A simple game
Dependencies: 4DGL-uLCD-SE mbed-rtos mbed
Fork of rtos_signals by
main.cpp
- Committer:
- gmiles3
- Date:
- 2016-11-04
- Revision:
- 4:2bb5deb83b81
- Parent:
- 1:6a8fcc666593
File content as of revision 4:2bb5deb83b81:
#include "mbed.h" #include "rtos.h" #include <mpr121.h> #include "uLCD_4DGL.h" #include "Speaker.h" uLCD_4DGL uLCD(p9,p10,p11); int curr_x_u, curr_y_u, old_x_u, old_y_u; //user's current and old x,y coordinates int curr_x_e, curr_y_e, old_x_e, old_y_e; //enemy's current and old x,y coordinates float dx_e, dy_e, fx_e, fy_e; //x,y velocity of enemy and floating point representation of x,y coordinates int curr_x_b, curr_y_b, old_x_b, old_y_b; //payload's current and old x,y coordinates int curr_x_p, curr_y_p, old_x_p, old_y_p; //portal's current and old x,y coordinates Mutex lcd_mutex; Thread box; //handles user-payload collision logic Thread portal; //handles portal logic Speaker amp(p21); Serial pc(USBTX, USBRX); //debugging InterruptIn interrupt(p26); I2C i2c(p28, p27); Mpr121 mpr121(&i2c, Mpr121::ADD_VSS); int score = 0; int oldscore = 0; volatile int key = -1; //key pressed from keypad; set via interrupts -> volatile so compiler doesn't optimize out value reads enum State { START, LIVE, PAUSE, DEAD }; //game status volatile State s = START; //interrupt method that runs when keypad has a new value void fallInterrupt() { int key_code=0; int i=0; int value=mpr121.read(0x00); value +=mpr121.read(0x01)<<8; i=0; for (i=0; i<12; i++) { if (((value>>i)&0x01)==1) key_code=i+1; } key = key_code; } //handles portal logic void portal_thread() { while(s == LIVE || s == PAUSE) { while(s == PAUSE); //if payload and portal collide, score a point and randomize portal location if (((curr_x_p-3 <= curr_x_b+3 && curr_x_p >= curr_x_b) || (curr_x_p+3 >= curr_x_b-3 && curr_x_p <= curr_x_b)) && ((curr_y_p+3 >= curr_y_b-3 && curr_y_p <= curr_y_b) || (curr_y_p-3 <= curr_y_b+3 && curr_y_p >= curr_y_b))) { score++; curr_x_p = (rand() % 106) + 10; curr_y_p = (rand() % 106) + 10; } else if (((curr_y_p-3 <= curr_y_b+3 && curr_y_p >= curr_y_b) || (curr_y_p+3 >= curr_y_b-3 && curr_y_p <= curr_y_b)) && ((curr_x_p+3 >= curr_x_b-3 && curr_x_p <= curr_x_b) || (curr_x_p-3 <= curr_x_b+3 && curr_x_p >= curr_x_b))) { score++; curr_x_p = (rand() % 106) + 10; curr_y_p = (rand() % 106) + 10; } lcd_mutex.lock(); //redraw portal and play note if score has changed uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); if (score != oldscore) { amp.PlayNote(1000.0,0.025,0.5); oldscore = score; uLCD.rectangle(old_x_p-5, old_y_p-5, old_x_p+5, old_y_p+5, BLACK); old_x_p = curr_x_p; old_y_p = curr_y_p; } //print score uLCD.locate(1,15); uLCD.color(0xFF00FF); uLCD.printf("%d", score); lcd_mutex.unlock(); } } //handles user-payload collisions void box_thread() { while(s == LIVE) { old_x_u = curr_x_u; old_y_u = curr_y_u; old_x_b = curr_x_b; old_y_b = curr_y_b; //if 3 pressed, then go into pause state if (key==3+1) { s = PAUSE; lcd_mutex.lock(); uLCD.locate(1, 2); uLCD.color(0xFFFF00); uLCD.printf("PAUSE"); //wait until 3 is unpressed while(key==3+1); //wait until 3 is pressed while(key!=3+1); //wait until 3 is unpressed while(key==3+1); uLCD.locate(1, 2); uLCD.color(BLACK); uLCD.printf("PAUSE"); uLCD.color(WHITE); //countdown from 3 for (int i=3; i>=1; i--) { uLCD.locate(1, 2); uLCD.printf("%2D", i); amp.PlayNote(800.0,0.025,0.5); wait(1); } uLCD.locate(1,2); uLCD.color(BLACK); uLCD.printf(" "); lcd_mutex.unlock(); //play on s = LIVE; } //really complicated collision logic //basically checks each way the boxes could be colliding based on which key is pressed (which direction user is moving) if (key==0+1) { if ((curr_x_b+6 > curr_x_u-6 && curr_x_u > curr_x_b) && ((curr_y_u+6 > curr_y_b-6 && curr_y_u <= curr_y_b) || (curr_y_u-6 < curr_y_b+6 && curr_y_u >= curr_y_b))) { curr_x_b-=1; curr_x_u = curr_x_b+12; if (curr_x_b < 7) { curr_x_b = 25; curr_y_b = 63; } } else { curr_x_u-=1; } if (curr_x_u < 7) curr_x_u = 7; } else if (key==8+1) { if ((curr_x_b-6 < curr_x_u+6 && curr_x_u < curr_x_b) && ((curr_y_u+6 > curr_y_b-6 && curr_y_u <= curr_y_b) || (curr_y_u-6 < curr_y_b+6 && curr_y_u >= curr_y_b))) { curr_x_b+=1; curr_x_u = curr_x_b-12; if (curr_x_b > 120) { curr_x_b = 25; curr_y_b = 63; } } else { curr_x_u+=1; } if (curr_x_u > 120) curr_x_u = 120; } else if (key==4+1) { if ((curr_y_b-6 < curr_y_u+6 && curr_y_u < curr_y_b) && ((curr_x_u+6 > curr_x_b-6 && curr_x_u <= curr_x_b) || (curr_x_u-6 < curr_x_b+6 && curr_x_u >= curr_x_b))) { curr_y_b+=1; curr_y_u = curr_y_b-12; if (curr_y_b > 120) { curr_x_b = 25; curr_y_b = 63; } } else { curr_y_u+=1; } if (curr_y_u > 120) curr_y_u = 120; } else if (key==5+1) { if ((curr_y_b+6 > curr_y_u-6 && curr_y_u > curr_y_b) && ((curr_x_u+6 > curr_x_b-6 && curr_x_u <= curr_x_b) || (curr_x_u-6 < curr_x_b+6 && curr_x_u >= curr_x_b))) { curr_y_b-=1; curr_y_u = curr_y_b+12; if (curr_y_b < 7) { curr_x_b = 25; curr_y_b = 63; } } else { curr_y_u-=1; } if (curr_y_u < 7) curr_y_u = 7; } //redraw user and payload lcd_mutex.lock(); uLCD.rectangle(20, 58, 30, 68, WHITE); uLCD.filled_rectangle(old_x_u-5, old_y_u-5, old_x_u+5, old_y_u+5, BLACK); uLCD.filled_rectangle(curr_x_u-5, curr_y_u-5, curr_x_u+5, curr_y_u+5, GREEN); uLCD.filled_rectangle(old_x_b-5, old_y_b-5, old_x_b+5, old_y_b+5, BLACK); uLCD.filled_rectangle(curr_x_b-5, curr_y_b-5, curr_x_b+5, curr_y_b+5, DGREY); lcd_mutex.unlock(); } } //main thread handles setup of game, angry ball collision logic, gameover, and game resets int main() { //setup keypad interrupts interrupt.fall(&fallInterrupt); interrupt.mode(PullUp); uLCD.baudrate(3000000); //load in Angry Balls image from SD uLCD.media_init(); uLCD.set_sector_address(0x003B, 0xD400); uLCD.display_image(0,0); //wait 3 seconds to allow keypad time to set up while player can look at the pretty image wait(3); uLCD.textbackground_color(WHITE); uLCD.text_width(1); uLCD.text_height(1); uLCD.color(RED); uLCD.locate(0, 0); uLCD.printf("Angry Balls!"); uLCD.locate(0, 1); uLCD.color(BLACK); uLCD.printf("Press 3 to play"); //start tone amp.PlayNote(700.0,0.2,0.5); amp.PlayNote(1000.0,0.2,0.0); amp.PlayNote(600.0,0.1,0.5); amp.PlayNote(1000.0,0.1,0.0); amp.PlayNote(700.0,0.5,0.5); //wait until 3 is pressed while(key != 3+1); //wait until 3 is unpressed while(key == 3+1); //clear screen uLCD.cls(); uLCD.textbackground_color(BLACK); uLCD.background_color(BLACK); //setup initial state for every object curr_x_u = 9; curr_y_u = 63; curr_x_b = 25; curr_y_b = 63; curr_x_e = 75; curr_y_e = 75; dx_e = -0.75; dy_e = 0.75; curr_x_p = 110; curr_y_p = 15; old_x_p = curr_x_p; old_y_p = curr_y_p; //draw everything uLCD.filled_rectangle(curr_x_u-5, curr_y_u-5, curr_x_u+5, curr_y_u+5, GREEN); uLCD.filled_rectangle(curr_x_b-5, curr_y_b-5, curr_x_b+5, curr_y_b+5, DGREY); uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); uLCD.color(WHITE); uLCD.locate(1,2); uLCD.printf("Place ball!"); //logic for placing ball before game starts based on key presses; prevents ball from going through walls & middle boundary while(key != 3+1) { old_x_e = curr_x_e; old_y_e = curr_y_e; if (key==0+1) { curr_x_e-=2; if (curr_x_e < 71) curr_x_e = 71; } if (key==8+1) { curr_x_e+=2; if (curr_x_e > 120) curr_x_e = 120; } if (key==4+1) { curr_y_e+=2; if (curr_y_e > 120) curr_y_e = 120; } if (key==5+1) { curr_y_e-=2; if (curr_y_e < 7) curr_y_e = 7; } //draw ball uLCD.locate(1,2); uLCD.printf("Place ball!"); uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); uLCD.filled_circle(old_x_e, old_y_e, 6, BLACK); uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); } //wait until 3 is unpressed while(key==3+1); uLCD.locate(1,2); uLCD.color(BLACK); uLCD.printf("Place ball!"); fx_e = curr_x_e; fy_e = curr_y_e; uLCD.color(WHITE); //countdown til start for (int i=3; i>=1; i--) { uLCD.locate(1, 2); uLCD.printf("%2D", i); amp.PlayNote(800.0,0.025,0.5); wait(1); } uLCD.locate(1,2); uLCD.color(BLACK); uLCD.printf(" "); //game is live, start other two threads s = LIVE; box.start(box_thread); portal.start(portal_thread); //collision logic for angry ball //check if ball has collided with a wall, the user, or the payload (gameover) while(s == LIVE || s == PAUSE) { while (s==PAUSE); old_x_e = curr_x_e; old_y_e = curr_y_e; if (curr_x_e < 7) { curr_x_e = 7; dx_e = -dx_e; } else if (curr_x_e > 120) { curr_x_e = 120; dx_e = -dx_e; } else if (curr_y_e > 120) { curr_y_e = 120; dy_e = -dy_e; } else if (curr_y_e < 7) { curr_y_e = 7; dy_e = -dy_e; } else if (((dx_e < 0 && curr_x_e-6 < curr_x_u+6 && curr_x_e > curr_x_u) || (dx_e > 0 && curr_x_e+6 > curr_x_u-6 && curr_x_e < curr_x_u)) && ((curr_y_e+6 > curr_y_u-6 && curr_y_e < curr_y_u) || (curr_y_e-6 < curr_y_u+6 && curr_y_e > curr_y_u))) { dx_e = -dx_e; } else if (((dy_e < 0 && curr_y_e-6 < curr_y_u+6 && curr_y_e > curr_y_u) || (dy_e > 0 && curr_y_e+6 > curr_y_u-6 && curr_y_e < curr_y_u)) && ((curr_x_e+6 > curr_x_u-6 && curr_x_e < curr_x_u) || (curr_x_e-6 < curr_x_u+6 && curr_x_e > curr_x_u))) { dy_e = -dy_e; } if (((dx_e < 0 && curr_x_e-6 < curr_x_b+6 && curr_x_e > curr_x_b) || (dx_e > 0 && curr_x_e+6 > curr_x_b-6 && curr_x_e < curr_x_b)) && ((curr_y_e+6 > curr_y_b-6 && curr_y_e < curr_y_b) || (curr_y_e-6 < curr_y_b+6 && curr_y_e > curr_y_b))) { s = DEAD; } else if (((dy_e < 0 && curr_y_e-6 < curr_y_b+6 && curr_y_e > curr_y_b) || (dy_e > 0 && curr_y_e+6 > curr_y_b-6 && curr_y_e < curr_y_b)) && ((curr_x_e+6 > curr_x_b-6 && curr_x_e < curr_x_b) || (curr_x_e-6 < curr_x_b+6 && curr_x_e > curr_x_b))) { s = DEAD; } //update floating point coordinates with velocity values fx_e += dx_e; fy_e += dy_e; //cast floating coordinates to integer coordinates curr_x_e = (int) fx_e; curr_y_e = (int) fy_e; //redraw ball lcd_mutex.lock(); uLCD.filled_circle(old_x_e, old_y_e, 6, BLACK); uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); lcd_mutex.unlock(); //if ball-payload collision has occurred, game is now dead if (s == DEAD) { //print gameover, score, instructions to start over, and play gameover sound lcd_mutex.lock(); uLCD.cls(); uLCD.locate(1,2); uLCD.color(RED); uLCD.printf("GAMEOVER"); uLCD.locate(1,4); uLCD.color(0x4B0082); uLCD.printf("Score:%d", score); uLCD.locate(1,8); uLCD.color(WHITE); uLCD.printf("Press 3 to retry"); amp.PlayNote(300.0,0.5,0.5); amp.PlayNote(300.0,0.05,0.0); amp.PlayNote(280.0,0.5,0.5); amp.PlayNote(300.0,0.05,0.0); amp.PlayNote(260.0,1.0,0.5); //wait until 3 is pressed while(key != 3+1); //wait until 3 is unpressed while(key == 3+1); //reinitialize game state for new game; same code as above uLCD.cls(); score = 0; oldscore = 0; curr_x_u = 9; curr_y_u = 63; curr_x_b = 25; curr_y_b = 63; curr_x_e = 75; curr_y_e = 75; dx_e = -0.75; dy_e = 0.75; curr_x_p = 110; curr_y_p = 15; old_x_p = curr_x_p; old_y_p = curr_y_p; uLCD.filled_rectangle(curr_x_u-5, curr_y_u-5, curr_x_u+5, curr_y_u+5, GREEN); uLCD.filled_rectangle(curr_x_b-5, curr_y_b-5, curr_x_b+5, curr_y_b+5, DGREY); uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); uLCD.color(WHITE); uLCD.locate(1,2); uLCD.printf("Place ball!"); while(key != 3+1) { old_x_e = curr_x_e; old_y_e = curr_y_e; if (key==0+1) { curr_x_e-=2; if (curr_x_e < 71) curr_x_e = 71; } if (key==8+1) { curr_x_e+=2; if (curr_x_e > 120) curr_x_e = 120; } if (key==4+1) { curr_y_e+=2; if (curr_y_e > 120) curr_y_e = 120; } if (key==5+1) { curr_y_e-=2; if (curr_y_e < 7) curr_y_e = 7; } uLCD.locate(1,2); uLCD.printf("Place ball!"); uLCD.rectangle(curr_x_p-5, curr_y_p-5, curr_x_p+5, curr_y_p+5, BLUE); uLCD.filled_circle(old_x_e, old_y_e, 6, BLACK); uLCD.filled_circle(curr_x_e, curr_y_e, 6, RED); } while(key==3+1); uLCD.locate(1,2); uLCD.color(BLACK); uLCD.printf("Place ball!"); fx_e = curr_x_e; fy_e = curr_y_e; uLCD.color(WHITE); for (int i=3; i>=1; i--) { uLCD.locate(1, 2); uLCD.printf("%2D", i); amp.PlayNote(800.0,0.025,0.5); wait(1); } uLCD.locate(1,2); uLCD.color(BLACK); uLCD.printf(" "); lcd_mutex.unlock(); //game is live again //restart the other threads s = LIVE; box.start(box_thread); portal.start(portal_thread); } } }