Version of Robotron arcade game using LPC1768, a Gameduino shield, a serial EEPROM (for high scores), two microswitch joysticks and two buttons plus a box to put it in. 20 levels of mayhem.
Dependencies: 25LCxxx_SPI CommonTypes Gameduino mbed
HighScoreEntry.cpp@4:673eb9735d44, 2013-06-08 (annotated)
- Committer:
- RichardE
- Date:
- Sat Jun 08 11:24:05 2013 +0000
- Revision:
- 4:673eb9735d44
- Parent:
- 0:5fa232ee5fdf
- Child:
- 14:46a353b2a8e8
Pulled in more code. Now panel controls are working. Level 0 (attract mode) now goes round an endless loop sending state of panel controls up serial port to PC.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
RichardE | 0:5fa232ee5fdf | 1 | /* |
RichardE | 0:5fa232ee5fdf | 2 | * SOURCE FILE : HighScoreEntry.cpp |
RichardE | 0:5fa232ee5fdf | 3 | * |
RichardE | 0:5fa232ee5fdf | 4 | * Definition of class HighScoreEntry. |
RichardE | 0:5fa232ee5fdf | 5 | * Routine to allow player to enter their name using joysticks. |
RichardE | 0:5fa232ee5fdf | 6 | * |
RichardE | 0:5fa232ee5fdf | 7 | */ |
RichardE | 0:5fa232ee5fdf | 8 | |
RichardE | 0:5fa232ee5fdf | 9 | #include "HighScoreEntry.h" |
RichardE | 0:5fa232ee5fdf | 10 | #include "Gameduino.h" // Gameduino stuff |
RichardE | 4:673eb9735d44 | 11 | #include "GDExtra.h" // more Gameduino stuff |
RichardE | 4:673eb9735d44 | 12 | #include "GDConst.h" // Gameduino constants |
RichardE | 4:673eb9735d44 | 13 | #include "FrameCounter.h" // counter updated every vertical flyback |
RichardE | 4:673eb9735d44 | 14 | #include "CharBlocks.h" // blocks of characters in program memory |
RichardE | 4:673eb9735d44 | 15 | #include "CharFrame.h" // for drawing frames made of characters |
RichardE | 4:673eb9735d44 | 16 | #include "CharCodes.h" // character codes |
RichardE | 0:5fa232ee5fdf | 17 | |
RichardE | 0:5fa232ee5fdf | 18 | /***************/ |
RichardE | 0:5fa232ee5fdf | 19 | /* CONSTRUCTOR */ |
RichardE | 0:5fa232ee5fdf | 20 | /***************/ |
RichardE | 0:5fa232ee5fdf | 21 | HighScoreEntry::HighScoreEntry() : |
RichardE | 0:5fa232ee5fdf | 22 | cursorPos( 0 ) |
RichardE | 0:5fa232ee5fdf | 23 | { |
RichardE | 0:5fa232ee5fdf | 24 | } |
RichardE | 0:5fa232ee5fdf | 25 | |
RichardE | 0:5fa232ee5fdf | 26 | /**************/ |
RichardE | 0:5fa232ee5fdf | 27 | /* DESTRUCTOR */ |
RichardE | 0:5fa232ee5fdf | 28 | /**************/ |
RichardE | 0:5fa232ee5fdf | 29 | HighScoreEntry::~HighScoreEntry() { |
RichardE | 0:5fa232ee5fdf | 30 | } |
RichardE | 0:5fa232ee5fdf | 31 | |
RichardE | 0:5fa232ee5fdf | 32 | /*********************/ |
RichardE | 0:5fa232ee5fdf | 33 | /* GET A PLAYER NAME */ |
RichardE | 0:5fa232ee5fdf | 34 | /*********************/ |
RichardE | 0:5fa232ee5fdf | 35 | // Pass pointer to place to store name in name. |
RichardE | 0:5fa232ee5fdf | 36 | // Pass pointer to controls to read in controls. |
RichardE | 4:673eb9735d44 | 37 | // Pass pointer to Gameduino to display on in gd. |
RichardE | 4:673eb9735d44 | 38 | void HighScoreEntry::GetName( PlayerName *name, PanelControls *controls, Gameduino *gd ) { |
RichardE | 0:5fa232ee5fdf | 39 | UInt16 inputs; |
RichardE | 0:5fa232ee5fdf | 40 | UInt8 countdown = 0; |
RichardE | 0:5fa232ee5fdf | 41 | char *curPtr; |
RichardE | 0:5fa232ee5fdf | 42 | // Initialise name to all 'A' characters. |
RichardE | 0:5fa232ee5fdf | 43 | for( UInt8 i = 0; i < PlayerName::Length; ++i ) { |
RichardE | 0:5fa232ee5fdf | 44 | name->Name[ i ] = 'A'; |
RichardE | 0:5fa232ee5fdf | 45 | } |
RichardE | 0:5fa232ee5fdf | 46 | // Draw screen. |
RichardE | 4:673eb9735d44 | 47 | DrawScreen( gd ); |
RichardE | 0:5fa232ee5fdf | 48 | // Wait until player releases all controls. |
RichardE | 4:673eb9735d44 | 49 | WaitControls( gd, controls, false ); |
RichardE | 0:5fa232ee5fdf | 50 | // Start at leftmost character. |
RichardE | 0:5fa232ee5fdf | 51 | cursorPos = 0; |
RichardE | 0:5fa232ee5fdf | 52 | // Loop until cursor moves beyond rightmost character. |
RichardE | 0:5fa232ee5fdf | 53 | while( cursorPos < PlayerName::Length ) { |
RichardE | 0:5fa232ee5fdf | 54 | // Read panel controls. |
RichardE | 0:5fa232ee5fdf | 55 | controls->Read(); |
RichardE | 0:5fa232ee5fdf | 56 | inputs = controls->GetInputs(); |
RichardE | 0:5fa232ee5fdf | 57 | // Point to character under cursor. |
RichardE | 0:5fa232ee5fdf | 58 | curPtr = name->Name + cursorPos; |
RichardE | 0:5fa232ee5fdf | 59 | // Only react to controls every so often to slow things down. |
RichardE | 0:5fa232ee5fdf | 60 | if( countdown == 0 ) { |
RichardE | 0:5fa232ee5fdf | 61 | countdown = 10; |
RichardE | 0:5fa232ee5fdf | 62 | if( inputs & PanelControls::Up1 ) { |
RichardE | 0:5fa232ee5fdf | 63 | // Joystick up selects next character up. |
RichardE | 0:5fa232ee5fdf | 64 | if( *curPtr >= PlayerName::MaxChar ) { |
RichardE | 0:5fa232ee5fdf | 65 | *curPtr = PlayerName::MinChar; |
RichardE | 0:5fa232ee5fdf | 66 | } |
RichardE | 0:5fa232ee5fdf | 67 | else { |
RichardE | 0:5fa232ee5fdf | 68 | (*curPtr)++; |
RichardE | 0:5fa232ee5fdf | 69 | } |
RichardE | 0:5fa232ee5fdf | 70 | } |
RichardE | 0:5fa232ee5fdf | 71 | else if( inputs & PanelControls::Down1 ) { |
RichardE | 0:5fa232ee5fdf | 72 | // Joystick down selects previous character down. |
RichardE | 0:5fa232ee5fdf | 73 | if( *curPtr <= PlayerName::MinChar ) { |
RichardE | 0:5fa232ee5fdf | 74 | *curPtr = PlayerName::MaxChar; |
RichardE | 0:5fa232ee5fdf | 75 | } |
RichardE | 0:5fa232ee5fdf | 76 | else { |
RichardE | 0:5fa232ee5fdf | 77 | (*curPtr)--; |
RichardE | 0:5fa232ee5fdf | 78 | } |
RichardE | 0:5fa232ee5fdf | 79 | } |
RichardE | 0:5fa232ee5fdf | 80 | else if( inputs & PanelControls::Left1 ) { |
RichardE | 0:5fa232ee5fdf | 81 | // Joystick left moves cursor back. |
RichardE | 0:5fa232ee5fdf | 82 | if( cursorPos > 0 ) { |
RichardE | 0:5fa232ee5fdf | 83 | cursorPos--; |
RichardE | 0:5fa232ee5fdf | 84 | // Wait until all controls released. |
RichardE | 4:673eb9735d44 | 85 | WaitControls( gd, controls, false ); |
RichardE | 0:5fa232ee5fdf | 86 | } |
RichardE | 0:5fa232ee5fdf | 87 | } |
RichardE | 0:5fa232ee5fdf | 88 | else if( inputs & PanelControls::Right1 ) { |
RichardE | 0:5fa232ee5fdf | 89 | // Joystick right moves cursor forwards. |
RichardE | 0:5fa232ee5fdf | 90 | cursorPos++; |
RichardE | 0:5fa232ee5fdf | 91 | // Wait until all controls released. |
RichardE | 4:673eb9735d44 | 92 | WaitControls( gd, controls, false ); |
RichardE | 0:5fa232ee5fdf | 93 | } |
RichardE | 0:5fa232ee5fdf | 94 | } |
RichardE | 0:5fa232ee5fdf | 95 | else { |
RichardE | 0:5fa232ee5fdf | 96 | countdown--; |
RichardE | 0:5fa232ee5fdf | 97 | } |
RichardE | 0:5fa232ee5fdf | 98 | // Wait for vertical flyback. Then draw name and do animation. |
RichardE | 4:673eb9735d44 | 99 | gd->waitvblank(); |
RichardE | 0:5fa232ee5fdf | 100 | FrameCounter++; |
RichardE | 4:673eb9735d44 | 101 | DrawName( gd, name ); |
RichardE | 4:673eb9735d44 | 102 | Animate( gd ); |
RichardE | 0:5fa232ee5fdf | 103 | } |
RichardE | 0:5fa232ee5fdf | 104 | // Wait until player releases all controls before returning. |
RichardE | 4:673eb9735d44 | 105 | WaitControls( gd, controls, false ); |
RichardE | 0:5fa232ee5fdf | 106 | } |
RichardE | 0:5fa232ee5fdf | 107 | |
RichardE | 0:5fa232ee5fdf | 108 | /*********************/ |
RichardE | 0:5fa232ee5fdf | 109 | /* WAIT FOR CONTROLS */ |
RichardE | 0:5fa232ee5fdf | 110 | /*********************/ |
RichardE | 4:673eb9735d44 | 111 | // Pass pointer to Gameduino to display on in gd. |
RichardE | 0:5fa232ee5fdf | 112 | // Pass pointer to controls to read in controls. |
RichardE | 0:5fa232ee5fdf | 113 | // Pass true in waitActivate to wait for a control to be used. |
RichardE | 0:5fa232ee5fdf | 114 | // Pass false to wait for release. |
RichardE | 4:673eb9735d44 | 115 | void HighScoreEntry::WaitControls( Gameduino *gd, PanelControls *controls, bool waitActivate ) { |
RichardE | 4:673eb9735d44 | 116 | bool released = false; |
RichardE | 0:5fa232ee5fdf | 117 | UInt16 inputs; |
RichardE | 0:5fa232ee5fdf | 118 | while( ! released ) { |
RichardE | 0:5fa232ee5fdf | 119 | controls->Read(); |
RichardE | 0:5fa232ee5fdf | 120 | inputs = controls->GetInputs(); |
RichardE | 0:5fa232ee5fdf | 121 | released = ( waitActivate ? ( inputs != 0 ) : ( inputs == 0 ) ); |
RichardE | 0:5fa232ee5fdf | 122 | if( ! released ) { |
RichardE | 4:673eb9735d44 | 123 | gd->waitvblank(); |
RichardE | 0:5fa232ee5fdf | 124 | FrameCounter++; |
RichardE | 4:673eb9735d44 | 125 | Animate( gd ); |
RichardE | 0:5fa232ee5fdf | 126 | } |
RichardE | 0:5fa232ee5fdf | 127 | } |
RichardE | 0:5fa232ee5fdf | 128 | } |
RichardE | 0:5fa232ee5fdf | 129 | |
RichardE | 0:5fa232ee5fdf | 130 | /*******************/ |
RichardE | 0:5fa232ee5fdf | 131 | /* DRAW THE SCREEN */ |
RichardE | 0:5fa232ee5fdf | 132 | /*******************/ |
RichardE | 4:673eb9735d44 | 133 | // Pass pointer to Gameduino to draw on in gd. |
RichardE | 4:673eb9735d44 | 134 | void HighScoreEntry::DrawScreen( Gameduino *gd ) { |
RichardE | 4:673eb9735d44 | 135 | gd->waitvblank(); |
RichardE | 0:5fa232ee5fdf | 136 | // Clear the screen to zero characters. |
RichardE | 4:673eb9735d44 | 137 | gd->fill( Gameduino::RAM_PIC, 0, RAM_PIC_SIZE ); |
RichardE | 0:5fa232ee5fdf | 138 | // Turn off all the sprites. |
RichardE | 0:5fa232ee5fdf | 139 | for( UInt16 s = 0; s < SPRITE_COUNT; ++s ) { |
RichardE | 4:673eb9735d44 | 140 | gd->sprite( s, 0, 400, 0, 0 ); |
RichardE | 0:5fa232ee5fdf | 141 | } |
RichardE | 0:5fa232ee5fdf | 142 | // Draw border around screen. |
RichardE | 4:673eb9735d44 | 143 | CharFrame::Draw( gd, 0, 0, VISIBLE_CHAR_WIDTH, VISIBLE_CHAR_HEIGHT ); |
RichardE | 0:5fa232ee5fdf | 144 | // Draw logo. |
RichardE | 4:673eb9735d44 | 145 | GDExtra::WriteProgCharBlock( gd, 2, 2, CharBlocks::EnterNameInstructionText ); |
RichardE | 0:5fa232ee5fdf | 146 | } |
RichardE | 0:5fa232ee5fdf | 147 | |
RichardE | 0:5fa232ee5fdf | 148 | /********************************/ |
RichardE | 0:5fa232ee5fdf | 149 | /* DRAW THE NAME AND THE CURSOR */ |
RichardE | 0:5fa232ee5fdf | 150 | /********************************/ |
RichardE | 4:673eb9735d44 | 151 | // Pass pointer to Gameduino to draw on in gd. |
RichardE | 0:5fa232ee5fdf | 152 | // Pass player name in name. |
RichardE | 4:673eb9735d44 | 153 | void HighScoreEntry::DrawName( Gameduino *gd, PlayerName *name ) { |
RichardE | 4:673eb9735d44 | 154 | gd->putstr( 21, 11, name->Name ); |
RichardE | 4:673eb9735d44 | 155 | UInt16 address = Gameduino::RAM_PIC + 12 * SCREEN_CHAR_WIDTH + 21; |
RichardE | 0:5fa232ee5fdf | 156 | for( UInt8 i = 0; i < PlayerName::Length; ++i ) { |
RichardE | 4:673eb9735d44 | 157 | gd->wr( address, ( i == cursorPos ) ? ArrowUp : ' ' ); |
RichardE | 0:5fa232ee5fdf | 158 | address++; |
RichardE | 0:5fa232ee5fdf | 159 | } |
RichardE | 0:5fa232ee5fdf | 160 | } |
RichardE | 0:5fa232ee5fdf | 161 | |
RichardE | 0:5fa232ee5fdf | 162 | /********************/ |
RichardE | 0:5fa232ee5fdf | 163 | /* UPDATE ANIMATION */ |
RichardE | 0:5fa232ee5fdf | 164 | /********************/ |
RichardE | 4:673eb9735d44 | 165 | // Pass pointer to Gameduino to display on in gd. |
RichardE | 4:673eb9735d44 | 166 | void HighScoreEntry::Animate( Gameduino *gd ) { |
RichardE | 0:5fa232ee5fdf | 167 | } |