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Dependencies: 4DGL-uLCD-SE Motor SparkfunAnalogJoystick mbed
Fork of Fire_Mbed_2_0 by
Diff: main.cpp
- Revision:
- 0:b7a07b6cf5d0
- Child:
- 1:3a9ef60cbbfc
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp Tue Mar 14 22:37:14 2017 +0000
@@ -0,0 +1,620 @@
+#include "mbed.h"
+#include "SparkfunAnalogJoystick.h"
+#include "uLCD_4DGL.h"
+#include "FEmain.h"
+#define MapSecA 123
+#define MapSecB 123
+
+#include "Motor.h"
+
+Motor m(p21, p24, p25); // pwm, fwd, rev
+
+#define FORTRESS 0
+#define HOUSE 1
+#define KEEP 2
+#define GRASS 3
+#define TREES 4
+#define COMP 2
+#define USER 1
+
+
+DigitalOut myled(LED1);
+uLCD_4DGL uLCD(p9,p10,p11);
+DigitalIn pb5(p5);
+DigitalIn pb6(p6);
+DigitalIn pb7(p7);
+DigitalIn pb8(p8);
+#define M_PI 3.14159265358979323846
+Serial pc(USBTX, USBRX);
+SparkfunAnalogJoystick joysttick(p18, p19, p20);
+#define x_sector 0x003B
+int analog2Keypad(SparkfunAnalogJoystick *joystick);
+int player_turn;
+
+struct tiles {
+ char v;
+ int x;
+ int y;
+ char passable;} fortress_t,house_t,keep_t,grass_t,trees_t;
+
+tiles* tile_array[5] = {&fortress_t,&house_t,&keep_t,&grass_t,&trees_t};
+
+
+typedef struct units {
+ job_t job;
+ int v;
+ int FoF;//1 = USER // 2= COMP
+ int xloc;
+ int yloc;
+ int xlast;
+ int ylast;
+ int remain_moves;
+ int health;
+ int status;
+ } person_t;
+
+
+static person_t Mc;
+static person_t Ak;
+static person_t Ap;
+static person_t Healer;
+static person_t Brigand;
+static person_t Thief;
+static person_t Soldier;
+static person_t Wolf;
+static person_t Wolfa;
+static person_t Wolfb;
+static person_t Wolfc;
+
+
+
+
+person_t* person_array[12] = {NULL,&Mc,&Ak,&Ap,&Healer,&Brigand,&Thief,&Soldier,&Wolf,&Wolfa,&Wolfb,&Wolfc};
+
+int Map1_1[8][8] = {
+ {FORTRESS, FORTRESS, FORTRESS, GRASS, GRASS, GRASS, HOUSE, GRASS},
+ {FORTRESS, FORTRESS, FORTRESS, GRASS, GRASS, GRASS, GRASS, GRASS},
+ {FORTRESS, FORTRESS, FORTRESS, GRASS, TREES, GRASS, GRASS, GRASS},
+ {GRASS, GRASS, GRASS, GRASS, GRASS, GRASS, GRASS, GRASS},
+ {GRASS, GRASS, GRASS, GRASS, GRASS, GRASS, GRASS, GRASS},
+ {GRASS, GRASS, GRASS, GRASS, TREES, TREES, TREES, GRASS},
+ {GRASS, GRASS, HOUSE, TREES, GRASS, KEEP, GRASS, GRASS},
+ {GRASS, GRASS, GRASS, GRASS, GRASS, GRASS, GRASS, GRASS} };
+
+int unitsMap1_1[8][8] = {
+ {0, 0, 0, 0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0, 0, 0, 0},
+ {0, 0, 0, 0, 0, 0, 0, 0} };
+
+
+
+
+void initialize(void);
+int user_selecting(void);//return selection
+int user_action(int selection);
+int display_status(int selection);
+int user_movement(int selection);
+int combat(person_t* attacker, person_t* defender);
+int ai_movement(void);
+int state;
+int cursor_x;
+int cursor_y;
+void kill_unit(person_t* dead_unit);
+
+int main() {
+ uLCD.media_init();
+ pb5.mode(PullUp);
+ pb6.mode(PullUp);
+ pb7.mode(PullUp);
+ pb8.mode(PullUp);
+ initialize();
+ int selection;
+ int action;
+ player_turn =1;
+ cursor_x = 0;
+ cursor_y = 0;
+ state = 0;
+ person_t* temp_persona;
+ while(1) {
+ if (state == 0){
+ selection = user_selecting();}
+ //else if (state ==1)
+ //ret_val = display_status(selection);
+ else if (state == 2){
+ action = user_movement(selection);}
+ else if (state == 3){
+ if (player_turn ==1){
+ player_turn = 2;
+ }
+ else {
+ player_turn =1;
+ }
+ for(int i=1; i<12;i++){
+ temp_persona = person_array[i];
+ temp_persona->remain_moves = temp_persona->job.movement;
+ }
+ state = 0;
+ }
+ //else if (state == 4)
+ }
+}
+//cleric - lord - ax
+//noth - spear
+
+
+
+void initialize(void){
+ pc.printf("init function\n");
+ init_jobs();
+ keep_t.x = x_sector;
+ house_t.x = x_sector;
+ grass_t.x = x_sector;
+ trees_t.x = x_sector;
+ fortress_t.x = x_sector;
+ fortress_t.y = 0x5042;
+ trees_t.y = 0x5052;
+ keep_t.y = 0x5054;
+ grass_t.y = 0x5056;
+ house_t.y = 0x5058;
+ uLCD.set_sector_address(Mapx, Mapy);
+ uLCD.display_image(0,0);
+ Mc.job = Lord;
+ Mc.v = 1;
+ Mc.FoF = USER;
+ Mc.xlast = 1;
+ Mc.xloc = 1;
+ Mc.ylast = 3;
+ Mc.yloc = 3;
+ Mc.remain_moves = Mc.job.movement;
+ Mc.health = Mc.job.maxHealth;
+ uLCD.set_sector_address(Mc.job.x, Mc.job.y);
+ uLCD.display_image((Mc.xloc*16),(Mc.yloc*16));
+
+ Ak.job = Armor;
+ Ak.v = 2;
+ Ak.FoF = USER;
+ Ak.xlast = 1;
+ Ak.xloc = 1;
+ Ak.ylast = 4;
+ Ak.yloc = 4;
+ Ak.remain_moves = Ak.job.movement;
+ Ak.health = Ak.job.maxHealth;
+
+ uLCD.set_sector_address(Ak.job.x, Ak.job.y);
+ uLCD.display_image((Ak.xloc*16),(Ak.yloc*16));
+
+ Ap.job = Pirate;
+ Ap.v = 3;
+ Ap.FoF = USER;
+ Ap.xlast = 2;
+ Ap.xloc = 2;
+ Ap.ylast = 3;
+ Ap.yloc = 3;
+ Ap.remain_moves = Ap.job.movement;
+ Ap.health = Ap.job.maxHealth;
+
+ uLCD.set_sector_address(Ap.job.x, Ap.job.y);
+ uLCD.display_image((Ap.xloc*16),(Ap.yloc*16));
+
+ Healer.job = Cleric;
+ Healer.v = 4;
+ Healer.FoF = USER;
+ Healer.xlast = 0;
+ Healer.xloc = 0;
+ Healer.ylast = 3;
+ Healer.yloc = 3;
+ Healer.remain_moves = Healer.job.movement;
+ Healer.health = Healer.job.maxHealth;
+
+ uLCD.set_sector_address(Healer.job.x, Healer.job.y);
+ uLCD.display_image((Healer.xloc*16),(Healer.yloc*16));
+
+ Wolf.job = Beast;
+ Wolf.v = 8;
+ Wolf.FoF = COMP;
+ Wolf.xlast = 7;
+ Wolf.xloc = 7;
+ Wolf.ylast = 4;
+ Wolf.yloc = 4;
+ Wolf.remain_moves = Wolf.job.movement;
+ Wolf.health = Wolf.job.maxHealth;
+
+ uLCD.set_sector_address(Wolf.job.x, Wolf.job.y);
+ uLCD.display_image((Wolf.xloc*16),(Wolf.yloc*16));
+ unitsMap1_1[Wolf.yloc][Wolf.xloc] = Wolf.v;
+
+ Wolfa.job = Beast;
+ Wolfa.v = 9;
+ Wolfa.FoF = COMP;
+ Wolfa.xlast = 7;
+ Wolfa.xloc = 7;
+ Wolfa.ylast = 5;
+ Wolfa.yloc = 5;
+ Wolfa.remain_moves = Wolfa.job.movement;
+ Wolfa.health = Wolfa.job.maxHealth;
+
+ uLCD.set_sector_address(Wolfa.job.x, Wolfa.job.y);
+ uLCD.display_image((Wolfa.xloc*16),(Wolfa.yloc*16));
+ unitsMap1_1[Wolfa.yloc][Wolfa.xloc] = Wolfa.v;
+
+ Wolfb.job = Beast;
+ Wolfb.v = 10;
+ Wolfb.FoF = COMP;
+ Wolfb.xlast = 6;
+ Wolfb.xloc = 6;
+ Wolfb.ylast = 4;
+ Wolfb.yloc = 4;
+ Wolfb.remain_moves = Wolfb.job.movement;
+ Wolfb.health = Wolfb.job.maxHealth;
+
+ uLCD.set_sector_address(Wolfb.job.x, Wolfb.job.y);
+ uLCD.display_image((Wolfb.xloc*16),(Wolfb.yloc*16));
+ unitsMap1_1[Wolfb.yloc][Wolfb.xloc] = Wolfb.v;
+
+
+ Wolfc.job = Beast;
+ Wolfc.v = 11;
+ Wolfc.FoF = COMP;
+ Wolfc.xlast = 7;
+ Wolfc.xloc = 7;
+ Wolfc.ylast = 3;
+ Wolfc.yloc = 3;
+ Wolfc.remain_moves = Wolfc.job.movement;
+ Wolfc.health = Wolfc.job.maxHealth;
+
+ uLCD.set_sector_address(Wolfc.job.x, Wolfc.job.y);
+ uLCD.display_image((Wolfc.xloc*16),(Wolfc.yloc*16));
+ unitsMap1_1[Wolfc.yloc][Wolfc.xloc] = Wolfc.v;
+
+ unitsMap1_1[Mc.yloc][Mc.xloc] = Mc.v;
+ unitsMap1_1[Ak.yloc][Ak.xloc] = Ak.v;
+ unitsMap1_1[Ap.yloc][Ap.xloc] = Ap.v;
+ unitsMap1_1[Healer.yloc][Healer.xloc] = Healer.v;
+
+ return;
+}
+int user_selecting(void){
+ int xlast;
+ int ylast;
+ int action = 0;
+ int person_index = 0;
+ int tile_index = 0;
+ int keypad = 5;
+ int ret =0;
+ person_t* temp_person;
+ tiles* tile_erased;
+ int j = pb5;
+ int y = pb8;
+ while(action == 0){
+ keypad = 5;
+ xlast = cursor_x;
+ ylast = cursor_y;
+ while((keypad == 5)&&(j ==1)){
+ wait(1);
+ j = pb5;
+ y = pb8;
+ keypad = analog2Keypad(&joysttick);
+ if (y==0){
+ state = 3;
+ return 0;
+ }
+ }
+ switch (keypad)
+ {
+ case 1:
+ {
+ cursor_x = cursor_x -1;
+ cursor_y = cursor_y +1;
+ }
+ break;
+ case 2:
+ {
+ cursor_y = cursor_y +1;
+ }
+ break;
+ case 3:
+ {
+ cursor_x = cursor_x +1;
+ cursor_y = cursor_y +1;
+ }
+ break;
+ case 4:
+ {
+ cursor_x = cursor_x -1;
+ }
+ break;
+ case 5:
+ break;
+ case 6:
+ {
+ cursor_x = cursor_x +1;
+ }
+ break;
+ case 7:
+ {
+ cursor_x = cursor_x -1;
+ cursor_y = cursor_y -1;
+ }
+ break;
+ case 8:
+ {
+ cursor_y = cursor_y -1;
+ }
+ break;
+ case 9:
+ {
+ cursor_x = cursor_x + 1;
+ cursor_y = cursor_y - 1;
+ }
+ break;
+ }
+ if (cursor_y <0)
+ cursor_y = 0;
+ if (cursor_x <0)
+ cursor_x = 0;
+ if (cursor_y >7)
+ cursor_y = 7;
+ if (cursor_x >7)
+ cursor_x = 7;
+
+
+ if((xlast != cursor_x) || (ylast != cursor_y)){
+ person_index = unitsMap1_1[ylast][xlast];
+ tile_index = Map1_1[ylast][xlast];
+ if (person_index != 0){
+ temp_person = person_array[person_index];
+ uLCD.set_sector_address(temp_person->job.x, temp_person->job.y);
+ uLCD.display_image((xlast*16), (ylast*16));
+ }
+ else{
+ tile_erased = tile_array[tile_index];
+ if (tile_index == 0){
+ uLCD.set_sector_address(tile_erased->x, tile_erased->y);
+ uLCD.display_image(0, 0);
+ }
+ else{
+ uLCD.set_sector_address(tile_erased->x, tile_erased->y);
+ uLCD.display_image(xlast*16, ylast*16);
+ }
+ }
+ uLCD.rectangle((cursor_x*16), (cursor_y*16), ((cursor_x*16)+15), ((cursor_y*16)+15), 0x000000);
+ }
+ int a = pb5;
+ //int b = pb6;
+ int c = pb7;
+ int d = pb8;
+ if (pb5 == 0){
+ state = 2;
+ action = 1;
+ }
+ //else if (pb6 == 0){
+ //state = 3;
+ //action = 2;
+ //}
+ else if (pb7 == 0){
+ action = 3;
+ }
+ else if (pb8 == 0){
+ action = 4;
+ }
+ }
+ if (pb5 == 0){
+ state = 2;
+ action = 1;
+ }
+ return action;
+}
+
+
+int user_movement(int selection){
+ int Index_j;
+ Index_j = unitsMap1_1[cursor_y][cursor_x];
+ person_t* User_person;
+ if (Index_j == 0){
+ state = 4;
+ return 69;
+ }
+ User_person = person_array[Index_j];
+ if ((User_person->remain_moves) == 0)
+ {
+ state = 0;
+ return 0;
+ }
+ if ((User_person->FoF) != player_turn)
+ {
+ state = 0;
+ return 0;
+ }
+ int j = pb7;
+ int xloc_u = 1;
+ int yloc_u = 1;
+ int xlast = 1;
+ int ylast = 1;
+while(j==1){
+ j = pb7;
+ xloc_u = (User_person->xloc);
+ yloc_u = User_person->yloc;
+ xlast = User_person->xlast;
+ ylast = User_person->ylast;
+ int keypad = 5;
+ while((keypad == 5)&&(j==1)){
+ wait(1);
+ j = pb7;
+ keypad = analog2Keypad(&joysttick);
+ }
+ switch (keypad)
+ {
+ case 1:
+ xloc_u = xloc_u -1;
+ yloc_u = yloc_u +1;
+ break;
+ case 2:
+ yloc_u = yloc_u +1;
+ break;
+ case 3:
+ xloc_u = xloc_u +1;
+ yloc_u = yloc_u +1;
+ break;
+ case 4:
+ xloc_u = xloc_u -1;
+ break;
+ case 5:
+ break;
+ case 6:
+ xloc_u = xloc_u +1;
+ break;
+ case 7:
+ xloc_u = xloc_u -1;
+ yloc_u = yloc_u -1;
+ break;
+ case 8:
+ yloc_u = yloc_u -1;
+ break;
+ case 9:
+ xloc_u = xloc_u + 1;
+ yloc_u = yloc_u - 1;
+ break;
+ }
+ if (yloc_u <0)
+ yloc_u = 0;
+ if (xloc_u <0)
+ xloc_u = 0;
+ if (yloc_u >7)
+ yloc_u = 7;
+ if (xloc_u >7)
+ xloc_u = 7;
+ int x_change = 0;
+ if (xloc_u != xlast)
+ x_change = 1;
+ int y_change = 0;
+ if (yloc_u != ylast)
+ y_change = 1;
+ if (((User_person->remain_moves)-(y_change+x_change))<0){
+ xloc_u = xlast;
+ yloc_u = ylast;
+ x_change = 0;
+ y_change = 0;
+ }
+
+
+ int unit_index = unitsMap1_1[yloc_u][xloc_u];
+ if (unit_index != 0){
+ person_t* target;
+ target = person_array[unit_index];
+ int alliance = target->FoF;
+ if (alliance ==player_turn){
+ m.speed(1.0);
+ xloc_u = xlast;
+ yloc_u = ylast;
+ x_change = 0;
+ y_change = 0;
+ wait(1.0);
+ m.speed(0.0);
+ }
+ else if(((xloc_u!=xlast)||(yloc_u!=ylast))&& (alliance != (User_person-> FoF)))
+ {
+ combat(User_person, target);
+ User_person->remain_moves = 0;
+ state = 0;
+ return 0;
+ }
+ }
+ int tile_index = Map1_1[yloc_u][xloc_u];
+ if (tile_index == 0){
+ m.speed(1.0);
+ xloc_u = xlast;
+ yloc_u = ylast;
+ x_change = 0;
+ y_change = 0;
+ wait(1.0);
+ m.speed(0.0);
+ }
+
+ if((xlast != xloc_u) || (ylast != yloc_u)){
+ tile_index = Map1_1[ylast][xlast];
+ unitsMap1_1[ylast][xlast] = 0;
+ unitsMap1_1[yloc_u][xloc_u] = User_person->v;
+ tiles* tile_erased = tile_array[tile_index];
+ if (tile_index == 0){
+ uLCD.set_sector_address(tile_erased->x, tile_erased->y);
+ uLCD.display_image(0, 0);
+ }
+ else{
+ uLCD.set_sector_address(tile_erased->x, tile_erased->y);
+ uLCD.display_image(xlast*16, ylast*16);
+ }
+ uLCD.set_sector_address(User_person->job.x,User_person->job.y);
+ User_person->xloc = xloc_u;
+ User_person->yloc = yloc_u;
+ User_person->xlast = xloc_u;
+ User_person->ylast = yloc_u;
+ User_person->remain_moves = (User_person->remain_moves) - x_change - y_change;
+ uLCD.display_image(((User_person->xloc)*16), ((User_person->yloc)*16));
+ }
+}
+ state = 0;
+ return 0;
+}
+
+int analog2Keypad(SparkfunAnalogJoystick *joystick) {
+ if (joystick->distance() > .1) { //not in deadzone, accept input
+ if ((joystick->angle() > 0.0 && joystick->angle() < 22.5) ||(joystick->angle() > 337.5 && joystick->angle() < 360.0)) {
+ return 6;
+ } else if (joystick->angle() >= 22.5 && joystick->angle() < 67.5) {
+ return 9;
+ } else if (joystick->angle() >= 67.5 && joystick->angle() < 112.5) {
+ return 8;
+ } else if (joystick->angle() >= 112.5 && joystick->angle() < 157.5) {
+ return 7;
+ } else if (joystick->angle() >= 157.5 && joystick->angle() < 202.5) {
+ return 4;
+ } else if (joystick->angle() >= 202.5 && joystick->angle() < 247.5) {
+ return 1;
+ } else if (joystick->angle() >= 247.5 && joystick->angle() < 292.5) {
+ return 2;
+ } else if (joystick->angle() >= 292.5 && joystick->angle() < 337.5) {
+ return 3;
+ }
+ } else {
+ return 5;
+ }
+}
+
+int combat(person_t* attacker, person_t* defender){
+ int d_health = (defender->health)-((attacker->job.damage)-(defender->job.defence));
+ int a_health;
+ if (d_health < (defender->health))
+ defender->health = d_health;
+ if ((defender->health)>0){
+ a_health = (defender->health)-(((attacker->job.damage)-(defender->job.defence))/2);
+ attacker->health = a_health;
+ }
+ pc.printf("attacker health %d \n",attacker->health);
+ pc.printf("defender health %d \n",defender->health);
+ if ((defender->health)<=0)
+ kill_unit(defender);
+ if ((attacker->health)<=0)
+ kill_unit(attacker);
+
+
+ return 0;
+ }
+
+void kill_unit(person_t* dead_unit){
+ int xloc = dead_unit->xloc;
+ int yloc = dead_unit->yloc;
+ unitsMap1_1[yloc][xloc] = 0;
+ int tile_index = Map1_1[yloc][xloc];
+ tiles* tile_dead_spot;
+ tile_dead_spot = tile_array[tile_index];
+ uLCD.set_sector_address(tile_dead_spot->x,tile_dead_spot->y);
+ uLCD.display_image(((dead_unit->xloc)*16), ((dead_unit->yloc)*16));
+
+ return;
+ }
+
