George Sykes ELEC2645 project

Dependencies:   mbed

https://os.mbed.com/media/uploads/el18gs/pixil-frame-0.png

GHOST HUNTER

In a world of ghostly horrors there is much money to be made in underground ghost fighting rings. You've managed to get hold of a Ghostbuster, a special piece of equipment that allows you to catch, train and fight ghosts.

Instructions

Below you will find the instructions for the game. Please note that due to COVID-19 a large part of the game (fighting ghosts) could not be added as it would have required access to a second gamepad which i could not acquire.

Welcome screen

When first started you will be presented with a welcome screen

  • Pot 1 to adjust the contrast on the screen
  • Press A to continue.

Main menu

You have three options, catch ghosts (add ghosts to your inventory), inventory (sell ghosts) or settings(adjust the games settings).

  • Press X and B to move the selection up and down respectively
  • Press A to enter the selected submenu

Catch Ghost

Will now be presented with two challenges. In the first you need to find a ghost, in the second you catch it. Theses stages will start automatically.

Find ghost

Rotate the gamepad on its roll and pitch axis until all the LED's turn on. The ones on the left indicate roll and the right pitch.

  • Rotate the gamepad on it roll and pitch to light up the LED's

Catch ghost

Return the gamepad to a comfortable position and use the joystick to move the crosshairs onto the ghost sprite. When ready press the A button to catch the ghost. You will be told what kind of ghost you have captured and it will be added to your inventory.

  • Press A to catch the ghost
  • Move the joystick to move the crosshairs

Inventory

The inventory allows you to view your ghosts and sell them.

  • Use Pot 1 to scroll through the ghosts
  • Pot 2 to scroll up and down the details of the individual ghosts
  • Press X to prepare to sell a ghost and press again to confirm, if you don't press again the sale screen will disappear after 5 seconds
  • Press Start to return to the main menu

Settings

This menu allows you to adjust some of the settings of the game.

  • Press X to go up one option
  • Press B to go down one option
  • Press A to enter the selected submenu
  • Press Start to return to the main menu

Contrast

Set the contrast of the LCD screen, the contrast will adjust on this screen so you can see the effect (contrast is bounded between 0.4 and 0.6).

  • Pot 1 to increase or decrease the contrast
  • Press A to set the contrast

Button Delay

Set the minimum time between button presses; if this is too low the game will detect two button presses when there was only one, too high and the buttons will seem unresponsive. So as to ensure these issues do not occur while changing the setting button X temporarily operates on the new delay but none of the others will until A is pressed.

  • Pot 1 to increase or decrease the delay
  • Press X to test the new delay, this will toggle the small circle to be filled in or unfilled
  • Press A to save the setting

main.cpp

Committer:
el18gs
Date:
2020-05-26
Revision:
17:3ebcf7bba112
Parent:
16:3b298bea3a70

File content as of revision 17:3ebcf7bba112:

/*
ELEC2645 Embedded Systems Project
School of Electronic & Electrical Engineering
University of Leeds
2019/20
Name: George Sykes
Username: el18gs
Student ID Number: 201235346
Date: 08/02/2020 
*/

// includes
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "SDFileSystem.h"
#include "gameEngine.h"
#include "FX0S8700CQ.h"
#include "Ghost.h"
#include "Inventory.h"
#include "tooling.h"
#include <vector>
#include <string>

// objects
Gamepad pad;
N5110 lcd;
FX0S8700CQ accel;
SDFileSystem sd(PTE3, PTE1, PTE2, PTE4, "sd"); // MOSI, MISO, SCK, CS

// Declare all the inputs
InterruptIn buttonX(PTC5);
InterruptIn buttonA(PTC7);
InterruptIn buttonB(PTC9);
InterruptIn buttonY(PTC0);
InterruptIn buttonStart(PTC8);

// Declare output
// RED, YELLOW, GREEN
BusOut left_LED(PTC3,PTC2,PTA2);
BusOut right_LED(PTC11,PTC10,PTA1);

// Function prototypes
void setupISR();
void zeroFlags();

// Settings variables
volatile int g_button_sesnsitivity = 250;
volatile bool g_buttonTesting = false;
volatile int g_buttonSensitivityTest = 250;


// ISR functions
void buttonX_isr();
void buttonA_isr();
void buttonB_isr();
void buttonY_isr();
void buttonStart_isr();

// ISR flags
volatile int g_buttonX_flag = 0;
volatile int g_buttonA_flag = 0;
volatile int g_buttonB_flag = 0;
volatile int g_buttonY_flag = 0;
volatile int g_buttonStart_flag = 0;

int main()
{
    gameEngine game(sd, pad, lcd);
    setupISR(); // Hook all the ISR to their buttons
    srand(time(NULL)); // Set the sed to millisecconds from start
    Inventory inventory(sd);

    game.welcome(sd, lcd, pad, g_buttonA_flag); // Display the welcome screen

    while(1) {
        int choice = game.game_menu(lcd, g_buttonA_flag, g_buttonB_flag, g_buttonX_flag); // Display the game menu
        switch (choice) {
            case 0:
                game.catch_ghosts(inventory, accel, sd, lcd, pad, g_buttonA_flag, left_LED, right_LED);
                break;
            case 1:
                inventory.display_inventory(sd, lcd, pad, g_buttonX_flag, g_buttonStart_flag, g_buttonA_flag);
                break;
            case 2:
                game.settings(lcd, pad, g_buttonA_flag, g_buttonStart_flag, g_buttonX_flag, g_buttonB_flag, g_buttonTesting, g_buttonSensitivityTest, g_button_sesnsitivity);
                break;
        }
    }
}

void setupISR()
{
#ifdef DEBUG
    printf("Initialising ISR\n");
#endif
    buttonX.mode(PullUp); // turn on internal pull-up resistor
    buttonX.fall(&buttonX_isr);
    buttonA.mode(PullUp); // turn on internal pull-up resistor
    buttonA.fall(&buttonA_isr);
    buttonB.mode(PullUp); // turn on internal pull-up resistor
    buttonB.fall(&buttonB_isr);
    buttonY.mode(PullUp); // turn on internal pull-up resistor
    buttonY.fall(&buttonY_isr);
    buttonStart.mode(PullUp); // turn on internal pull-up resistor
    buttonStart.fall(&buttonStart_isr);
}

void zeroFlags()
{
    g_buttonX_flag = 0;
    g_buttonA_flag = 0;
    g_buttonB_flag = 0;
    g_buttonY_flag = 0;
    g_buttonStart_flag = 0;
}

// Button A event-triggered interrupt
void buttonX_isr()
{
    g_buttonX_flag = 1;   // set flag in ISR
    if(!g_buttonTesting) {                  // Check if the button sensitivity is being tested
        wait_ms(g_button_sesnsitivity);
    } else {
        wait_ms(g_buttonSensitivityTest);
    }
}

// Button A event-triggered interrupt
void buttonA_isr()
{
    g_buttonA_flag = 1;   // set flag in ISR
    wait_ms(g_button_sesnsitivity);
}

// Button A event-triggered interrupt
void buttonB_isr()
{
    g_buttonB_flag = 1;   // set flag in ISR
    wait_ms(g_button_sesnsitivity);
}

// Button A event-triggered interrupt
void buttonY_isr()
{
    g_buttonY_flag = 1;   // set flag in ISR
    wait_ms(g_button_sesnsitivity);
}

// Button A event-triggered interrupt
void buttonStart_isr()
{
    g_buttonStart_flag = 1;   // set flag in ISR
    wait_ms(g_button_sesnsitivity);
}