Game for 4180 Lab4

Dependencies:   4DGL-uLCD-SE 4180_lab4_tank_war_game Game_Synchronizer MMA8452 SDFileSystem mbed-rtos mbed wave_player

Dependents:   4180_lab4_tank_war_game

Revision:
0:ffed9a3bc797
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp	Mon Mar 13 21:23:17 2017 +0000
@@ -0,0 +1,434 @@
+// Student Side.
+
+#include "mbed.h"
+
+#include "SDFileSystem.h"
+#include "wave_player.h"
+#include "game_synchronizer.h"
+#include "tank.h"
+#include "bullet.h"
+#include "globals.h"
+#include "playSound.h"
+
+
+DigitalOut led1(LED1);
+DigitalOut led2(LED2);
+DigitalOut led3(LED3);
+DigitalOut led4(LED4);
+
+DigitalIn pb_u(p21);                        // Up Button
+DigitalIn pb_r(p22);                        // Right Button
+DigitalIn pb_d(p23);                        // Down Button
+DigitalIn pb_l(p24);                        // Left Button
+
+Serial pc(USBTX, USBRX);                    // Serial connection to PC. Useful for debugging!
+MMA8452 acc(p9, p10, 100000);               // Accelerometer (SDA, SCL, Baudrate)
+uLCD_4DGL uLCD(p28,p27,p29);                // LCD (tx, rx, reset)
+SDFileSystem sd(p5, p6, p7, p8, "sd");      // SD  (mosi, miso, sck, cs)
+AnalogOut DACout(p18);                      // speaker
+wave_player player(&DACout);                // wav player
+Game_Synchronizer sync(PLAYER1);            // Game_Synchronizer (PLAYER)
+Timer frame_timer;                          // Timer
+
+// Global variables go here.
+
+int winner = -1;
+int whose_turn = PLAYER1;
+int p1score = 0;
+int p2score = 0;
+int skyChange = 0;
+int SKY_COLOR = 0x7EC0EE;
+int SKY_COLOR2 = 0x0033cc;
+
+
+// Ask the user whether to run the game in Single- or Multi-Player mode.
+// Note that this function uses uLCD instead of sync because it is only 
+// writing to the local (Player1) lcd. Sync hasn't been initialized yet,
+// so you can't use it anyway. For the same reason, you must access
+// the buttons directly e.g. if( !pb_r ) { do something; }.
+
+// return MULTI_PLAYER if the user selects multi-player.
+// return SINGLE_PLAYER if the user selects single-player.
+
+FILE *wave_file;
+int game_menu(void) {
+    uLCD.baudrate(BAUD_3000000);
+    
+    // the locate command tells the screen where to place the text.
+    uLCD.cls();
+    uLCD.locate(2,2);
+    uLCD.puts("Press Left for");
+    uLCD.locate(2,3);
+    uLCD.puts("Single Player");
+    uLCD.locate(2,5);
+    uLCD.puts("Press Right for");
+    uLCD.locate(2,6);
+    uLCD.puts("Multi-Player");
+    
+    // Button Example:
+    // Use !pb_r to access the player1 right button value.
+    // Eventually you should return SINGLE_PLAYER or MULTI_PLAYER
+    // depending on the user's choice.
+    
+    while(true) {
+        if (!pb_l) {
+            uLCD.cls();
+            uLCD.locate(2,2);
+            uLCD.puts("Press Up");
+            uLCD.locate(2,3);
+            uLCD.puts("For nighttime.");
+            uLCD.locate(2,5);
+            uLCD.puts("Press Down");
+            uLCD.locate(2,6);
+            uLCD.puts("For daytime.");
+            while(true) {
+                if (!pb_u) {
+                    skyChange = 1;
+                    SKY_COLOR = SKY_COLOR2;
+                    return SINGLE_PLAYER;
+                }
+                if (!pb_d) {
+                    return SINGLE_PLAYER;
+                }
+            }
+        }
+        if (!pb_r) {
+            uLCD.cls();
+            uLCD.locate(2,2);
+            uLCD.puts("Press Up");
+            uLCD.locate(2,3);
+            uLCD.puts("For nighttime.");
+            uLCD.locate(2,5);
+            uLCD.puts("Press Down");
+            uLCD.locate(2,6);
+            uLCD.puts("For daytime.");
+            while(true) {
+                if (!pb_u) {
+                    skyChange = 1;
+                    SKY_COLOR = SKY_COLOR2;
+                    return MULTI_PLAYER;
+                }
+                if (!pb_d) {
+                    return MULTI_PLAYER;
+                }
+            }
+        }
+    }
+}
+
+// Initialize the world map. I've provided a basic map here,
+// but as part of the assignment you must create more
+// interesting map(s).
+// Note that calls to sync.function() will run function()
+// on both players' LCDs (assuming you are in multiplayer mode).
+// In single player mode, only your lcd will be modified. (Makes sense, right?)
+void map_init() {
+    
+    // Fill the entire screen with sky blue.
+    sync.background_color(SKY_COLOR);
+    
+    // Call the clear screen function to force the LCD to redraw the screen
+    // with the new background color.
+    sync.cls();
+    
+    // Draw the ground in green.
+    sync.filled_rectangle(0,0,128,20, GND_COLOR);
+    
+    // Draw some obstacles. They don't have to be black, 
+    // but they shouldn't be the same color as the sky or your tanks.
+    // Get creative here. You could use brown and grey to draw a mountain
+    // or something cool like that.
+    
+    sync.filled_rectangle(40, 40, 45, 90, AQUA);
+    sync.filled_rectangle(50, 30, 55, 70, PURPLE);
+    sync.filled_rectangle(59, 20, 69, 60, BLACK);
+    sync.filled_rectangle(74, 30, 79, 70, PURPLE);
+    sync.filled_rectangle(84, 40, 89, 90, AQUA);
+    
+    // Before you write text on the screens, tell the LCD where to put it.
+    sync.locate(0,15);
+    
+    // Set the text background color to match the sky. Just for looks.
+    sync.textbackground_color(SKY_COLOR);
+    
+    // Display the game title.
+    char title[] = "       Tanks";
+    sync.puts(title, sizeof(title));
+    
+    // Flush the draw buffer and execute all the accumulated draw commands.
+    sync.update();          
+}
+
+// Initialize the game hardware. 
+// Call game_menu to find out which mode to play the game in (Single- or Multi-Player)
+// Initialize the game synchronizer.
+void game_init(void) {
+    
+    led1 = 0; led2 = 0; led3 = 0; led4 = 0;
+    
+    pb_u.mode(PullUp);
+    pb_r.mode(PullUp); 
+    pb_d.mode(PullUp);    
+    pb_l.mode(PullUp);
+    
+    int mode = game_menu();
+    sync.init(&uLCD, &acc, &pb_u, &pb_r, &pb_d, &pb_l, mode); // Connect to the other player.
+    map_init();
+}
+
+// Display some kind of game over screen which lets us know who won.
+// Play a cool sound!
+int game_over() {
+    int i = 0;
+    playSound("/sd/wavfiles/cheering.wav");
+    
+    // score keeping
+    char* toPrint1 = new char [7];
+    char* toPrint2 = new char [7];
+    toPrint1[6] = '\0';
+    toPrint2[6] = '\0';
+    sprintf(&toPrint1[0], "P1: %d", p1score);
+    sprintf(&toPrint2[0], "P2: %d", p2score);
+    
+    while(1) {
+        sync.cls();
+        // animated winning screen
+        sync.locate(i + 2, 10);
+        if (winner == PLAYER1) {
+            sync.puts("P1 WINS!\n", sizeof("P1 WINS!\n"));
+        } else if (winner == PLAYER2) {
+            sync.puts("P2 WINS!\n", sizeof("P2 WINS!\n"));
+        }
+        sync.locate(2, 8);
+        sync.puts(toPrint1, 8);
+        sync.locate(9, 8);
+        sync.puts(toPrint2, 8);
+        sync.locate(2, 6);
+        sync.puts("Press up to\n", sizeof("Press up to\n"));
+        sync.locate(2, 5);
+        sync.puts("continue!\n", sizeof("continue!\n"));
+        sync.update();
+        (++i) %= 7;
+        wait(0.1);
+        // restart the game if up is pressed
+        if (!pb_u) {
+            return 1;
+        }
+    }
+}
+
+void menuSound(void const *argument)
+{
+    FILE *wf;
+    wf=fopen("/sd/wavfiles/applause.wav","r");
+    player.play(wf);
+    fclose(wf);
+}
+
+
+int main (void) {
+    int* p1_buttons;
+    int* p2_buttons;
+    
+    float ax1, ay1, az1;
+    float ax2, ay2, az2;
+    
+    // play menu sound
+    Thread thread1(menuSound);
+    game_init();
+        
+    int restart = 1;
+    while (restart == 1) {
+        map_init();
+        
+        // Create your tanks.
+        Tank t1(4, 21, 12, 8, TANK_RED);            // (min_x, min_y, width, height, color)
+        Tank t2(111, 21, 12, 8, TANK_BLUE);         // (min_x, min_y, width, height, color)
+        
+        // For each tank, create a bullet.
+        Bullet b1(&t1);
+        Bullet b2(&t2);
+        
+        // change skycolor
+        t1.changeSky(SKY_COLOR);
+        t2.changeSky(SKY_COLOR);
+        b1.changeSky(SKY_COLOR);
+        b2.changeSky(SKY_COLOR);
+        
+        // reset these values at the start of every round
+        restart = 0;
+        whose_turn = PLAYER1;
+        frame_timer.start();
+        
+        // Your code starts here...
+        while(true) {
+    
+            // Get a pointer to the buttons for both sides.
+            // From now on, you can access the buttons for player x using
+            //
+            // px_buttons[U_BUTTON] 
+            // px_buttons[R_BUTTON] 
+            // px_buttons[D_BUTTON] 
+            // px_buttons[L_BUTTON]
+            
+            p1_buttons = sync.get_p1_buttons();
+            p2_buttons = sync.get_p2_buttons();
+            
+            led1 = p1_buttons[0] ^ p2_buttons[0];
+            led2 = p1_buttons[1] ^ p2_buttons[1];
+            led3 = p1_buttons[2] ^ p2_buttons[2];
+            led4 = p1_buttons[3] ^ p2_buttons[3];
+    
+            // Get the accelerometer values.
+            sync.get_p1_accel_data(&ax1, &ay1, &az1);
+            sync.get_p2_accel_data(&ax2, &ay2, &az2);
+    
+            if(whose_turn == PLAYER1) {
+                
+                // delete old triangle on the other player
+                sync.triangle(118, 120, 118, 125, 123, 120, SKY_COLOR);
+                // triangle above player's turn
+                sync.triangle(5, 120, 5, 125, 10, 120, GREEN);
+                sync.update();
+                
+                // Accelerometer
+                if(ax1 > ACC_THRESHOLD) { 
+                    // left
+                    t1.reposition(-1, 0, 0);          
+                } else if(ax1 < -1 * ACC_THRESHOLD) {
+                    //right
+                    t1.reposition(+1, 0, 0);          
+                }
+                if(ay1 > ACC_THRESHOLD) {
+                    // up
+                    t1.reposition(0, 0, +1);
+                } else if(ay1 < -1 * ACC_THRESHOLD) {
+                    // down
+                    t1.reposition(0, 0, -1);
+                }
+                
+                // power up button
+                if(p1_buttons[U_BUTTON]) { 
+                    b1.powerUp();
+                }
+                // shoot button
+                if(p1_buttons[D_BUTTON]) { 
+                    b1.shoot(); 
+                }
+                
+                float dt = frame_timer.read();
+                int intersection_code = b1.time_step(dt);
+                
+                // If you shot yourself, you lost.
+                if(sync.pixel_eq(intersection_code, t1.tank_color)) {
+                    sync.update();  // Is this necessary?
+                    winner = PLAYER2;
+                    p2score = p2score + 1;
+                    break;
+                }
+                // If you shot the other guy, you won!
+                if(sync.pixel_eq(intersection_code, t2.tank_color)) { 
+                    sync.update();
+                    winner = PLAYER1;
+                    p1score = p1score + 1;
+                    break;
+                }
+                // keep playing
+                if(intersection_code != BULLET_NO_COLLISION || intersection_code == BULLET_OFF_SCREEN) {
+                    whose_turn = PLAYER2;
+                }
+            } else if(whose_turn == PLAYER2) {
+                // I gave you a lot of the logic for Player1. It's up to you to figure out Player2!
+                // If you are in SINGLE_PLAYER mode, you should use the p1 inputs to control p2.
+                // In MULTI_PLAYER mode, you should use the p2 inputs to control p2.
+                //
+                // Hint: 
+                //         sync.play_mode will tell you if you are in MULTI_PLAYER or SINGLE_PLAYER mode.
+                //         
+                
+                // deletes triangle above other player
+                sync.triangle(5, 120, 5, 125, 10, 120, SKY_COLOR);
+                // triangle above player's turn
+                sync.triangle(118, 120, 118, 125, 123, 120, GREEN);
+                sync.update();
+                
+                if (sync.play_mode == SINGLE_PLAYER) {
+                    
+                    if(ax1 > ACC_THRESHOLD) { 
+                        // left
+                        t2.reposition(-1, 0, 0);          
+                    } else if(ax1 < -1 * ACC_THRESHOLD) {
+                        //right
+                        t2.reposition(+1, 0, 0);          
+                    }
+                    if(ay1 > ACC_THRESHOLD) {
+                        // up
+                        t2.reposition(0, 0, +1);
+                    } else if(ay1 < -1 * ACC_THRESHOLD) {
+                        // down
+                        t2.reposition(0, 0, -1);
+                    }
+                    
+                    // powerup button
+                    if(p1_buttons[U_BUTTON]) { 
+                        b2.powerUp();
+                    }
+                    // shoot button
+                    if(p1_buttons[D_BUTTON]) { 
+                        b2.shoot(); 
+                    }
+                } else if (sync.play_mode == MULTI_PLAYER) {
+                    if(ax2 > ACC_THRESHOLD) { 
+                        // left
+                        t2.reposition(+1, 0, 0);          
+                    } else if(ax2 < -1 * ACC_THRESHOLD) {
+                        //right
+                        t2.reposition(-1, 0, 0);          
+                    }
+                    if(ay2 > ACC_THRESHOLD) {
+                        // up
+                        t2.reposition(0, 0, +1);
+                    } else if(ay2 < -1 * ACC_THRESHOLD) {
+                        // down
+                        t2.reposition(0, 0, -1);
+                    }
+                    
+                    // powerup button
+                    if(p2_buttons[U_BUTTON]) { 
+                        b2.powerUp();
+                    }
+                    // shoot button
+                    if(p2_buttons[D_BUTTON]) { 
+                        b2.shoot(); 
+                    }
+                }
+                    
+                float dt = frame_timer.read();
+                int intersection_code = b2.time_step(dt); 
+                
+                // If you shot yourself, you lost.
+                if(sync.pixel_eq(intersection_code, t2.tank_color)) {
+                    sync.update();  // Is this necessary?
+                    winner = PLAYER1;
+                    p1score = p1score + 1;
+                    break;
+                }
+                // If you shot the other guy, you won!
+                if(sync.pixel_eq(intersection_code, t1.tank_color)) { 
+                    sync.update();
+                    winner = PLAYER2;
+                    p2score = p2score + 1;
+                    break;
+                }
+                // keep playing
+                if(intersection_code != BULLET_NO_COLLISION || intersection_code == BULLET_OFF_SCREEN) {
+                    whose_turn = PLAYER1;
+                }
+            }
+    
+            frame_timer.reset();
+            sync.update();     
+        }
+        restart = game_over();
+    }
+}
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