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@15:d8ea0c7b7e64, 2013-06-15 (annotated)
- Committer:
- RichardE
- Date:
- Sat Jun 15 15:05:19 2013 +0000
- Revision:
- 15:d8ea0c7b7e64
- Parent:
- 14:46a353b2a8e8
- Child:
- 16:d0b142ba4362
Started adding code to represent a grid of rectangles which is used on high score entry screen. See FieldGrid, FieldRow and FieldCell classes and use in HighScoreEntry.cpp.
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 | 15:d8ea0c7b7e64 | 18 | // Define this for debugging messages on serial port. |
RichardE | 15:d8ea0c7b7e64 | 19 | #define CHATTY |
RichardE | 15:d8ea0c7b7e64 | 20 | |
RichardE | 15:d8ea0c7b7e64 | 21 | #ifdef CHATTY |
RichardE | 15:d8ea0c7b7e64 | 22 | extern Serial pc; |
RichardE | 15:d8ea0c7b7e64 | 23 | #endif |
RichardE | 15:d8ea0c7b7e64 | 24 | |
RichardE | 15:d8ea0c7b7e64 | 25 | // Grid constants. |
RichardE | 15:d8ea0c7b7e64 | 26 | #define GRIDX 5 |
RichardE | 15:d8ea0c7b7e64 | 27 | #define GRIDY 14 |
RichardE | 15:d8ea0c7b7e64 | 28 | #define GRIDCOLUMNS 20 |
RichardE | 15:d8ea0c7b7e64 | 29 | #define GRIDROWS 3 |
RichardE | 15:d8ea0c7b7e64 | 30 | #define GRIDCOLUMNSPACING 2 |
RichardE | 15:d8ea0c7b7e64 | 31 | #define GRIDROWSPACING 2 |
RichardE | 15:d8ea0c7b7e64 | 32 | |
RichardE | 0:5fa232ee5fdf | 33 | /***************/ |
RichardE | 0:5fa232ee5fdf | 34 | /* CONSTRUCTOR */ |
RichardE | 0:5fa232ee5fdf | 35 | /***************/ |
RichardE | 0:5fa232ee5fdf | 36 | HighScoreEntry::HighScoreEntry() : |
RichardE | 15:d8ea0c7b7e64 | 37 | cursorPos( 0 ), |
RichardE | 15:d8ea0c7b7e64 | 38 | grid( GRIDROWS ) |
RichardE | 0:5fa232ee5fdf | 39 | { |
RichardE | 15:d8ea0c7b7e64 | 40 | // Initialise grid around which cursor moves. |
RichardE | 15:d8ea0c7b7e64 | 41 | InitialiseGrid(); |
RichardE | 15:d8ea0c7b7e64 | 42 | #ifdef CHATTY |
RichardE | 15:d8ea0c7b7e64 | 43 | for( UInt8 rowNum = 0; rowNum < grid.GetRowCount(); ++rowNum ) { |
RichardE | 15:d8ea0c7b7e64 | 44 | FieldRow *row = grid.GetRow( rowNum ); |
RichardE | 15:d8ea0c7b7e64 | 45 | if( row != (FieldRow*)NULL ) { |
RichardE | 15:d8ea0c7b7e64 | 46 | FieldCell *cell = row->GetFirstCell(); |
RichardE | 15:d8ea0c7b7e64 | 47 | UInt8 columnNum = 0; |
RichardE | 15:d8ea0c7b7e64 | 48 | while( cell != (FieldCell*)NULL ) { |
RichardE | 15:d8ea0c7b7e64 | 49 | pc.printf( |
RichardE | 15:d8ea0c7b7e64 | 50 | "Row %d column %d -> %d,%d,%d,%d\r\n", |
RichardE | 15:d8ea0c7b7e64 | 51 | (int)rowNum, (int)columnNum, |
RichardE | 15:d8ea0c7b7e64 | 52 | (int)cell->Rect.X1, (int)cell->Rect.Y1, (int)cell->Rect.X2, (int)cell->Rect.Y2 |
RichardE | 15:d8ea0c7b7e64 | 53 | ); |
RichardE | 15:d8ea0c7b7e64 | 54 | cell = row->GetNextCell(); |
RichardE | 15:d8ea0c7b7e64 | 55 | columnNum++; |
RichardE | 15:d8ea0c7b7e64 | 56 | } |
RichardE | 15:d8ea0c7b7e64 | 57 | } |
RichardE | 15:d8ea0c7b7e64 | 58 | } |
RichardE | 15:d8ea0c7b7e64 | 59 | #endif |
RichardE | 0:5fa232ee5fdf | 60 | } |
RichardE | 0:5fa232ee5fdf | 61 | |
RichardE | 0:5fa232ee5fdf | 62 | /**************/ |
RichardE | 0:5fa232ee5fdf | 63 | /* DESTRUCTOR */ |
RichardE | 0:5fa232ee5fdf | 64 | /**************/ |
RichardE | 0:5fa232ee5fdf | 65 | HighScoreEntry::~HighScoreEntry() { |
RichardE | 0:5fa232ee5fdf | 66 | } |
RichardE | 0:5fa232ee5fdf | 67 | |
RichardE | 15:d8ea0c7b7e64 | 68 | /*******************/ |
RichardE | 15:d8ea0c7b7e64 | 69 | /* INITIALISE GRID */ |
RichardE | 15:d8ea0c7b7e64 | 70 | /*******************/ |
RichardE | 15:d8ea0c7b7e64 | 71 | void HighScoreEntry::InitialiseGrid( void ) { |
RichardE | 15:d8ea0c7b7e64 | 72 | UInt8 x, y = GRIDY; |
RichardE | 15:d8ea0c7b7e64 | 73 | for( UInt8 rowNumber = 0; rowNumber < GRIDROWS; ++rowNumber ) { |
RichardE | 15:d8ea0c7b7e64 | 74 | FieldRow *row = grid.GetRow( rowNumber ); |
RichardE | 15:d8ea0c7b7e64 | 75 | if( row != (FieldRow*)NULL ) { |
RichardE | 15:d8ea0c7b7e64 | 76 | x = GRIDX; |
RichardE | 15:d8ea0c7b7e64 | 77 | for( UInt8 columnNumber = 0; columnNumber < GRIDCOLUMNS; ++columnNumber ) { |
RichardE | 15:d8ea0c7b7e64 | 78 | FieldCell *cell = new FieldCell(); |
RichardE | 15:d8ea0c7b7e64 | 79 | cell->Rect.X1 = ( x - 1 ) << 3; |
RichardE | 15:d8ea0c7b7e64 | 80 | cell->Rect.Y1 = ( y - 1 ) << 3; |
RichardE | 15:d8ea0c7b7e64 | 81 | cell->Rect.X2 = ( ( x + 1 ) << 3 ) + 7; |
RichardE | 15:d8ea0c7b7e64 | 82 | cell->Rect.Y2 = ( ( y + 1 ) << 3 ) + 7; |
RichardE | 15:d8ea0c7b7e64 | 83 | row->AddCell( cell ); |
RichardE | 15:d8ea0c7b7e64 | 84 | x += GRIDCOLUMNSPACING; |
RichardE | 15:d8ea0c7b7e64 | 85 | } |
RichardE | 15:d8ea0c7b7e64 | 86 | } |
RichardE | 15:d8ea0c7b7e64 | 87 | y += GRIDROWSPACING; |
RichardE | 15:d8ea0c7b7e64 | 88 | } |
RichardE | 15:d8ea0c7b7e64 | 89 | } |
RichardE | 15:d8ea0c7b7e64 | 90 | |
RichardE | 0:5fa232ee5fdf | 91 | /*********************/ |
RichardE | 0:5fa232ee5fdf | 92 | /* GET A PLAYER NAME */ |
RichardE | 0:5fa232ee5fdf | 93 | /*********************/ |
RichardE | 0:5fa232ee5fdf | 94 | // Pass pointer to place to store name in name. |
RichardE | 0:5fa232ee5fdf | 95 | // Pass pointer to controls to read in controls. |
RichardE | 4:673eb9735d44 | 96 | // Pass pointer to Gameduino to display on in gd. |
RichardE | 4:673eb9735d44 | 97 | void HighScoreEntry::GetName( PlayerName *name, PanelControls *controls, Gameduino *gd ) { |
RichardE | 0:5fa232ee5fdf | 98 | UInt16 inputs; |
RichardE | 0:5fa232ee5fdf | 99 | UInt8 countdown = 0; |
RichardE | 0:5fa232ee5fdf | 100 | char *curPtr; |
RichardE | 0:5fa232ee5fdf | 101 | // Initialise name to all 'A' characters. |
RichardE | 0:5fa232ee5fdf | 102 | for( UInt8 i = 0; i < PlayerName::Length; ++i ) { |
RichardE | 0:5fa232ee5fdf | 103 | name->Name[ i ] = 'A'; |
RichardE | 0:5fa232ee5fdf | 104 | } |
RichardE | 0:5fa232ee5fdf | 105 | // Draw screen. |
RichardE | 4:673eb9735d44 | 106 | DrawScreen( gd ); |
RichardE | 0:5fa232ee5fdf | 107 | // Wait until player releases all controls. |
RichardE | 4:673eb9735d44 | 108 | WaitControls( gd, controls, false ); |
RichardE | 0:5fa232ee5fdf | 109 | // Start at leftmost character. |
RichardE | 0:5fa232ee5fdf | 110 | cursorPos = 0; |
RichardE | 0:5fa232ee5fdf | 111 | // Loop until cursor moves beyond rightmost character. |
RichardE | 0:5fa232ee5fdf | 112 | while( cursorPos < PlayerName::Length ) { |
RichardE | 0:5fa232ee5fdf | 113 | // Read panel controls. |
RichardE | 0:5fa232ee5fdf | 114 | controls->Read(); |
RichardE | 0:5fa232ee5fdf | 115 | inputs = controls->GetInputs(); |
RichardE | 0:5fa232ee5fdf | 116 | // Point to character under cursor. |
RichardE | 0:5fa232ee5fdf | 117 | curPtr = name->Name + cursorPos; |
RichardE | 0:5fa232ee5fdf | 118 | // Only react to controls every so often to slow things down. |
RichardE | 0:5fa232ee5fdf | 119 | if( countdown == 0 ) { |
RichardE | 0:5fa232ee5fdf | 120 | countdown = 10; |
RichardE | 0:5fa232ee5fdf | 121 | if( inputs & PanelControls::Up1 ) { |
RichardE | 0:5fa232ee5fdf | 122 | // Joystick up selects next character up. |
RichardE | 0:5fa232ee5fdf | 123 | if( *curPtr >= PlayerName::MaxChar ) { |
RichardE | 0:5fa232ee5fdf | 124 | *curPtr = PlayerName::MinChar; |
RichardE | 0:5fa232ee5fdf | 125 | } |
RichardE | 0:5fa232ee5fdf | 126 | else { |
RichardE | 0:5fa232ee5fdf | 127 | (*curPtr)++; |
RichardE | 0:5fa232ee5fdf | 128 | } |
RichardE | 0:5fa232ee5fdf | 129 | } |
RichardE | 0:5fa232ee5fdf | 130 | else if( inputs & PanelControls::Down1 ) { |
RichardE | 0:5fa232ee5fdf | 131 | // Joystick down selects previous character down. |
RichardE | 0:5fa232ee5fdf | 132 | if( *curPtr <= PlayerName::MinChar ) { |
RichardE | 0:5fa232ee5fdf | 133 | *curPtr = PlayerName::MaxChar; |
RichardE | 0:5fa232ee5fdf | 134 | } |
RichardE | 0:5fa232ee5fdf | 135 | else { |
RichardE | 0:5fa232ee5fdf | 136 | (*curPtr)--; |
RichardE | 0:5fa232ee5fdf | 137 | } |
RichardE | 0:5fa232ee5fdf | 138 | } |
RichardE | 0:5fa232ee5fdf | 139 | else if( inputs & PanelControls::Left1 ) { |
RichardE | 0:5fa232ee5fdf | 140 | // Joystick left moves cursor back. |
RichardE | 0:5fa232ee5fdf | 141 | if( cursorPos > 0 ) { |
RichardE | 0:5fa232ee5fdf | 142 | cursorPos--; |
RichardE | 0:5fa232ee5fdf | 143 | // Wait until all controls released. |
RichardE | 4:673eb9735d44 | 144 | WaitControls( gd, controls, false ); |
RichardE | 0:5fa232ee5fdf | 145 | } |
RichardE | 0:5fa232ee5fdf | 146 | } |
RichardE | 0:5fa232ee5fdf | 147 | else if( inputs & PanelControls::Right1 ) { |
RichardE | 0:5fa232ee5fdf | 148 | // Joystick right moves cursor forwards. |
RichardE | 0:5fa232ee5fdf | 149 | cursorPos++; |
RichardE | 0:5fa232ee5fdf | 150 | // Wait until all controls released. |
RichardE | 4:673eb9735d44 | 151 | WaitControls( gd, controls, false ); |
RichardE | 0:5fa232ee5fdf | 152 | } |
RichardE | 0:5fa232ee5fdf | 153 | } |
RichardE | 0:5fa232ee5fdf | 154 | else { |
RichardE | 0:5fa232ee5fdf | 155 | countdown--; |
RichardE | 0:5fa232ee5fdf | 156 | } |
RichardE | 0:5fa232ee5fdf | 157 | // Wait for vertical flyback. Then draw name and do animation. |
RichardE | 4:673eb9735d44 | 158 | gd->waitvblank(); |
RichardE | 0:5fa232ee5fdf | 159 | FrameCounter++; |
RichardE | 4:673eb9735d44 | 160 | DrawName( gd, name ); |
RichardE | 4:673eb9735d44 | 161 | Animate( gd ); |
RichardE | 0:5fa232ee5fdf | 162 | } |
RichardE | 0:5fa232ee5fdf | 163 | // Wait until player releases all controls before returning. |
RichardE | 4:673eb9735d44 | 164 | WaitControls( gd, controls, false ); |
RichardE | 0:5fa232ee5fdf | 165 | } |
RichardE | 0:5fa232ee5fdf | 166 | |
RichardE | 0:5fa232ee5fdf | 167 | /*********************/ |
RichardE | 0:5fa232ee5fdf | 168 | /* WAIT FOR CONTROLS */ |
RichardE | 0:5fa232ee5fdf | 169 | /*********************/ |
RichardE | 4:673eb9735d44 | 170 | // Pass pointer to Gameduino to display on in gd. |
RichardE | 0:5fa232ee5fdf | 171 | // Pass pointer to controls to read in controls. |
RichardE | 0:5fa232ee5fdf | 172 | // Pass true in waitActivate to wait for a control to be used. |
RichardE | 0:5fa232ee5fdf | 173 | // Pass false to wait for release. |
RichardE | 4:673eb9735d44 | 174 | void HighScoreEntry::WaitControls( Gameduino *gd, PanelControls *controls, bool waitActivate ) { |
RichardE | 4:673eb9735d44 | 175 | bool released = false; |
RichardE | 0:5fa232ee5fdf | 176 | UInt16 inputs; |
RichardE | 0:5fa232ee5fdf | 177 | while( ! released ) { |
RichardE | 0:5fa232ee5fdf | 178 | controls->Read(); |
RichardE | 0:5fa232ee5fdf | 179 | inputs = controls->GetInputs(); |
RichardE | 0:5fa232ee5fdf | 180 | released = ( waitActivate ? ( inputs != 0 ) : ( inputs == 0 ) ); |
RichardE | 0:5fa232ee5fdf | 181 | if( ! released ) { |
RichardE | 4:673eb9735d44 | 182 | gd->waitvblank(); |
RichardE | 0:5fa232ee5fdf | 183 | FrameCounter++; |
RichardE | 4:673eb9735d44 | 184 | Animate( gd ); |
RichardE | 0:5fa232ee5fdf | 185 | } |
RichardE | 0:5fa232ee5fdf | 186 | } |
RichardE | 0:5fa232ee5fdf | 187 | } |
RichardE | 0:5fa232ee5fdf | 188 | |
RichardE | 0:5fa232ee5fdf | 189 | /*******************/ |
RichardE | 0:5fa232ee5fdf | 190 | /* DRAW THE SCREEN */ |
RichardE | 0:5fa232ee5fdf | 191 | /*******************/ |
RichardE | 4:673eb9735d44 | 192 | // Pass pointer to Gameduino to draw on in gd. |
RichardE | 4:673eb9735d44 | 193 | void HighScoreEntry::DrawScreen( Gameduino *gd ) { |
RichardE | 4:673eb9735d44 | 194 | gd->waitvblank(); |
RichardE | 0:5fa232ee5fdf | 195 | // Clear the screen to zero characters. |
RichardE | 4:673eb9735d44 | 196 | gd->fill( Gameduino::RAM_PIC, 0, RAM_PIC_SIZE ); |
RichardE | 0:5fa232ee5fdf | 197 | // Turn off all the sprites. |
RichardE | 0:5fa232ee5fdf | 198 | for( UInt16 s = 0; s < SPRITE_COUNT; ++s ) { |
RichardE | 4:673eb9735d44 | 199 | gd->sprite( s, 0, 400, 0, 0 ); |
RichardE | 0:5fa232ee5fdf | 200 | } |
RichardE | 0:5fa232ee5fdf | 201 | // Draw border around screen. |
RichardE | 4:673eb9735d44 | 202 | CharFrame::Draw( gd, 0, 0, VISIBLE_CHAR_WIDTH, VISIBLE_CHAR_HEIGHT ); |
RichardE | 14:46a353b2a8e8 | 203 | // Draw instructions. |
RichardE | 14:46a353b2a8e8 | 204 | gd->putstr( 2, 2, " CONGRATULATIONS : YOU HAVE A HIGH SCORE!" ); |
RichardE | 14:46a353b2a8e8 | 205 | gd->putstr( 2, 4, "PLEASE ENTER YOUR NAME USING THE LEFT JOYSTICK" ); |
RichardE | 14:46a353b2a8e8 | 206 | gd->putstr( 2, 6, " TO MOVE THE CURSOR. PRESS THE LEFT BUTTON TO" ); |
RichardE | 14:46a353b2a8e8 | 207 | gd->putstr( 2, 8, " ENTER EACH LETTER. MOVE CURSOR TO FOOT OF" ); |
RichardE | 14:46a353b2a8e8 | 208 | gd->putstr( 2, 10, " SCREEN AND PRESS LEFT BUTTON WHEN FINISHED." ); |
RichardE | 14:46a353b2a8e8 | 209 | // Draw character grid. |
RichardE | 14:46a353b2a8e8 | 210 | DrawGrid( gd ); |
RichardE | 14:46a353b2a8e8 | 211 | } |
RichardE | 14:46a353b2a8e8 | 212 | |
RichardE | 14:46a353b2a8e8 | 213 | /***************************/ |
RichardE | 14:46a353b2a8e8 | 214 | /* DRAW THE CHARACTER GRID */ |
RichardE | 14:46a353b2a8e8 | 215 | /***************************/ |
RichardE | 14:46a353b2a8e8 | 216 | // Pass pointer to Gameduino to draw on in gd. |
RichardE | 14:46a353b2a8e8 | 217 | void HighScoreEntry::DrawGrid( Gameduino *gd ) { |
RichardE | 14:46a353b2a8e8 | 218 | UInt8 code = PlayerName::MinChar; |
RichardE | 14:46a353b2a8e8 | 219 | UInt8 x = GRIDX, y = GRIDY; |
RichardE | 14:46a353b2a8e8 | 220 | UInt8 columnNumber = 0; |
RichardE | 14:46a353b2a8e8 | 221 | char str [] = "X"; |
RichardE | 14:46a353b2a8e8 | 222 | while( code <= PlayerName::MaxChar ) { |
RichardE | 14:46a353b2a8e8 | 223 | str[ 0 ] = (char)code++; |
RichardE | 14:46a353b2a8e8 | 224 | gd->putstr( x, y, str ); |
RichardE | 14:46a353b2a8e8 | 225 | columnNumber++; |
RichardE | 14:46a353b2a8e8 | 226 | if( columnNumber >= GRIDCOLUMNS ) { |
RichardE | 14:46a353b2a8e8 | 227 | columnNumber = 0; |
RichardE | 14:46a353b2a8e8 | 228 | x = GRIDX; |
RichardE | 14:46a353b2a8e8 | 229 | y += GRIDROWSPACING; |
RichardE | 14:46a353b2a8e8 | 230 | } |
RichardE | 14:46a353b2a8e8 | 231 | else { |
RichardE | 14:46a353b2a8e8 | 232 | x += GRIDCOLUMNSPACING; |
RichardE | 14:46a353b2a8e8 | 233 | } |
RichardE | 14:46a353b2a8e8 | 234 | } |
RichardE | 0:5fa232ee5fdf | 235 | } |
RichardE | 0:5fa232ee5fdf | 236 | |
RichardE | 0:5fa232ee5fdf | 237 | /********************************/ |
RichardE | 0:5fa232ee5fdf | 238 | /* DRAW THE NAME AND THE CURSOR */ |
RichardE | 0:5fa232ee5fdf | 239 | /********************************/ |
RichardE | 4:673eb9735d44 | 240 | // Pass pointer to Gameduino to draw on in gd. |
RichardE | 0:5fa232ee5fdf | 241 | // Pass player name in name. |
RichardE | 4:673eb9735d44 | 242 | void HighScoreEntry::DrawName( Gameduino *gd, PlayerName *name ) { |
RichardE | 4:673eb9735d44 | 243 | gd->putstr( 21, 11, name->Name ); |
RichardE | 4:673eb9735d44 | 244 | UInt16 address = Gameduino::RAM_PIC + 12 * SCREEN_CHAR_WIDTH + 21; |
RichardE | 0:5fa232ee5fdf | 245 | for( UInt8 i = 0; i < PlayerName::Length; ++i ) { |
RichardE | 4:673eb9735d44 | 246 | gd->wr( address, ( i == cursorPos ) ? ArrowUp : ' ' ); |
RichardE | 0:5fa232ee5fdf | 247 | address++; |
RichardE | 0:5fa232ee5fdf | 248 | } |
RichardE | 0:5fa232ee5fdf | 249 | } |
RichardE | 0:5fa232ee5fdf | 250 | |
RichardE | 0:5fa232ee5fdf | 251 | /********************/ |
RichardE | 0:5fa232ee5fdf | 252 | /* UPDATE ANIMATION */ |
RichardE | 0:5fa232ee5fdf | 253 | /********************/ |
RichardE | 4:673eb9735d44 | 254 | // Pass pointer to Gameduino to display on in gd. |
RichardE | 4:673eb9735d44 | 255 | void HighScoreEntry::Animate( Gameduino *gd ) { |
RichardE | 0:5fa232ee5fdf | 256 | } |