alt_u8 getKeyboard(){ alt_u8 data; if (keyboard_init == 1){ ps2 = alt_up_ps2_open_dev("/dev/ps2_0"); alt_up_ps2_init(ps2); //initialize device if(ps2->device_type == PS2_KEYBOARD){ printf("keyboard connected\n"); } else if(ps2->device_type == PS2_MOUSE ){ printf("connected to mouse\n"); } else if(ps2->device_type == PS2_UNKNOWN){ printf("unknown device\n"); } else printf("Not connected\n"); alt_up_ps2_clear_fifo(ps2); //clear buffer set_keyboard_rate(ps2, 0x00); keyboard_init = 0; //initialize device once per reset } decode_scancode(ps2, &decode, &data, &ascii); return data; }
void initInterrupts(void){ // PS2 alt_up_ps2_dev * ps2_device = alt_up_ps2_open_dev(PS2_NAME); if(ps2_device == NULL){ printf("can't find PS/2 device\n"); return 1; } alt_up_ps2_clear_fifo (ps2_device) ; alt_irq_register(PS2_IRQ, ps2_device, ps2_isr); // register the PS/2 interrupt IOWR_8DIRECT(PS2_BASE,4,1); // button IOWR_ALTERA_AVALON_PIO_EDGE_CAP(PUSH_BUTTON_BASE, 0x7); // enable interrupts for all buttons IOWR_ALTERA_AVALON_PIO_IRQ_MASK(PUSH_BUTTON_BASE, 0x7); alt_irq_register(PUSH_BUTTON_IRQ, NULL, button_interrupts_function); // // // frequency analyzer alt_irq_register(FREQUENCY_ANALYSER_IRQ,(void*)&frequency_value, frequency_interrupt_function); }
/* Initializes all hardware before loading the game - VGA, LEDs, PS/2, etc. */ void initialize_hardware(void){ // Use the name of your pixel buffer DMA core pixel_buffer = alt_up_pixel_buffer_dma_open_dev(BUFFER_DMA_NAME); // Set the background buffer address – Although we don’t use the background, // they only provide a function to change the background buffer address, so // we must set that, and then swap it to the foreground. alt_up_pixel_buffer_dma_change_back_buffer_address(pixel_buffer, PIXEL_BUFFER_BASE); // Swap background and foreground buffers alt_up_pixel_buffer_dma_swap_buffers(pixel_buffer); // Wait for the swap to complete while (alt_up_pixel_buffer_dma_check_swap_buffers_status(pixel_buffer)); // Initialize character buffer char_buffer = alt_up_char_buffer_open_dev("/dev/character_buffer"); // Clear the screen alt_up_pixel_buffer_dma_clear_screen(pixel_buffer, 0); //Initialize the PS2 controller ps2_dev = alt_up_ps2_open_dev(PS2_0_NAME); }
void init_threshold_control(void) { xTaskHandle task; threshold_queue = xQueueCreate(1, sizeof(struct threshold)); if (threshold_queue == NULL) panic("xQueueCreate failed"); vSemaphoreCreateBinary(threshold_sem); if (threshold_sem == NULL) panic("vSemaphoreCreateBinary failed"); xTaskCreate(threshold_control_task, "threshold_control", configMINIMAL_STACK_SIZE, NULL, tskIDLE_PRIORITY+1, &task); // initialise ps2 (keyboard) device, register keyboard irq alt_up_ps2_dev *ps2_device = alt_up_ps2_open_dev(PS2_NAME); if (ps2_device == NULL) panic("unable to open ps2 device"); alt_up_ps2_clear_fifo (ps2_device); alt_irq_register(PS2_IRQ, ps2_device, do_keyboard_irq); // register the PS/2 interrupt IOWR_8DIRECT(PS2_BASE,4,1); }
/* * Main Game Loop */ int main() { // Use the name of your pixel buffer DMA core pixel_buffer =alt_up_pixel_buffer_dma_open_dev("/dev/pixel_buffer_dma_0"); initVGA(); usleep(5000000); ps2 = alt_up_ps2_open_dev("/dev/ps2_0"); ps2->timeout = 2000000; alt_up_ps2_clear_fifo(ps2); alt_up_ps2_init(ps2); unsigned char byte1; while(alt_up_ps2_read_data_byte(ps2, &byte1)!=0); char_lcd_dev = alt_up_character_lcd_open_dev ("/dev/character_lcd_0"); alt_up_character_lcd_init (char_lcd_dev); char_buffer = alt_up_char_buffer_open_dev("/dev/char_drawer"); alt_up_char_buffer_init(char_buffer); alt_up_sd_card_dev *device_reference = NULL; struct Env* p = initEnv(); initGameInfo(); struct Collidable* collisionChecker = initCollidable(); addCollisionToEnv(p, collisionChecker); promptSDcard(p, device_reference); usleep(1000); alt_up_char_buffer_string(char_buffer, "Loading ", 40, 30); unsigned end_time, start_time; int count = 0; lock = 0; struct animation* starAnimation = loadSDImageSeq("ST0.BMP", 2, 8); struct animation* star2Animation = loadSDImageSeq("ST00.BMP", 3, 7); struct animation* alien0 = loadSDImageSeq("A100.BMP", 2, 2); //2 images where first 2 characters are prefix struct animation* alien1 = loadSDImageSeq("A000.BMP", 2, 15); struct animation* ship0 = loadSDImageSeq("S00.BMP", 2, 16); struct animation* ship1 = loadSDImageSeq("S10.BMP", 2, 27); struct animation* bossAnimate = loadSDImageSeq("BO00.BMP", 2, 28); struct animation* ship2 = loadSDImageSeq("S20.BMP", 2, 35); struct animation* ship3 = loadSDImageSeq("S30.BMP", 2, 30); struct animation* ship4 = loadSDImageSeq("S40.BMP", 2, 10); struct animation* explode1 = initAnimation((int*)explode01, 1); addImage(explode1, initAnimation((int*)explode02, 0)); addImage(explode1, initAnimation((int*)explode03, 0)); addImage(explode1, initAnimation((int*)explode04, 0)); addImage(explode1, initAnimation((int*)explode05, 0)); struct animation** shipAnimationCollection = (struct animation**)malloc(sizeof(struct animation*)*5); shipAnimationCollection[0] = ship0; shipAnimationCollection[1] = ship1; shipAnimationCollection[2] = ship2; shipAnimationCollection[3] = ship3; shipAnimationCollection[4] = ship4; initWeapon(collisionChecker, p); struct Cursor* mouse = initCursor(p, collisionChecker); addToEnv(p, mouse->super); addObjToCollide(collisionChecker, mouse->super); setCursor(p, mouse); struct KeyController* keyController = initKeyController(); struct SwitchController* switchController = initSwitchController(); struct CursorController* ctrl = initCursorController(mouse->super, switchController, keyController); alt_up_char_buffer_string(char_buffer, "Loading Sounds ", 30, 30); audioController = initAudioController(); loadSound( audioController, LOOP_ONE ); loadSound( audioController, LASER_SOUND ); alt_irq_register(AUDIO_IRQ, audioController, (void*) audio_ISR); alt_irq_enable(AUDIO_IRQ); play_background_loop( audioController, LOOP_ONE ); enableAudioController( audioController ); printhex(info.score); mainMenu(mouse, ctrl, p); disableAudioController(audioController); stop_background_loop(audioController); unloadSoundById(audioController, LASER_SOUND); unloadSoundById(audioController, LOOP_ONE); alt_up_char_buffer_string(char_buffer, "Loading Sounds ", 30, 30); //loadSound(audioController, WIN_SOUND); //loadSound(audioController, LOSE_SOUND); loadSound( audioController, TOWER_UPGRADE_SOUND ); loadSound( audioController, LOOP_TWO ); play_background_loop(audioController, LOOP_TWO); enableAudioController( audioController ); alt_up_char_buffer_clear(char_buffer); //usleep(1000); struct Alien* testAlienCollection[60]; gameSetup(p, shipAnimationCollection, mouse, starAnimation, star2Animation); usleep(500000); //time delay for panel to be drawn // char LPS[50]; float lps_; int n = 0; for(n = 0; n < 20; n++) { testAlienCollection[n] =initAlien(n, 10*n, 10, alien0, explode1, "IdontKnow", 1.4, 150, 500, collisionChecker); addToEnvNR(p, testAlienCollection[n]->super); } for(n = 0; n < 20; n++) { testAlienCollection[n+20] =initAlien(10*n, n, 10, alien1, explode1, "whatName", 1.4, 190, 850, collisionChecker); addToEnvNR(p, testAlienCollection[n+20]->super); } for(n = 0; n < 20; n++) { testAlienCollection[n+40] =initAlien(10*n, n, 20, bossAnimate, explode1, "IamBoss", 1.6, 800, 1500, collisionChecker); testAlienCollection[n+40]->score = 300; addToEnvNR(p, testAlienCollection[n+40]->super); } int stage = 0; /* * Game Starts!!!!!! */ alt_alarm_start (&alarm,alt_ticks_per_second(),my_alarm_callback,(void*)p); int startTimer = 0; char second_row1[15]; alt_up_character_lcd_set_cursor_pos(char_lcd_dev, 0, 1); sprintf(second_row1, "wave# %d ", stage); alt_up_character_lcd_string(char_lcd_dev, second_row1); while(1) { alt_timestamp_start(); start_time = (unsigned)alt_timestamp(); /*-----------------------------------------------------------------------------------------------*/ checkCollision(collisionChecker); //a major function that check each collision happen between each object updateCursorController(ctrl, 1); count++; if (startTimer > count) info.startButton = false; else { if(stage == 7) info.isWin = true; else if(startTimer == count){ //play_background_loop(audioController, LOOP_TWO); enableAudioController( audioController ); } } if (info.startButton){ disableAudioController(audioController); //stop_background_loop(audioController); startTimer = count + 15000; checkStages(testAlienCollection, stage%7, collisionChecker); stage++; //if(stage > 6) stage = 0; info.startButton = false; alt_up_character_lcd_set_cursor_pos(char_lcd_dev, 0, 1); sprintf(second_row1, "wave# %d ", stage); alt_up_character_lcd_string(char_lcd_dev, second_row1); } if(info.isEnd || info.isWin) { disableAudioController(audioController); stop_background_loop(audioController); endGame(testAlienCollection, collisionChecker, p, mouse, ctrl, keyController); } /*-----------------------------------------------------------------------------------------------*/ end_time = (unsigned)alt_timestamp(); lps_ = (float)alt_timestamp_freq()/(float)(end_time - start_time); sprintf(LPS, "The current LPS is %.2f", lps_); alt_up_char_buffer_string(char_buffer, LPS, 3, 2); } return 0; }
int main(){ printf("NEW GAME!\n\n"); volatile int old_game_state = 0; int doge = 0; //animation counter //buffer init stuff pixel_buffer = alt_up_pixel_buffer_dma_open_dev("/dev/pixel_buffer_dma"); char_buffer = alt_up_char_buffer_open_dev("/dev/char_drawer"); //phil's stuff master* m = master_init(); printf("NEW GAME!\n\n"); // Set the 1st buffer address alt_up_pixel_buffer_dma_change_back_buffer_address(pixel_buffer,pixel_buffer_addr1); // Swap buffers – we have to swap because there is only an API function // to set the address of the background buffer. alt_up_pixel_buffer_dma_swap_buffers(pixel_buffer); while (alt_up_pixel_buffer_dma_check_swap_buffers_status(pixel_buffer)); // Set the 2nd buffer address alt_up_pixel_buffer_dma_change_back_buffer_address(pixel_buffer,pixel_buffer_addr2); printf("NEW GAME!\n\n"); // Clear the screen alt_up_pixel_buffer_dma_clear_screen(pixel_buffer, 1); alt_up_pixel_buffer_dma_swap_buffers(pixel_buffer); while (alt_up_pixel_buffer_dma_check_swap_buffers_status(pixel_buffer)); alt_up_pixel_buffer_dma_clear_screen(pixel_buffer, 1); alt_up_pixel_buffer_dma_swap_buffers(pixel_buffer); while (alt_up_pixel_buffer_dma_check_swap_buffers_status(pixel_buffer)); alt_up_char_buffer_clear(char_buffer); //Write some text alt_up_char_buffer_string(char_buffer, "LOADING...", 0, 0); //load bitmap files title = read_bmp("title.bmp"); alt_up_char_buffer_string(char_buffer, "title.bmp", 0, 2); menu = read_bmp("menu.bmp"); alt_up_char_buffer_string(char_buffer, "MENU.BMP", 0, 3); selA = read_bmp("selA.bmp"); alt_up_char_buffer_string(char_buffer, "selA.bmp", 0, 4); selB = read_bmp("selB.bmp"); alt_up_char_buffer_string(char_buffer, "selB.bmp", 0, 5); selC = read_bmp("selC.bmp"); alt_up_char_buffer_string(char_buffer, "selC.bmp", 0, 6); dead = read_bmp("dead.bmp"); alt_up_char_buffer_string(char_buffer, "dead.bmp", 0, 7); bmp * b = read_bmp("para1.bmp"); alt_up_char_buffer_string(char_buffer, "para.bmp", 0, 8); bmp * doge0 = read_bmp("doge0.bmp"); alt_up_char_buffer_string(char_buffer, "doge0.bmp", 0, 9); bmp * doge1 = read_bmp("doge1.bmp"); alt_up_char_buffer_string(char_buffer, "doge1.bmp", 0, 10); bmp * doge2 = read_bmp("doge2.bmp"); alt_up_char_buffer_string(char_buffer, "doge2.bmp", 0, 11); bmp * doge3 = read_bmp("doge3.bmp"); alt_up_char_buffer_string(char_buffer, "doge3.bmp", 0, 12); bmp * flat = read_bmp("flat.bmp"); alt_up_char_buffer_string(char_buffer, "flat.bmp", 0, 13); bmp * coin = read_bmp("coin.bmp"); alt_up_char_buffer_string(char_buffer, "coin.bmp", 0, 14); bmp * spike = read_bmp("spike.bmp"); alt_up_char_buffer_string(char_buffer, "spike.bmp", 0, 15); bmp * box1 = read_bmp("box1.bmp"); alt_up_char_buffer_string(char_buffer, "box1.bmp", 0, 16); bmp * box3 = read_bmp("box3.bmp"); alt_up_char_buffer_string(char_buffer, "box3.bmp", 0, 17); bmp * low = read_bmp("low.bmp"); alt_up_char_buffer_string(char_buffer, "low.bmp", 0, 18); bmp * flatb = read_bmp("flatb.bmp"); alt_up_char_buffer_string(char_buffer, "flatb.bmp", 0, 19); bmp * flatr = read_bmp("flatr.bmp"); alt_up_char_buffer_string(char_buffer, "flatr.bmp", 0, 20); bmp * blue = read_bmp("bstar.bmp"); alt_up_char_buffer_string(char_buffer, "blue.bmp", 0, 21); bmp * red = read_bmp("rstar.bmp"); alt_up_char_buffer_string(char_buffer, "red.bmp", 0, 22); bmp * flag_img = read_bmp("flag.bmp"); alt_up_char_buffer_string(char_buffer, "flag.bmp", 0, 23); name = read_bmp("name.bmp"); alt_up_char_buffer_string(char_buffer, "name.bmp", 0, 24); instr = read_bmp("instr.bmp"); alt_up_char_buffer_string(char_buffer, "instr.bmp", 0, 25); dcol = read_bmp("dcol.bmp"); alt_up_char_buffer_string(char_buffer, "dcol.bmp", 0, 26); win = read_bmp("win.bmp"); alt_up_char_buffer_string(char_buffer, "win.bmp", 0,27); alt_up_char_buffer_clear(char_buffer); printf("NEW GAME!\n\n"); //interrupt init stuff (for object writing) //TIMERPERIOD int timer_period = 1 * 500000; IOWR_16DIRECT(TIMER_0_BASE, 8, timer_period & 0xFFFF); //writes the period to the hardware timer IOWR_16DIRECT(TIMER_0_BASE, 12, timer_period >> 16); IOWR_16DIRECT(TIMER_0_BASE, 4, 1 << 3); //stop timer alt_irq_register(TIMER_0_IRQ,NULL,(void*)handle_timer_interrupts);//registers function to a specific IRQ //IOWR_16DIRECT(TIMER_0_BASE, 4, 0x5); //start timer //SET UP KEYBOARD INTERRUPT// ps2 = alt_up_ps2_open_dev(KEYBOARD_NAME); alt_up_ps2_init(ps2); alt_up_ps2_clear_fifo(ps2); //void* keyboard_control_register_ptr = (void*) (PS2_0_BASE + 4); alt_irq_register(PS2_0_IRQ, m, keyboard_ISR); alt_up_ps2_enable_read_interrupt(ps2); char sw = 0; char p_sw = 0; ///////////////////////////////////////////////////////////////////////// printf("NEW GAME!\n\n"); //SUPERDUPERLOOP while (1){ printf("old state:%i\nnew state: %i\n\n",old_game_state, game_state); draw_menu(game_state); //update screen while (old_game_state == game_state); printf("old state:%i\nnew state: %i\n\n",old_game_state, game_state); //only when entering a new menu alt_up_char_buffer_clear(char_buffer); //ENTER GAME LOOP if (game_state == 5){ printf("START GAME! LEVEL: %i\n\n", highlighted_level); alt_up_char_buffer_string(char_buffer, playername, 10, 4); if (highlighted_level == 1) { free_bmp(b); b = read_bmp("para1.bmp"); game_start(m,b,"lvl/1.txt","song1.wav"); } else if (highlighted_level == 2) { free_bmp(b); b = read_bmp("bg2.bmp"); game_start(m,b,"lvl/2.txt","a/abcd.wav"); } else{ free_bmp(b); b = read_bmp("bg3.bmp"); game_start(m,b,"lvl/2.txt","a/nyan1.wav"); } //collision loop while(!m->c->collide && !m->c->win){ alt_up_char_buffer_string(char_buffer, "POINTS: ", 50, 4); char str[15]; sprintf(str, "%d", m->c->points); alt_up_char_buffer_string(char_buffer, str, 58, 4); sw = IORD_8DIRECT(SWITCHES_BASE,0); IOWR_8DIRECT(LEDS_BASE,0,sw); if(sw == 1 && p_sw == 0){ //m->ab->sfx_flag = 1; m->c->jump_pressed = 1; } p_sw = sw; //boxes int i; for( i= 0 ; i < OBJECT_SIZE ; i++) { if(m->o->color[i] == -1) draw_object(pixel_buffer, box, flat, i); else if(m->o->color[i] == 0) draw_object(pixel_buffer, box, flatb, i); else if(m->o->color[i] == 1) draw_object(pixel_buffer, box, flatr, i); draw_object(pixel_buffer, co, coin, i ); draw_object(pixel_buffer, spikes, spike, i); draw_object(pixel_buffer, box_3, box3, i); draw_object(pixel_buffer, box_1, box1, i); // if(m->color_gates->color[i] == 1) // draw_object(pixel_buffer,cgates, rgate,i); // else if (m->color_gates->color[i] == 0) // draw_object(pixel_buffer,cgates, bgate,i); } //draws the win flag draw_object(pixel_buffer, flag, flag_img, 0); //Draw Doge if (m->c->ducking) draw_bmp(pixel_buffer,m->c->x - m->c->width, m->c->y - m->c->height,low); else{ doge++; if(doge == 37) doge = 0; if( doge <9) draw_bmp(pixel_buffer,m->c->x - m->c->width, m->c->y - m->c->height,doge0); else if (doge <18) draw_bmp(pixel_buffer,m->c->x - m->c->width, m->c->y - m->c->height,doge1); else if (doge <27) draw_bmp(pixel_buffer,m->c->x - m->c->width, m->c->y - m->c->height,doge2); else draw_bmp(pixel_buffer,m->c->x - m->c->width, m->c->y - m->c->height,doge3); } //Draw Color Indicator if(m->c->color == 0) draw_bmp(pixel_buffer, m->c->x- m->c->width + 5, m->c->y - m->c->height - 10, blue); else draw_bmp(pixel_buffer,m->c->x- m->c->width + 5, m->c->y - m->c->height - 10, red); p_counter++; if(p_counter == 3){ p_shift++; alt_up_pixel_buffer_dma_swap_buffers(pixel_buffer); while(alt_up_pixel_buffer_dma_check_swap_buffers_status(pixel_buffer)) refill_buffer(m->ab, "a/abcd.wav");//refills the audio buffer unrolled_parallax_draw(pixel_buffer, b); }else if(p_counter == 4){ //if(p_counter == 1){ alt_up_pixel_buffer_dma_swap_buffers(pixel_buffer); while(alt_up_pixel_buffer_dma_check_swap_buffers_status(pixel_buffer)) refill_buffer(m->ab, "a/abcd.wav");//refills the audio buffer unrolled_parallax_draw(pixel_buffer, b); p_counter = 0; }else{ // alt_up_pixel_buffer_dma_swap_buffers(pixel_buffer); // while(alt_up_pixel_buffer_dma_check_swap_buffers_status(pixel_buffer)) // refill_buffer(m->ab, "a/abcd.wav");//refills the audio buffer // unrolled_parallax_draw(pixel_buffer, b); alt_up_pixel_buffer_dma_swap_buffers(pixel_buffer); while(alt_up_pixel_buffer_dma_check_swap_buffers_status(pixel_buffer)) refill_buffer(m->ab, "a/abcd.wav");//refills the audio buffer int j; for( j = 0 ; j < OBJECT_SIZE ; j++) { clear_object(pixel_buffer, box, b, j); clear_object(pixel_buffer, co, b, j); clear_object(pixel_buffer, spikes, b, j); clear_object(pixel_buffer, box_3, b, j); clear_object(pixel_buffer, box_1, b, j); } clear_object(pixel_buffer,flag,b,0); //clear doge clear_doge(pixel_buffer, m->c->x - m->c->width, m->c->y - m->c->height , b); //clear_loc(pixel_buffer,m->c->x- m->c->width + 5, m->c->y - m->c->height - 10,m->c->x- m->c->width + 5 - 10, m->c->y - m->c->height - 20,b); } } alt_up_char_buffer_string(char_buffer, "POINTS: ", 50, 4); char str[15]; sprintf(str, "%d", m->c->points); alt_up_char_buffer_string(char_buffer, str, 58, 4); printf("game exited\n"); if(m->c->win) game_state = 7; else game_state = 6; highlighted_item = 3; game_reset(m); } //exit game mode, restart superduperloop in main menu old_game_state = game_state; } return 0; }
//initializes keyboard void initKeyboard() { ps2 = alt_up_ps2_open_dev(KEYBOARD_NAME); alt_up_ps2_init(ps2); alt_up_ps2_clear_fifo(ps2); }
alt_up_ps2_dev *init_mouse() { alt_up_ps2_dev *mouse = alt_up_ps2_open_dev("/dev/PS2_Port"); alt_up_ps2_init(mouse); alt_up_ps2_clear_fifo(mouse); alt_up_ps2_write_data_byte(mouse, 0xFF); int state = INIT; int status; while (state != ERROR && state != MSG1) { unsigned char data; do { status = alt_up_ps2_read_data_byte(mouse, &data); } while (status < 0); switch (state) { case INIT: if (data == 0xF4) { state = ACK; alt_printf("Mouse sent ACK (0xF4)."); } else if (data == 0xAA) { state = OK; alt_printf("Mouse skipped ACK (0xF4)."); } else { if (data == 0xFC) { state = ERROR; alt_printf("Mouse replied with an error message (0xFC).\n"); } else { alt_printf("Mouse replied with an unknown message: 0x%x. Ignoring...\n", data); } } break; case ACK: if (data == 0xAA) { state = OK; } else { alt_printf("Mouse replied sent unknown message: %x. Expected 0xAA. Ignoring...\n"); } break; case OK: if (data == 0x00) { state = ENABLING; alt_up_ps2_write_data_byte(mouse, 0xF4);; alt_printf("Mouse ready. Enabling position and button status messages...\n"); } else { state = ACK; // Back to waiting for 0xAA00. alt_printf("Mouse replied sent unknown byte: %x. Expected 0x00. Ignoring...\n"); } break; case ENABLING: if (data == 0xFA) { state = MSG1; alt_printf("OK ! Waiting for messages.\n"); } else { alt_printf("Mouse replied sent unknown message: %x. Expected 0xF4. Ignoring...\n"); } break; } } if (state == ERROR) return 0; return mouse; }