frogger game revision

Dependencies:   4DGL-uLCD-SE MMA8452 SDFileSystem mbed wave_player

Dependents:   C_Assembly

Fork of ECE2035_FroggerGame_SUM2015 by ECE 2035

Revision:
0:7fe3c940e4b5
Child:
3:3856a3dccf6d
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp	Thu Jun 25 14:35:52 2015 +0000
@@ -0,0 +1,115 @@
+// Include header files for platform
+#include "mbed.h"
+#include "wave_player.h"
+#include "SDFileSystem.h"
+#include "Shiftbrite.h"
+#include <vector>
+
+// Include header files for pacman project
+#include "globals.h"
+#include "map_public.h"
+#include "robot.h"
+
+//Platform initialization
+DigitalIn left_pb(p24);  // push bottom
+DigitalIn right_pb(p21); // push bottom
+DigitalIn up_pb(p22);    // push bottom
+DigitalIn down_pb(p23);  // push bottom
+uLCD_4DGL uLCD(p9,p10,p11); // LCD (serial tx, serial rx, reset pin;)
+
+DigitalOut myled(LED1);
+
+int main()
+{
+    // Initialize the timer
+    /// [Example of time control implementation]
+    /// Here is a rough example to implement the timer control <br><br>
+    int tick, pre_tick;
+    srand (time(NULL));
+    Timer timer;
+    timer.start();
+    tick = timer.read_ms();
+    pre_tick = tick;
+
+    // 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
+
+
+    /// [Example of the game control implementation]
+    /// Here is the example to initialize the game <br><br>
+    uLCD.cls();
+    map_init();
+    robot_init(0,8);
+    double x=0;
+    double y=8;
+
+    /// 1. Begin the game loop
+    while(1) {
+        tick = timer.read_ms(); // Read current time
+
+        /// 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>
+
+        // [Some hints for user-input detection]
+        //acc.readXYZGravity(&x,&y,&z); //read accelerometer
+        uLCD.locate(0,1);
+        uLCD.printf("Score x%4.1f ",1); //You could remove this code if you already make the accelerometer work.
+        /// -[Hint] Here is a simple way to utilize the readings of accelerometer:
+        ///         If x is larger than certain value (ex:0.3), then make the Pacman move right.
+        ///         If x<-0.3, then make it move left. <br>
+
+
+        if((tick-pre_tick)>500) { // Time step control
+            pre_tick = tick; // update the previous tick
+
+            /// 3. Update the Pacman on the screen
+            /// -[Hint] You could update the position of Pacman (draw it on the screen) here based on the user-input at step 2. <br>
+            if (!up_pb) {                                        //MOVE UP
+                robot_clear(x,y);
+                map_draw_grid(x,y);
+                if (y!=0) {
+                    y=y-1;
+                } else {
+                    y=15;
+                }
+                wait(0.1);
+                robot_init(x,y);
+            } else if(!down_pb) {                                    //MOVE DOWN
+                robot_clear(x,y);
+                map_draw_grid(x,y);
+                if(y!=15) {
+                    y=y+1;
+                } else {
+                    y=0;
+                }
+                wait(0.1);
+                robot_init(x,y);
+            } else if (!left_pb) {                                  //MOVE LEFT
+                robot_clear(x,y);
+                map_draw_grid(x,y);
+                if (x!=0) {
+                    x-=1;
+                }
+                wait(0.1);
+                robot_init(x,y);
+
+            } else if(!right_pb) {                                  //MOVE RIGHT
+                robot_clear(x,y);
+                map_draw_grid(x,y);
+                if (x!=16) {
+                    x+=1;
+                }
+                wait(0.1);
+                robot_init(x,y);
+            }
+            
+
+
+            /// 4. Implement the code to check the end of game.
+
+        }
+    }
+}
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