait(200); |
slandry8 | 0:a358215f57b7 | 141 | } |
slandry8 | 0:a358215f57b7 | 142 | //If up is pressed on the new high score screen |
slandry8 | 0:a358215f57b7 | 143 | if(myNav.up() && state == STATE_SCORE) { |
slandry8 | 0:a358215f57b7 | 144 | //make sure cursor would not go out of bounds if moved |
slandry8 | 0:a358215f57b7 | 145 | if(!((*curs).curChar - 8 < 'A')) { |
slandry8 | 0:a358215f57b7 | 146 | (*curs).row -= (*curs).delta_y; |
slandry8 | 0:a358215f57b7 | 147 | (*curs).hasMoved = true; |
slandry8 | 0:a358215f57b7 | 148 | (*curs).moveFlag = 4; |
slandry8 | 0:a358215f57b7 | 149 | (*curs).curChar-=8; |
slandry8 | 0:a358215f57b7 | 150 | } |
slandry8 | 0:a358215f57b7 | 151 | Thread::wait(100); |
slandry8 | 0:a358215f57b7 | 152 | } |
slandry8 | 0:a358215f57b7 | 153 | //If down is pressed on the new high score screen |
slandry8 | 0:a358215f57b7 | 154 | if(myNav.down() && state == STATE_SCORE) { |
slandry8 | 0:a358215f57b7 | 155 | //make sure cursor would not go out of boudns if moved |
slandry8 | 0:a358215f57b7 | 156 | if(!((*curs).curChar + 8 > '[')) { |
slandry8 | 0:a358215f57b7 | 157 | (*curs).row += (*curs).delta_y; |
slandry8 | 0:a358215f57b7 | 158 | (*curs).hasMoved = true; |
slandry8 | 0:a358215f57b7 | 159 | (*curs).moveFlag = 8; |
slandry8 | 0:a358215f57b7 | 160 | (*curs).curChar+=8; |
slandry8 | 0:a358215f57b7 | 161 | } |
slandry8 | 0:a358215f57b7 | 162 | Thread::wait(100); |
slandry8 | 0:a358215f57b7 | 163 | } |
slandry8 | 0:a358215f57b7 | 164 | //If left is pressed on the new high score screen |
slandry8 | 0:a358215f57b7 | 165 | if(myNav.left() && state == STATE_SCORE) { |
slandry8 | 0:a358215f57b7 | 166 | //make sure cursor would not go out of boudns if moved |
slandry8 | 0:a358215f57b7 | 167 | if(!((*curs).curChar == 'A') && !((*curs).curChar == 'I') && !((*curs).curChar == 'Q') && !((*curs).curChar == 'Y')) { |
slandry8 | 0:a358215f57b7 | 168 | (*curs).col -= (*curs).delta_x; |
slandry8 | 0:a358215f57b7 | 169 | (*curs).hasMoved = true; |
slandry8 | 0:a358215f57b7 | 170 | (*curs).moveFlag = 1; |
slandry8 | 0:a358215f57b7 | 171 | (*curs).curChar--; |
slandry8 | 0:a358215f57b7 | 172 | } |
slandry8 | 0:a358215f57b7 | 173 | Thread::wait(100); |
slandry8 | 0:a358215f57b7 | 174 | } |
slandry8 | 0:a358215f57b7 | 175 | //If right is pressed on the new high score screen |
slandry8 | 0:a358215f57b7 | 176 | if(myNav.right() && state == STATE_SCORE) { |
slandry8 | 0:a358215f57b7 | 177 | //make sure cursor would not go out of boudns if moved |
slandry8 | 0:a358215f57b7 | 178 | if(!((*curs).curChar == 'H') && !((*curs).curChar == 'P') && !((*curs).curChar == 'X') && !((*curs).curChar == '[')) { |
slandry8 | 0:a358215f57b7 | 179 | (*curs).col += (*curs).delta_x; |
slandry8 | 0:a358215f57b7 | 180 | (*curs).hasMoved = true; |
slandry8 | 0:a358215f57b7 | 181 | (*curs).moveFlag = 2; |
slandry8 | 0:a358215f57b7 | 182 | (*curs).curChar++; |
slandry8 | 0:a358215f57b7 | 183 | } |
slandry8 | 0:a358215f57b7 | 184 | Thread::wait(100); |
slandry8 | 0:a358215f57b7 | 185 | } |
slandry8 | 0:a358215f57b7 | 186 | } |
slandry8 | 0:a358215f57b7 | 187 | } |
slandry8 | 0:a358215f57b7 | 188 | int main() |
slandry8 | 0:a358215f57b7 | 189 | { |
slandry8 | 0:a358215f57b7 | 190 | //create thread for handling user input |
slandry8 | 0:a358215f57b7 | 191 | Thread thread(fire_thread); |
slandry8 | 0:a358215f57b7 | 192 | //initialize screen pointer array; allocate screen objects in memory |
slandry8 | 0:a358215f57b7 | 193 | Screen *screenP[2]; |
slandry8 | 0:a358215f57b7 | 194 | screenP[0] = new Screen(0x780D,true,-127); |
slandry8 | 0:a358215f57b7 | 195 | screenP[1] = new Screen(0x780D,true,0); |
slandry8 | 0:a358215f57b7 | 196 | //set baud rate & initialize media on uLCD |
slandry8 | 0:a358215f57b7 | 197 | uLCD.baudrate(3000000); |
slandry8 | 0:a358215f57b7 | 198 | uLCD.media_init(); |
slandry8 | 0:a358215f57b7 | 199 | while(true) { |
slandry8 | 0:a358215f57b7 | 200 | if(!(state | STATE_START)) { |
slandry8 | 0:a358215f57b7 | 201 | //start screen |
slandry8 | 0:a358215f57b7 | 202 | if(!titleDrawn) { //we want to only draw this information once |
slandry8 | 0:a358215f57b7 | 203 | newHighScore = false; |
slandry8 | 0:a358215f57b7 | 204 | //initialize game information |
slandry8 | 0:a358215f57b7 | 205 | initialize(screenP, player, &score, &initialFlash, &scoreDrawn, &collided, &i, &j, curs); |
slandry8 | 0:a358215f57b7 | 206 | //draw title screen and text |
slandry8 | 0:a358215f57b7 | 207 | uLCD.set_sector_address(0x001D, 0x78D9); |
slandry8 | 0:a358215f57b7 | 208 | uLCD.display_image(0,0); |
slandry8 | 0:a358215f57b7 | 209 | uLCD.textbackground_color(0x8f7738); |
slandry8 | 0:a358215f57b7 | 210 | uLCD.locate(3,12); |
slandry8 | 0:a358215f57b7 | 211 | uLCD.color(RED); |
slandry8 | 0:a358215f57b7 | 212 | uLCD.printf("Press fire"); |
slandry8 | 0:a358215f57b7 | 213 | uLCD.locate(4,13); |
slandry8 | 0:a358215f57b7 | 214 | uLCD.printf("to start"); |
slandry8 | 0:a358215f57b7 | 215 | uLCD.background_color(COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 216 | //read in high score to display |
slandry8 | 0:a358215f57b7 | 217 | uLCD.set_sector_address(0x001D, 0x8700); |
slandry8 | 0:a358215f57b7 | 218 | uLCD.locate(3,15); |
slandry8 | 0:a358215f57b7 | 219 | readchar = ' '; |
slandry8 | 0:a358215f57b7 | 220 | while(readchar != '\xFF') { |
slandry8 | 0:a358215f57b7 | 221 | readchar = uLCD.read_byte(); |
slandry8 | 0:a358215f57b7 | 222 | uLCD.putc(readchar); |
slandry8 | 0:a358215f57b7 | 223 | } |
slandry8 | 0:a358215f57b7 | 224 | } |
slandry8 | 0:a358215f57b7 | 225 | titleDrawn = true; |
slandry8 | 0:a358215f57b7 | 226 | score = 0; |
slandry8 | 0:a358215f57b7 | 227 | //The remainder of this if() causes the "blinking" of the "Press fire to start" on the title screen |
slandry8 | 0:a358215f57b7 | 228 | Thread::wait(250); |
slandry8 | 0:a358215f57b7 | 229 | uLCD.locate(3,12); |
slandry8 | 0:a358215f57b7 | 230 | uLCD.color(0x8f7738); |
slandry8 | 0:a358215f57b7 | 231 | uLCD.printf("Press fire"); |
slandry8 | 0:a358215f57b7 | 232 | uLCD.locate(4,13); |
slandry8 | 0:a358215f57b7 | 233 | uLCD.printf("to start"); |
slandry8 | 0:a358215f57b7 | 234 | Thread::wait(250); |
slandry8 | 0:a358215f57b7 | 235 | uLCD.locate(3,12); |
slandry8 | 0:a358215f57b7 | 236 | uLCD.color(RED); |
slandry8 | 0:a358215f57b7 | 237 | uLCD.printf("Press fire"); |
slandry8 | 0:a358215f57b7 | 238 | uLCD.locate(4,13); |
slandry8 | 0:a358215f57b7 | 239 | uLCD.printf("to start"); |
slandry8 | 0:a358215f57b7 | 240 | } else if(state & STATE_GAME) { |
slandry8 | 0:a358215f57b7 | 241 | |
slandry8 | 0:a358215f57b7 | 242 | if(!initialFlash) { |
slandry8 | 0:a358215f57b7 | 243 | //we want to clear the screen and draw the background scenery only once when the game starts |
slandry8 | 0:a358215f57b7 | 244 | uLCD.filled_rectangle(0,0,127,127,COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 245 | drawScenery(&uLCD); |
slandry8 | 0:a358215f57b7 | 246 | initialFlash = true; |
slandry8 | 0:a358215f57b7 | 247 | } |
slandry8 | 0:a358215f57b7 | 248 | //draw the obstacles |
slandry8 | 0:a358215f57b7 | 249 | drawScreens(&uLCD, screenP); |
slandry8 | 0:a358215f57b7 | 250 | posMutex.lock(); |
slandry8 | 0:a358215f57b7 | 251 | if((*player).isJumping || (*player).isFalling) { |
slandry8 | 0:a358215f57b7 | 252 | //check if end conditions for each state is currently met |
slandry8 | 0:a358215f57b7 | 253 | if(((*player).upCounter < 0) && ((*player).isJumping)) { |
slandry8 | 0:a358215f57b7 | 254 | //if the player has reached the top of their jump |
slandry8 | 0:a358215f57b7 | 255 | (*player).isJumping = false; |
slandry8 | 0:a358215f57b7 | 256 | } |
slandry8 | 0:a358215f57b7 | 257 | if(((*player).fallCounter < 0) && ((*player).isFalling)) { |
slandry8 | 0:a358215f57b7 | 258 | //if the player has stopped falling |
slandry8 | 0:a358215f57b7 | 259 | (*player).isFalling = false; |
slandry8 | 0:a358215f57b7 | 260 | } |
slandry8 | 0:a358215f57b7 | 261 | //check if the player can enter into a new state |
slandry8 | 0:a358215f57b7 | 262 | if(!(*player).isJumping && ((*player).fallCounter > 0) && (!(*player).isFalling)) { |
slandry8 | 0:a358215f57b7 | 263 | //set the falling condition for the player |
slandry8 | 0:a358215f57b7 | 264 | (*player).isFalling = true; |
slandry8 | 0:a358215f57b7 | 265 | } |
slandry8 | 0:a358215f57b7 | 266 | //decrement jumping or falling counters, if applicable |
slandry8 | 0:a358215f57b7 | 267 | if((*player).isFalling) { |
slandry8 | 0:a358215f57b7 | 268 | (*player).row+=DELTA_Y; |
slandry8 | 0:a358215f57b7 | 269 | (*player).fallCounter-=DELTA_Y; |
slandry8 | 0:a358215f57b7 | 270 | } |
slandry8 | 0:a358215f57b7 | 271 | if((*player).isJumping) { |
slandry8 | 0:a358215f57b7 | 272 | (*player).row-=DELTA_Y; |
slandry8 | 0:a358215f57b7 | 273 | (*player).upCounter-=DELTA_Y; |
slandry8 | 0:a358215f57b7 | 274 | } |
slandry8 | 0:a358215f57b7 | 275 | drawPlayerAirborneCoverUp(&uLCD, player); |
slandry8 | 0:a358215f57b7 | 276 | if((*player).hasMoved) { |
slandry8 | 0:a358215f57b7 | 277 | drawPlayerDiagCoverUp(&uLCD, player); |
slandry8 | 0:a358215f57b7 | 278 | } |
slandry8 | 0:a358215f57b7 | 279 | } |
slandry8 | 0:a358215f57b7 | 280 | if((*player).hasMoved) { |
slandry8 | 0:a358215f57b7 | 281 | //cover up residual pixels from previous location of the player if they have moved |
slandry8 | 0:a358215f57b7 | 282 | //drawPlayerCoverUp(&uLCD, player); |
slandry8 | 0:a358215f57b7 | 283 | drawPlayerCoverUp(&uLCD, player, (*player).moveFlag); |
slandry8 | 0:a358215f57b7 | 284 | } |
slandry8 | 0:a358215f57b7 | 285 | (*player).hasMoved = false; |
slandry8 | 0:a358215f57b7 | 286 | (*player).moveFlag = 0; |
slandry8 | 0:a358215f57b7 | 287 | //detect collision |
slandry8 | 0:a358215f57b7 | 288 | CollisionDetect(screenP,player,&collided); |
slandry8 | 0:a358215f57b7 | 289 | if(collided) { |
slandry8 | 0:a358215f57b7 | 290 | //player has lost if collision detected |
slandry8 | 0:a358215f57b7 | 291 | state = STATE_LOSE; |
slandry8 | 0:a358215f57b7 | 292 | } |
slandry8 | 0:a358215f57b7 | 293 | drawPlayer(&uLCD, player); |
slandry8 | 0:a358215f57b7 | 294 | drawScore(&uLCD, score); |
slandry8 | 0:a358215f57b7 | 295 | posMutex.unlock(); |
slandry8 | 0:a358215f57b7 | 296 | //Evaluate screens, delete old off-screen screens if necessary, and update the score |
slandry8 | 0:a358215f57b7 | 297 | evalScreens(screenP); |
slandry8 | 0:a358215f57b7 | 298 | score++; |
slandry8 | 0:a358215f57b7 | 299 | } else if((state & STATE_LOSE) >> 1) { |
slandry8 | 0:a358215f57b7 | 300 | //draw game over screen, plus NEW HIGH SCORE text if applicable |
slandry8 | 0:a358215f57b7 | 301 | uLCD.textbackground_color(0xf09860); |
slandry8 | 0:a358215f57b7 | 302 | uLCD.locate(6,0); |
slandry8 | 0:a358215f57b7 | 303 | uLCD.printf("GAME OVER "); |
slandry8 | 0:a358215f57b7 | 304 | uLCD.set_sector_address(0x001D, 0x9300); |
slandry8 | 0:a358215f57b7 | 305 | uLCD.locate(1,1); |
slandry8 | 0:a358215f57b7 | 306 | k = 0; |
slandry8 | 0:a358215f57b7 | 307 | if(scCompBuf != NULL) { |
slandry8 | 0:a358215f57b7 | 308 | //delete the previous score that was checked if the game has run once before |
slandry8 | 0:a358215f57b7 | 309 | delete scCompBuf; |
slandry8 | 0:a358215f57b7 | 310 | } |
slandry8 | 0:a358215f57b7 | 311 | scCompBuf = new char[15]; |
slandry8 | 0:a358215f57b7 | 312 | readchar = ' '; |
slandry8 | 0:a358215f57b7 | 313 | //read in the score from the memory location on the SD card |
slandry8 | 0:a358215f57b7 | 314 | while(readchar != '\xFF') { |
slandry8 | 0:a358215f57b7 | 315 | readchar = uLCD.read_byte(); |
slandry8 | 0:a358215f57b7 | 316 | if(readchar >= '0' && readchar <= '9') { |
slandry8 | 0:a358215f57b7 | 317 | scCompBuf[k] = readchar; |
slandry8 | 0:a358215f57b7 | 318 | } |
slandry8 | 0:a358215f57b7 | 319 | k++; |
slandry8 | 0:a358215f57b7 | 320 | } |
slandry8 | 0:a358215f57b7 | 321 | //determine if player should go to high score or title screen on fire |
slandry8 | 0:a358215f57b7 | 322 | if(score > atoi(scCompBuf)) { |
slandry8 | 0:a358215f57b7 | 323 | //new high score |
slandry8 | 0:a358215f57b7 | 324 | newHighScore = true; |
slandry8 | 0:a358215f57b7 | 325 | uLCD.locate(3,3); |
slandry8 | 0:a358215f57b7 | 326 | uLCD.textbackground_color(COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 327 | uLCD.printf("NEW HIGH SCORE"); |
slandry8 | 0:a358215f57b7 | 328 | } |
slandry8 | 0:a358215f57b7 | 329 | } else if((state & STATE_SCORE) >> 2) { |
slandry8 | 0:a358215f57b7 | 330 | //name entry for new high score |
slandry8 | 0:a358215f57b7 | 331 | if(!scoreDrawn) { |
slandry8 | 0:a358215f57b7 | 332 | //Only draw background pieces once |
slandry8 | 0:a358215f57b7 | 333 | uLCD.filled_rectangle(0,0,127,127,COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 334 | uLCD.locate(0,0); |
slandry8 | 0:a358215f57b7 | 335 | uLCD.textbackground_color(COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 336 | uLCD.printf("HIGH SCORE: %d\n\n", score); |
slandry8 | 0:a358215f57b7 | 337 | uLCD.printf("Initials:\n\n"); |
slandry8 | 0:a358215f57b7 | 338 | uLCD.locate(0,4); |
slandry8 | 0:a358215f57b7 | 339 | //Letter select for initials |
slandry8 | 0:a358215f57b7 | 340 | uLCD.printf(" A B C D E F G H \n\n"); |
slandry8 | 0:a358215f57b7 | 341 | uLCD.printf(" I J K L M N O P \n\n"); |
slandry8 | 0:a358215f57b7 | 342 | uLCD.printf(" Q R S T U V W X \n\n"); |
slandry8 | 0:a358215f57b7 | 343 | uLCD.printf(" Y Z "); |
slandry8 | 0:a358215f57b7 | 344 | uLCD.filled_rectangle(36,81,40,85,0x000000); |
slandry8 | 0:a358215f57b7 | 345 | (*curs).draw(&uLCD); |
slandry8 | 0:a358215f57b7 | 346 | scoreDrawn = true; |
slandry8 | 0:a358215f57b7 | 347 | } |
slandry8 | 0:a358215f57b7 | 348 | if((*curs).letterPressed) { |
slandry8 | 0:a358215f57b7 | 349 | //draw initials |
slandry8 | 0:a358215f57b7 | 350 | if((*curs).curChar >= 'A' && (*curs).curChar <= 'Z') { //If selected character is not the END character |
slandry8 | 0:a358215f57b7 | 351 | //pick correct location on screen to draw initial |
slandry8 | 0:a358215f57b7 | 352 | uLCD.locate(10+(*curs).c,2); |
slandry8 | 0:a358215f57b7 | 353 | uLCD.printf("%c",(*curs).initBuf[(*curs).c]); |
slandry8 | 0:a358215f57b7 | 354 | (*curs).c = (((*curs).c < 2) ? (*curs).c + 1 : 2); |
slandry8 | 0:a358215f57b7 | 355 | (*curs).letterPressed = false; |
slandry8 | 0:a358215f57b7 | 356 | } else { |
slandry8 | 0:a358215f57b7 | 357 | //write score to file |
slandry8 | 0:a358215f57b7 | 358 | if(writtenScore == NULL) { |
slandry8 | 0:a358215f57b7 | 359 | //allocate array |
slandry8 | 0:a358215f57b7 | 360 | writtenScore = new char[4 + 15]; |
slandry8 | 0:a358215f57b7 | 361 | } else { |
slandry8 | 0:a358215f57b7 | 362 | delete writtenScore; |
slandry8 | 0:a358215f57b7 | 363 | writtenScore = new char[4 + 15]; |
slandry8 | 0:a358215f57b7 | 364 | } |
slandry8 | 0:a358215f57b7 | 365 | if(scoreStr != NULL) { |
slandry8 | 0:a358215f57b7 | 366 | //delete any previous string representation of score |
slandry8 | 0:a358215f57b7 | 367 | delete scoreStr; |
slandry8 | 0:a358215f57b7 | 368 | } |
slandry8 | 0:a358215f57b7 | 369 | scoreStr = new char[15]; |
slandry8 | 0:a358215f57b7 | 370 | //write score to display into a character array |
slandry8 | 0:a358215f57b7 | 371 | sprintf(writtenScore,"%s %d",(*curs).initBuf,score); |
slandry8 | 0:a358215f57b7 | 372 | //overwrite 0 that would appear after initials on score screen with blank space |
slandry8 | 0:a358215f57b7 | 373 | writtenScore[3] = ' '; |
slandry8 | 0:a358215f57b7 | 374 | //set location of title screen display score |
slandry8 | 0:a358215f57b7 | 375 | uLCD.set_sector_address(0x001D, 0x8700); |
slandry8 | 0:a358215f57b7 | 376 | uLCD.locate(0,12); |
slandry8 | 0:a358215f57b7 | 377 | uLCD.printf("\n\nStoring score..."); |
slandry8 | 0:a358215f57b7 | 378 | for (int i=0; i<strlen(writtenScore); i++) { |
slandry8 | 0:a358215f57b7 | 379 | uLCD.write_byte(writtenScore[i]); //write a byte to SD card |
slandry8 | 0:a358215f57b7 | 380 | } |
slandry8 | 0:a358215f57b7 | 381 | uLCD.flush_media(); |
slandry8 | 0:a358215f57b7 | 382 | //set location for only the score |
slandry8 | 0:a358215f57b7 | 383 | uLCD.set_sector_address(0x001D, 0x9300); |
slandry8 | 0:a358215f57b7 | 384 | //read in score to character array |
slandry8 | 0:a358215f57b7 | 385 | sprintf(scoreStr,"%d",score); |
slandry8 | 0:a358215f57b7 | 386 | for (int i=0; i<strlen(scoreStr); i++) { |
slandry8 | 0:a358215f57b7 | 387 | uLCD.write_byte(scoreStr[i]); //write a byte to SD card |
slandry8 | 0:a358215f57b7 | 388 | } |
slandry8 | 0:a358215f57b7 | 389 | //Reset game once score has been saved |
slandry8 | 0:a358215f57b7 | 390 | titleDrawn = false; |
slandry8 | 0:a358215f57b7 | 391 | state = STATE_START; |
slandry8 | 0:a358215f57b7 | 392 | } |
slandry8 | 0:a358215f57b7 | 393 | } |
slandry8 | 0:a358215f57b7 | 394 | if((*curs).hasMoved) { |
slandry8 | 0:a358215f57b7 | 395 | //cover up old cursor |
slandry8 | 0:a358215f57b7 | 396 | (*curs).coverUp(&uLCD); |
slandry8 | 0:a358215f57b7 | 397 | //draw new cursor |
slandry8 | 0:a358215f57b7 | 398 | (*curs).draw(&uLCD); |
slandry8 | 0:a358215f57b7 | 399 | (*curs).hasMoved = false; |
slandry8 | 0:a358215f57b7 | 400 | (*curs).moveFlag = 0; |
slandry8 | 0:a358215f57b7 | 401 | } |
slandry8 | 0:a358215f57b7 | 402 | } |
slandry8 | 0:a358215f57b7 | 403 | } |
slandry8 | 0:a358215f57b7 | 404 | } |
slandry8 | 0:a358215f57b7 | 405 | |
slandry8 | 0:a358215f57b7 | 406 | void initialize(Screen **s, Player *p, int *score, bool* initFlash, bool *scDrawn, bool *collide, int *c, int *r, Cursor *curs) { |
slandry8 | 0:a358215f57b7 | 407 | //initialize screen (only delete if the screen pointer is not a null pointer |
slandry8 | 0:a358215f57b7 | 408 | if(s[0] != NULL) { |
slandry8 | 0:a358215f57b7 | 409 | delete s[0]; |
slandry8 | 0:a358215f57b7 | 410 | } |
slandry8 | 0:a358215f57b7 | 411 | if(s[1] != NULL) { |
slandry8 | 0:a358215f57b7 | 412 | delete s[1]; |
slandry8 | 0:a358215f57b7 | 413 | } |
slandry8 | 0:a358215f57b7 | 414 | s[0] = new Screen(0x780D,true,-127); |
slandry8 | 0:a358215f57b7 | 415 | s[1] = new Screen(0x780D,true,0); |
slandry8 | 0:a358215f57b7 | 416 | //Initialize or re-initialize player |
slandry8 | 0:a358215f57b7 | 417 | if(p != NULL) { |
slandry8 | 0:a358215f57b7 | 418 | delete p; |
slandry8 | 0:a358215f57b7 | 419 | } |
slandry8 | 0:a358215f57b7 | 420 | p = new Player(); |
slandry8 | 0:a358215f57b7 | 421 | *score = 0; |
slandry8 | 0:a358215f57b7 | 422 | //Initialize or re-initialize flags used during gameplay |
slandry8 | 0:a358215f57b7 | 423 | *initFlash = false; |
slandry8 | 0:a358215f57b7 | 424 | *scDrawn = false; |
slandry8 | 0:a358215f57b7 | 425 | *collide = false; |
slandry8 | 0:a358215f57b7 | 426 | *c = 111; |
slandry8 | 0:a358215f57b7 | 427 | *r = 96; |
slandry8 | 0:a358215f57b7 | 428 | //Initialize or re-initialize the cursor |
slandry8 | 0:a358215f57b7 | 429 | if(curs != NULL) { |
slandry8 | 0:a358215f57b7 | 430 | delete curs; |
slandry8 | 0:a358215f57b7 | 431 | } |
slandry8 | 0:a358215f57b7 | 432 | curs = new Cursor(); |
slandry8 | 0:a358215f57b7 | 433 | } |
slandry8 | 0:a358215f57b7 | 434 | |
slandry8 | 0:a358215f57b7 | 435 | |
slandry8 | 0:a358215f57b7 | 436 |