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ECE 4180 @ Georgia Tech
Dependencies: mbed mbed-rtos 4DGL-uLCD-SE MMA8452
main.cpp
- Committer:
- snorod
- Date:
- 2020-04-30
- Revision:
- 10:6f15dcee0a72
- Parent:
- 8:31e63caf37e2
File content as of revision 10:6f15dcee0a72:
#include "mbed.h" #include "uLCD_4DGL.h" #include "rtos.h" #include "MMA8452.h" #define LEFT_X 45 #define CENTER_X 65 #define RIGHT_X 85 #define JUMP_Y 96 #define CENTER_Y 108 #define DUCK_Y 120 #define RADIUS 4 #define SPEED 5 #define VOLUME 0.1 Serial pc(USBTX,USBRX); // included for debugging accelerometer MMA8452 acc(p28, p27, 100000); uLCD_4DGL uLCD(p9,p10,p11); // serial tx, serial rx, reset pin; PwmOut jack(p23); DigitalIn jump_button(p22); DigitalIn duck_button(p21); // mutex for writing to the uLCD Mutex LCD; volatile int score; volatile int high_score; volatile int steps; volatile int strikes; double acc_x; volatile int player_x; volatile int player_y; volatile int obstacle_x; volatile int obstacle_y; volatile int dodge_x; int ob_x_roots[] = {61, 65, 69}; const char* strikes_arr[4] = { " ", " X", " XX", "XXX" }; enum ob_type {dodge, duck, jump}; ob_type ob_type_arr[] = {dodge, duck, jump}; volatile ob_type obstacle_type; volatile bool play_leftright; volatile bool play_jump; volatile bool play_duck; volatile bool play_strikes; volatile bool play_dead; void read_sound(void const *argument) { while(1) { // different sounds in order of priority to audio output if (play_dead) { jack.period(1.0/440.0); jack = VOLUME/2.0; Thread::wait(750); jack = 0.0; Thread::wait(100); jack = VOLUME/2.0; Thread::wait(750); jack = 0.0; Thread::wait(100); jack = VOLUME/2.0; Thread::wait(750); jack = 0.0; play_dead = false; play_strikes = false; play_duck = false; play_jump = false; play_leftright = false; } else if (play_strikes) { jack.period(1.0/440.0); jack = VOLUME/2.0; Thread::wait(750); jack = 0.0; play_strikes = false; play_duck = false; play_jump = false; play_leftright = false; } else if (play_duck) { jack.period(1.0/130.8); jack = VOLUME/2.0; Thread::wait(1000); jack = 0.0; play_duck = false; play_jump = false; play_leftright = false; } else if (play_jump) { jack.period(1.0/261.6); jack = VOLUME/2.0; Thread::wait(150); jack.period(1.0/523.3); Thread::wait(300); jack = 0.0; play_jump = false; play_leftright = false; } else if (play_leftright) { jack.period(1.0/261.6); jack = VOLUME/2.0; Thread::wait(250); jack = 0.0; play_leftright = false; } } } void read_acc(void const *argument){ while(1) { acc.readXGravity(&acc_x); if (acc_x > 0.5) { if (player_x == CENTER_X) { player_x = LEFT_X; } else if (player_x == RIGHT_X) { player_x = CENTER_X; } play_leftright = true; Thread::wait(500); } else if (acc_x < -0.5) { if (player_x == CENTER_X) { player_x = RIGHT_X; } else if (player_x == LEFT_X) { player_x = CENTER_X; } play_leftright = true; Thread::wait(500); } Thread::wait(250); } } void read_score(void const *argument) { while(1) { score = score + 10; LCD.lock(); uLCD.locate(11, 0); uLCD.printf("%7D", score); // maximum 7-digit score, cap at 9,999,900 LCD.unlock(); Thread::wait(1000); } } void read_high_score(void const *argument) { while(1) { LCD.lock(); uLCD.locate(0, 0); uLCD.printf("HIGH:\n%D", high_score); LCD.unlock(); Thread::wait(1500); } } void read_strikes(void const *argument) { while(1) { LCD.lock(); uLCD.locate(15, 1); uLCD.printf(strikes_arr[strikes % 4]); LCD.unlock(); Thread::wait(1000); } } // check for button press void read_duck(void const *argument) { while(1) { if (!duck_button) { player_y = DUCK_Y; play_duck = true; Thread::wait(1000); player_y = CENTER_Y; } } } // check for button press void read_jump(void const *argument) { while(1) { if (!jump_button && player_y != DUCK_Y) { player_y = JUMP_Y; play_jump = true; Thread::wait(1000); if (player_y == JUMP_Y) { player_y = CENTER_Y; } } } } // check if it's game over void read_alive(void const *argument) { while(1) { if (strikes >= 3 || score >= 9999900) { if (score > high_score) { high_score = score; } score = 0; strikes = 0; player_x = CENTER_X; player_y = CENTER_Y; } } } void read_position(void const *argument) { while(1) { LCD.lock(); // cover up positions on screen where there's no player or obstacle if (player_x != LEFT_X) { if (obstacle_y != JUMP_Y) { uLCD.filled_circle(LEFT_X, JUMP_Y, RADIUS, 0x003057); } if (obstacle_y != CENTER_Y) { uLCD.filled_circle(LEFT_X, CENTER_Y, RADIUS, 0x003057); } if (obstacle_y != DUCK_Y) { uLCD.filled_circle(LEFT_X, DUCK_Y, RADIUS, 0x003057); } } if (player_x != CENTER_X) { if (obstacle_y != JUMP_Y) { uLCD.filled_circle(CENTER_X, JUMP_Y, RADIUS, 0x003057); } if (obstacle_y != CENTER_Y) { uLCD.filled_circle(CENTER_X, CENTER_Y, RADIUS, 0x003057); } if (obstacle_y != DUCK_Y) { uLCD.filled_circle(CENTER_X, DUCK_Y, RADIUS, 0x003057); } } if (player_x != RIGHT_X) { if (obstacle_y != JUMP_Y) { uLCD.filled_circle(RIGHT_X, JUMP_Y, RADIUS, 0x003057); } if (obstacle_y != CENTER_Y) { uLCD.filled_circle(RIGHT_X, CENTER_Y, RADIUS, 0x003057); } if (obstacle_y != DUCK_Y) { uLCD.filled_circle(RIGHT_X, DUCK_Y, RADIUS, 0x003057); } } if (player_y != JUMP_Y && obstacle_y != JUMP_Y) { if (player_x == RIGHT_X) { uLCD.filled_circle(player_x, JUMP_Y, RADIUS, 0x003057); } else if (player_x == LEFT_X) { uLCD.filled_circle(player_x, JUMP_Y, RADIUS, 0x003057); } else if (player_x == CENTER_X) { uLCD.filled_circle(player_x, JUMP_Y, RADIUS, 0x003057); } } if (player_y != CENTER_Y && obstacle_y != CENTER_Y) { uLCD.filled_circle(player_x, CENTER_Y, RADIUS, 0x003057); } if (player_y != DUCK_Y && obstacle_y != DUCK_Y) { if (player_x == RIGHT_X) { uLCD.filled_circle(player_x, DUCK_Y, RADIUS, 0x003057); } else if (player_x == LEFT_X) { uLCD.filled_circle(player_x, DUCK_Y, RADIUS, 0x003057); } else if (player_x == CENTER_X) { uLCD.filled_circle(player_x, DUCK_Y, RADIUS, 0x003057); } } uLCD.filled_circle(player_x, player_y, RADIUS, 0xB3A369); LCD.unlock(); } } void read_obstacle(void const *argument) { while(1) { LCD.lock(); uLCD.filled_rectangle(obstacle_x - 10 - (steps * 2), obstacle_y + 7, obstacle_x + 10 + (steps * 2), obstacle_y - 7, 0x003057); steps++; obstacle_y = obstacle_y + 12; // move obstacle along slope down the track if (obstacle_type == dodge) { if (dodge_x >= ob_x_roots[2]) { dodge_x = dodge_x + 2; } else if (dodge_x <= ob_x_roots[0]) { dodge_x = dodge_x - 2; } } // reset obstacle if it has exited the screen if (obstacle_y >= 130) { obstacle_type = ob_type_arr[rand() % 3]; obstacle_x = ob_x_roots[1]; if (obstacle_type == dodge) { dodge_x = ob_x_roots[rand() % 3]; } obstacle_y = 12; steps = 0; } // draw dodge obstacle if (obstacle_type != dodge) { uLCD.filled_rectangle(obstacle_x - 10 - (steps * 2), obstacle_y + 7, obstacle_x + 10 + (steps * 2), obstacle_y - 7, 0xEAAA00); } else { if (dodge_x >= ob_x_roots[2]) { // draw rectangle on left side, dodge on the right uLCD.filled_rectangle(obstacle_x - 10 - (steps * 2), obstacle_y + 7, dodge_x - 10, obstacle_y - 7, 0xEAAA00); } else if (dodge_x <= ob_x_roots[0]) { // draw rectangle on right side, dodge on the left uLCD.filled_rectangle(dodge_x + 10, obstacle_y + 7, obstacle_x + 10 + (steps * 2), obstacle_y - 7, 0xEAAA00); } else { // draw two rectangles on either side, dodge in the middle uLCD.filled_rectangle(ob_x_roots[0] - 5 - (steps * 2), obstacle_y + 7, ob_x_roots[0] - steps, obstacle_y - 7, 0xEAAA00); uLCD.filled_rectangle(ob_x_roots[2] + steps, obstacle_y + 7, ob_x_roots[2] + 5 + (steps * 2), obstacle_y - 7, 0xEAAA00); } } // draw duck/jump obstacle if (obstacle_type == duck) { uLCD.filled_rectangle(obstacle_x - 8 - (steps * 2), obstacle_y + 7, obstacle_x + 8 + (steps * 2), obstacle_y - 5, 0x003057); } else if (obstacle_type == jump) { uLCD.filled_rectangle(obstacle_x - 8 - (steps * 2), obstacle_y + 5, obstacle_x + 8 + (steps * 2), obstacle_y - 7, 0x003057); } // check for collisions, increment strikes if so if (obstacle_y == CENTER_Y) { if ((obstacle_type == duck && player_y != DUCK_Y) || (obstacle_type == jump && player_y != JUMP_Y) || (obstacle_type == dodge && dodge_x != player_x)) { strikes++; if (strikes >= 3) { play_dead = true; } else { play_strikes = true; } } } LCD.unlock(); Thread::wait(SPEED); } } int main() { uLCD.background_color(0x003057); uLCD.cls(); uLCD.text_width(4); uLCD.text_height(4); uLCD.textbackground_color(0x003057); uLCD.color(0xB3A369); uLCD.printf("\nBuzz Run"); wait(2); uLCD.cls(); uLCD.baudrate(3000000); // high baud rate for fast refresh // Left-side guardrails uLCD.line(23, 130, 43, 10, 0xFFFFFF); uLCD.line(24, 130, 44, 10, 0xB3A369); uLCD.line(25, 130, 45, 10, 0xB3A369); uLCD.line(26, 130, 46, 10, 0xB3A369); uLCD.line(27, 130, 47, 10, 0xFFFFFF); // Right-side guardrails uLCD.line(103, 130, 83, 10, 0xFFFFFF); uLCD.line(104, 130, 84, 10, 0xB3A369); uLCD.line(105, 130, 85, 10, 0xB3A369); uLCD.line(106, 130, 86, 10, 0xB3A369); uLCD.line(107, 130, 87, 10, 0xFFFFFF); score = 0; high_score = 0; strikes = 0; steps = 0; // make sure sounds are off play_leftright = false; play_jump = false; play_duck = false; play_strikes = false; play_dead = false; // initialize player position player_x = CENTER_X; player_y = CENTER_Y; // initialize obstacle coordinates obstacle_x = ob_x_roots[1]; dodge_x = ob_x_roots[rand() % 3]; obstacle_y = 12; obstacle_type = ob_type_arr[rand() % 3]; // pull up push_buttons jump_button.mode(PullUp); duck_button.mode(PullUp); // start threads Thread acc_thread(read_acc); Thread score_thread(read_score); Thread duck_thread(read_duck); Thread jump_thread(read_jump); Thread alive_thread(read_alive); Thread position_thread(read_position); Thread obstacle_thread(read_obstacle); Thread strikes_thread(read_strikes); Thread sound_thread(read_sound); Thread high_score_thread(read_high_score); while(1) { // loop forever } }