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UFCFVK-15-2 - Internet of things - Challenge 1
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This is an archived project. Repository and other project resources are read-only.
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ja3-saxby
UFCFVK-15-2 - Internet of things - Challenge 1
Commits
6a10118b
Commit
6a10118b
authored
5 years ago
by
ja3-saxby
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Revert "Revert "Perhaps C++ event-handlers are broken...""
This reverts commit
26c8f41b
.
parent
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source/main.cpp
+7
-112
7 additions, 112 deletions
source/main.cpp
with
7 additions
and
112 deletions
source/main.cpp
+
7
−
112
View file @
6a10118b
...
@@ -17,128 +17,23 @@
...
@@ -17,128 +17,23 @@
#include
"MicroBit.h"
#include
"MicroBit.h"
MicroBit
micro_bit
;
/**
void
event_handler
(
MicroBitEvent
)
{
* @brief Main class responsible for the game loop and logic
micro_bit
.
display
.
printAsync
(
"A"
,
200
);
*/
class
Game
{
public:
/**
* @brief Constructor
* @details takes reference to the micro-bit instance for the sake of not
* using global variables.
*/
Game
(
MicroBit
&
micro_bit
);
/**
* @brief Starts a new run of the game
* @note method blocks until game over.
*/
void
run
();
/* begin event handler methods */
/**
* Handles Button A Press event
*/
void
press_button_a
(
MicroBitEvent
e
);
/**
* Handles Button B Press event
*/
void
press_button_b
(
MicroBitEvent
e
);
/* end event handler methods */
private:
/**
* @brief Draws whatever's in the screen buffer to display
*/
void
draw
();
// reference to our MicroBit instance
MicroBit
&
micro_bit
;
// internal screen-buffer, which we draw to first before pasting to display
MicroBitImage
screen_buffer
;
};
Game
::
Game
(
MicroBit
&
micro_bit
)
:
micro_bit
(
micro_bit
)
,
screen_buffer
(
5
,
5
)
// our screen buffer mirrors the display dimensions
{}
void
Game
::
run
()
{
// this->micro_bit.display.scroll("NEW GAME!");
// init screen display mode, to be sure it is in a known-state
// TODO: consider changing to greyscale to allow "mutli-coloured" blocks
// this->micro_bit.display.setDisplayMode(DISPLAY_MODE_BLACK_AND_WHITE);
// register event-handlers
this
->
micro_bit
.
messageBus
.
listen
(
MICROBIT_ID_BUTTON_A
,
MICROBIT_BUTTON_EVT_CLICK
,
this
,
&
Game
::
press_button_a
);
this
->
micro_bit
.
messageBus
.
listen
(
MICROBIT_ID_BUTTON_B
,
MICROBIT_BUTTON_EVT_CLICK
,
this
,
&
Game
::
press_button_b
);
while
(
true
)
{
// TODO: change to use game-over condition
// this->draw(); // render screen buffer
// sleep to conserve CPU cycles and allow other fibers a chance to run
this
->
micro_bit
.
sleep
(
100
);
// a 100ms sleep gives us a 10Hz tick-rate
}
// TODO: add the rest of the game logic
this
->
micro_bit
.
display
.
scroll
(
"GAME OVER!"
);
// TODO: display final score
// TODO: de-register event-handlers
this
->
micro_bit
.
messageBus
.
ignore
(
MICROBIT_ID_BUTTON_A
,
MICROBIT_BUTTON_EVT_CLICK
,
this
,
&
Game
::
press_button_a
);
this
->
micro_bit
.
messageBus
.
ignore
(
MICROBIT_ID_BUTTON_B
,
MICROBIT_BUTTON_EVT_CLICK
,
this
,
&
Game
::
press_button_b
);
}
void
Game
::
draw
()
{
// XXX: debug drawing, fill the screen buffer with black
this
->
screen_buffer
.
clear
();
// render our screen buffer
this
->
micro_bit
.
display
.
image
.
paste
(
this
->
screen_buffer
);
}
void
Game
::
press_button_a
(
MicroBitEvent
e
)
{
// XXX: debug
this
->
micro_bit
.
display
.
print
(
"A"
);
}
void
Game
::
press_button_b
(
MicroBitEvent
e
)
{
// XXX: debug
this
->
micro_bit
.
display
.
print
(
"B"
);
}
}
MicroBit
micro_bit
;
int
main
()
{
int
main
()
{
// Initialise the micro:bit runtime.
// Initialise the micro:bit runtime.
micro_bit
.
init
();
micro_bit
.
init
();
// startup message displays the name of the game
micro_bit
.
messageBus
.
listen
(
micro_bit
.
display
.
scroll
(
"BLOCKS!"
);
MICROBIT_ID_BUTTON_A
,
MICROBIT_BUTTON_EVT_CLICK
,
event_handler
);
// infinitely start new games
while
(
true
)
{
while
(
true
)
{
Game
game
(
micro_bit
);
micro_bit
.
sleep
(
10
);
// 10ms sleep, or 100Hz tick rate
game
.
run
();
}
}
// TODO: potentially remove this call, if clarified that it is not required.
// TODO: potentially remove this call, if clarified that it is not required.
...
...
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