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Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: main.cpp
- Revision:
- 2:06c63d567719
- Parent:
- 0:35660d7952f7
- Child:
- 3:664c79e2ceb5
--- a/main.cpp Wed Apr 04 21:11:07 2018 +0000
+++ b/main.cpp Fri Nov 30 02:53:05 2018 +0000
@@ -4,6 +4,24 @@
#include "map.h"
#include "graphics.h"
#include "speech.h"
+#include "hash_table.h"
+
+GameInputs in;
+int actions;
+int update;
+bool god;
+bool puzzle = false;
+bool mapact = 0;
+int story = 0;
+unsigned int m_z=12434,m_w=33254;
+unsigned int rnd() {
+ m_z = 36969 * (m_z & 65535) + (m_z >>16);
+ m_w = 18000 * (m_w & 65535) + (m_w >>16);
+ return ((m_z <<16) + m_w);
+}
+
+unsigned int n[4];
+
// Functions in this file
int get_action (GameInputs inputs);
@@ -20,8 +38,17 @@
int x,y; // Current locations
int px, py; // Previous locations
int has_key;
+ int speed;
+ bool can_teleport;
} Player;
+struct {
+ bool has_boots;
+ bool has_teleport;
+ bool has_gun;
+ bool has_printer;
+} Inventory;
+
/**
* Given the game inputs, determine what kind of update needs to happen.
* Possbile return values are defined below.
@@ -33,11 +60,176 @@
#define GO_RIGHT 4
#define GO_UP 5
#define GO_DOWN 6
+#define THRESH 0.3
+#define GOD_MODE 7
+#define BUTTON_3 8
+#define BUTTON_4 9
+int walkk;
int get_action(GameInputs inputs)
{
+ //pc.printf("%d,%d\r\n",inputs.ax,inputs.ay);
+ if(inputs.ax < -THRESH) return GO_UP;
+ if(inputs.ax >= THRESH) return GO_DOWN;
+ if(inputs.ay >= THRESH) return GO_RIGHT;
+ if(inputs.ay < -THRESH) return GO_LEFT;
+ if(!inputs.b1) return ACTION_BUTTON;
+ if(!inputs.b2) return MENU_BUTTON;
+ if(!inputs.b3 && !puzzle){
+ pc.printf("Button 3 pressed");
+ god = !god;
+ if(god) uLCD.filled_rectangle(128,0,119,7,WHITE);
+ else if(!god) uLCD.filled_rectangle(128,0,119,7,BLACK);
+ }
+ else if(!inputs.b3) return BUTTON_3;
+ if(!inputs.b4) return BUTTON_4;
return NO_ACTION;
}
+int go_up()
+{
+ if(get_north(Player.x,Player.y)->walkable || god)
+ {
+ for(walkk = 1;walkk < Player.speed;walkk++){
+ if(!get_north(Player.x,Player.y-walkk)->walkable) break;
+ }
+ Player.y-=walkk;
+ return 1;
+ }else return 0;
+}
+
+int go_down()
+{
+ if(get_south(Player.x,Player.y)->walkable || god)
+ {
+ for(walkk = 1;walkk < Player.speed;walkk++){
+ if(!get_south(Player.x,Player.y+walkk)->walkable) break;
+ }
+ Player.y+=walkk;
+ return 1;
+ }else return 0;
+}
+
+int go_left()
+{
+ if(get_west(Player.x,Player.y)->walkable || god)
+ {
+ for(walkk = 1;walkk < Player.speed;walkk++){
+ if(!get_west(Player.x-walkk,Player.y)->walkable) break;
+ }
+ Player.x-=walkk;
+ return 1;
+ }else return 0;
+}
+
+int go_right()
+{
+ if(get_east(Player.x,Player.y)->walkable || god)
+ {
+ for(walkk = 1;walkk < Player.speed;walkk++){
+ if(!get_east(Player.x+walkk,Player.y)->walkable) break;
+ }
+ Player.x+=walkk;
+ return 1;
+ }else return 0;
+}
+
+//Looks at if there's a block of the desired type next to the player
+int checkType(int t)
+{
+ MapItem* n = get_north(Player.x,Player.y);
+ MapItem* s = get_south(Player.x,Player.y);
+ MapItem* e = get_east(Player.x,Player.y);
+ MapItem* w = get_west(Player.x,Player.y);
+ //pc.printf("%d\r\n",n->type);
+// pc.printf("%d\r\n",s->type);
+// pc.printf("%d\r\n",e->type);
+// pc.printf("%d\r\n",w->type);
+ if(n->type == t || s->type == t || e->type == t || w->type == t)
+ {
+ return 1;
+ }else return 0;
+}
+
+MapItem* find_type(int t)
+{
+ MapItem* n = get_north(Player.x,Player.y);
+ MapItem* s = get_south(Player.x,Player.y);
+ MapItem* e = get_east(Player.x,Player.y);
+ MapItem* w = get_west(Player.x,Player.y);
+ //pc.printf("%d\r\n",n->type);
+// pc.printf("%d\r\n",s->type);
+// pc.printf("%d\r\n",e->type);
+// pc.printf("%d\r\n",w->type);
+ if(n->type == t) return n;
+ else if(s->type == t) return s;
+ else if(e->type == t) return e;
+ else if(w->type == t) return w;
+ else return NULL;
+}
+
+int convert(int num)
+{
+ if(num == 1) return ACTION_BUTTON;
+ else if(num == 2) return MENU_BUTTON;
+ else if(num == 3) return BUTTON_3;
+ else if(num == 4) return BUTTON_4;
+ return 5;
+}
+
+#define mx 4
+#define my 3
+void run_minigame(){
+ char buffer[100];
+ n[0] = rnd()%4+1;
+ n[1] = rnd()%4+1;
+ n[2] = rnd()%4+1;
+ n[3] = rnd()%4+1;
+ sprintf(buffer,"of numbers: %d%d%d%d",n[0],n[1],n[2],n[3]);
+ speech(buffer,"");
+ int solved = 0;
+ while(solved < 4)
+ {
+ in = read_inputs();
+ actions = get_action(in);
+ if(solved == 0){
+ if(actions == convert(n[0])){
+ uLCD.locate(mx,my);
+ sprintf(buffer," %d - - - ",n[0]);
+ uLCD.printf(buffer);
+ solved++;
+ wait(0.5);
+ }
+ }
+ else if(solved == 1){
+ if(actions == convert(n[1])){
+ uLCD.locate(mx,my);
+ sprintf(buffer," %d %d - - ",n[0],n[1]);
+ uLCD.printf(buffer);
+ solved++;
+ wait(0.5);
+ }
+ }
+ else if(solved == 2){
+ if(actions == convert(n[2])){
+ uLCD.locate(mx,my);
+ sprintf(buffer," %d %d %d - ",n[0],n[1],n[2]);
+ uLCD.printf(buffer);
+ solved++;
+ wait(0.5);
+ }
+ }
+ else if(solved == 3){
+ if(actions == convert(n[3])){
+ uLCD.locate(mx,my);
+ sprintf(buffer," %d %d %d %d ",n[0],n[1],n[2],n[3]);
+ uLCD.printf(buffer);
+ solved++;
+ wait(0.5);
+ }
+ }
+ }
+}
+
/**
* Update the game state based on the user action. For example, if the user
* requests GO_UP, then this function should determine if that is possible by
@@ -50,6 +242,7 @@
#define NO_RESULT 0
#define GAME_OVER 1
#define FULL_DRAW 2
+MapItem* boi;
int update_game(int action)
{
// Save player previous location before updating
@@ -60,12 +253,164 @@
// You can define functions like "go_up()" that get called for each case.
switch(action)
{
- case GO_UP: break;
- case GO_LEFT: break;
- case GO_DOWN: break;
- case GO_RIGHT: break;
- case ACTION_BUTTON: break;
- case MENU_BUTTON: break;
+ case GO_UP:
+ go_up();
+ break;
+ case GO_LEFT:
+ go_left();
+ break;
+ case GO_DOWN:
+ go_down();
+ break;
+ case GO_RIGHT:
+ go_right();
+ break;
+ case ACTION_BUTTON:
+ pc.printf("Action Button Pressed\r\n");
+ if(checkType(NPORTAL))
+ {
+ if(story == 2 || story == 3 || story == 4){
+ speech("Don't leave! The","hack is almost");
+ speech("finished!","");
+ return FULL_DRAW;
+ }
+ pc.printf("Entering Portal");
+ if(!mapact){
+ set_active_map(1);
+ mapact = 1;
+ Player.x = 2;
+ Player.y = 5;
+ }
+ else if(mapact){
+ set_active_map(0);
+ mapact = 0;
+ Player.x = 37;
+ Player.y = 44;
+ }
+ uLCD.filled_rectangle(0,0,127,9, 0x0);
+ return FULL_DRAW;
+ }
+ else if(checkType(NPC))
+ {
+ if(story == 0){
+ speech("Hey, want to make","some quick cash?");
+ speech("Head over to the","netPortal next");
+ speech("door. Hack","BULLETCORPs server");
+ speech("so we can steal","some of their");
+ speech("advanced tech.","That is, if");
+ speech("you're up for","the job");
+ story++;
+ }
+ else if(story == 1)
+ {
+ speech("C'mon! What are","you waiting for?");
+ }
+ else if(story == 6)
+ {
+ speech("Thanks for the","codes. here's a ");
+ speech("chip that will","let you into");
+ speech("BULLETCORP's","secret tech room");
+ Player.has_key = true;
+ }
+ return FULL_DRAW;
+ }
+ else if(checkType(TERMINAL))
+ {
+ if(story == 1){
+ speech("Pondsmith:","~ksshhk~");
+ speech("Nice, you're in.","Use the terminals");
+ speech("to decypher the","BULLETCORP access");
+ speech("codes. There are","4 codes. Each");
+ speech("terminal will","give one of the");
+ speech("access codes.","");
+ uLCD.cls();
+ puzzle = true;
+ uLCD.locate(mx,my);
+ uLCD.printf(" - - - - ");
+ speech("Ok, here is","the first string");
+ run_minigame();
+ story++;
+ if((boi = find_type(TERMINAL))){
+ boi->type = HACKED_TERMINAL;
+ boi->draw = draw_hacked_terminal;
+ }
+ puzzle = false;
+ return FULL_DRAW;
+ }
+ else if(story == 2){
+ uLCD.cls();
+ puzzle = true;
+ uLCD.locate(mx,my);
+ uLCD.printf(" - - - - ");
+ speech("Ok, here is","the second string");
+ run_minigame();
+ story++;
+ if((boi = find_type(TERMINAL))){
+ boi->type = HACKED_TERMINAL;
+ boi->draw = draw_hacked_terminal;
+ }
+ puzzle = false;
+ return FULL_DRAW;
+ }
+ else if(story == 3){
+ uLCD.cls();
+ puzzle = true;
+ uLCD.locate(mx,my);
+ uLCD.printf(" - - - - ");
+ speech("Ok, here is","the third string");
+ run_minigame();
+ story++;
+ if((boi = find_type(TERMINAL))){
+ boi->type = HACKED_TERMINAL;
+ boi->draw = draw_hacked_terminal;
+ }
+ puzzle = false;
+ return FULL_DRAW;
+ }
+ else if(story == 4){
+ uLCD.cls();
+ puzzle = true;
+ uLCD.locate(mx,my);
+ uLCD.printf(" - - - - ");
+ speech("Ok, here is","the fourth string");
+ run_minigame();
+ story++;
+ if((boi = find_type(TERMINAL))){
+ boi->type = HACKED_TERMINAL;
+ boi->draw = draw_hacked_terminal;
+ }
+ puzzle = false;
+ return FULL_DRAW;
+ }
+ }
+ else if(checkType(DOOR) && Player.has_key == true){
+ if(boi = find_type(DOOR)) boi->walkable = true;
+ }
+ else if(checkType(TELEPORT)){
+ Inventory.has_teleport = true;
+ if(boi = find_type(TELEPORT)) deleteItem(get_active_map()->items, XY_KEY(boi->x, boi->y));
+ }
+ else if(checkType(KILL)){
+ Inventory.has_gun = true;
+ if(boi = find_type(KILL)) deleteItem(get_active_map()->items, XY_KEY(boi->x, boi->y));
+ }
+ else if(checkType(BOOTS)){
+ Inventory.has_boots = true;
+ Player.speed = 2;
+ if(boi = find_type(BOOTS)) deleteItem(get_active_map()->items, XY_KEY(boi->x, boi->y));
+ }
+ else if(checkType(PRINTER)){
+ Inventory.has_printer = true;
+ if(boi = find_type(PRINTER)) deleteItem(get_active_map()->items, XY_KEY(boi->x, boi->y));
+ }
+ break;
+ case MENU_BUTTON:
+ pc.printf("Menu Button Pressed\r\n");
+ break;
+ case BUTTON_4:
+ pc.printf("Button 4 Pressed\r\n");
+ //NVIC_SystemReset();
+ break;
default: break;
}
return NO_RESULT;
@@ -103,7 +448,7 @@
// Figure out what to draw
DrawFunc draw = NULL;
- if (init && i == 0 && j == 0) // Only draw the player on init
+ if (i == 0 && j == 0) // Only draw the player on init
{
draw_player(u, v, Player.has_key);
continue;
@@ -134,8 +479,8 @@
}
}
- // Draw status bars
- draw_upper_status();
+ // Draw status bars
+ draw_upper_status(Player.x,Player.y);
draw_lower_status();
}
@@ -146,22 +491,59 @@
*/
void init_main_map()
{
- // "Random" plants
Map* map = set_active_map(0);
- for(int i = map_width() + 3; i < map_area(); i += 39)
- {
- add_plant(i % map_width(), i / map_width());
- }
- pc.printf("plants\r\n");
pc.printf("Adding walls!\r\n");
add_wall(0, 0, HORIZONTAL, map_width());
add_wall(0, map_height()-1, HORIZONTAL, map_width());
add_wall(0, 0, VERTICAL, map_height());
add_wall(map_width()-1, 0, VERTICAL, map_height());
+
+
+ add_wall(0,38,HORIZONTAL,4);
+ add_wall(6,38,HORIZONTAL,15);
+ add_wall(0,29,HORIZONTAL,2);
+ add_wall(4,29,HORIZONTAL,26);
+ add_door(2,29,false);
+ add_door(3,29,false);
+ add_boots(3,22);
+ add_teleport(5,24);
+ add_orgprint(8,21);
+ add_kill(15,19);
+ add_wall(0,17,HORIZONTAL,40);
+ add_wall(0,13,HORIZONTAL,2);
+ add_door(2,13,false);
+ add_door(3,13,false);
+ add_wall(4,13,HORIZONTAL,36);
+ add_wall(39,0,VERTICAL,13);
+ add_wall(11,0,VERTICAL,13);
+ add_wall(39,17,VERTICAL,13);
+ add_wall(39,38,VERTICAL,12);
+ add_wall(26,38,VERTICAL,10);
+ add_wall(21,38,VERTICAL,4);
+ add_wall(21,44,VERTICAL,5);
+ add_wall(31,38,HORIZONTAL,9);
+ add_wall(27,38,HORIZONTAL,2);
+ add_netPortal(38,44);
+ add_NPC(5,42);
pc.printf("Walls done!\r\n");
- print_map();
+ //print_map();
+}
+
+void init_sub_map()
+{
+ set_active_map(1);
+ pc.printf("Adding walls!\r\n");
+ add_wall(0, 0, HORIZONTAL, map_width());
+ add_wall(0, map_height()-1, HORIZONTAL, map_width());
+ add_wall(0, 0, VERTICAL, map_height());
+ add_wall(map_width()-1, 0, VERTICAL, map_height());
+ add_terminal(3,3);
+ add_terminal(7,3);
+ add_terminal(3,7);
+ add_terminal(7,7);
+ add_netPortal(1,5);
}
/**
@@ -170,38 +552,102 @@
* implementation should be elsewhere - this holds the game loop, and should
* read like a road map for the rest of the code.
*/
+
+
+
int main()
{
// First things first: initialize hardware
ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!");
-
+ //hardware_init();
+ pc.printf("Initializing Game\r\n");
+ in = read_inputs();
+ actions = get_action(in);
+ uLCD.text_width(2); //4X size text
+ uLCD.text_height(2);
+ uLCD.color(0x00ffd8);
+ uLCD.set_font(FONT_5X7);
+ uLCD.text_bold(true);
+ uLCD.printf("\n\n N E O\n");
+ uLCD.color(0xff00e4);
+ uLCD.printf("\n P U N K\n");
+ uLCD.text_width(1); //4X size text
+ uLCD.text_height(1);
+ uLCD.color(RED);
+ bool swap = 0;
+ int flash = 0;
+ while(actions != ACTION_BUTTON)
+ {
+ if(flash >= 600){
+ swap = !swap;
+ flash = 0;
+ if(swap) draw_menu_2();
+ else if(!swap) draw_menu_1();
+ }
+ if(swap) flash+=3;
+ else if(!swap) flash++;
+
+
+ in = read_inputs();
+ actions = get_action(in);
+ }
+ uLCD.cls();
+ uLCD.text_width(1); //4X size text
+ uLCD.text_height(1);
+ uLCD.color(GREEN);
+ uLCD.set_font(FONT_7X8);
// Initialize the maps
maps_init();
init_main_map();
+ init_sub_map();
+ set_active_map(0);
+ print_map();
+ pc.printf("Map initialized\r\n");
// Initialize game state
- set_active_map(0);
- Player.x = Player.y = 5;
-
+ Player.x = 3;
+ Player.y = 33;
+ Player.speed = 1;
// Initial drawing
draw_game(true);
// Main game loop
while(1)
{
+ //pc.printf("Game Running\r\n");
// Timer to measure game update speed
Timer t; t.start();
- // Actuall do the game update:
- // 1. Read inputs
- // 2. Determine action (get_action)
+ // Actually do the game update:
+ // 1. Read inputs
+ in = read_inputs();
+ //pc.printf("Gathering Sensor Data\r\n");
+ // 2. Determine action (get_action)
+ actions = get_action(in);
+ //pc.printf("Determining Action\r\n");
// 3. Update game (update_game)
+ update = update_game(actions);
+ //pc.printf("Updating Game State\r\n");
+ //pc.printf("Game State: %d\r\n", gameState);
// 3b. Check for game over
+ //if(update == 0) break;
// 4. Draw frame (draw_game)
+ //pc.printf("Drawing Game\r\n");
+ draw_game(update);
// 5. Frame delay
t.stop();
int dt = t.read_ms();
if (dt < 100) wait_ms(100 - dt);
+
+ if(story == 5){
+ speech("Nice! You got","the codes.");
+ speech("Come back to me","and i'll");
+ speech("compile them into","a security chip");
+ speech("you can use to","break into");
+ speech("BULLETCORP","");
+ story++;
+ draw_game(FULL_DRAW);
+ }
}
}