Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
main.cpp
- Committer:
- Sterofin
- Date:
- 2018-11-30
- Revision:
- 3:664c79e2ceb5
- Parent:
- 2:06c63d567719
- Child:
- 4:af9d6e3b8a29
File content as of revision 3:664c79e2ceb5:
// Project includes
#include "globals.h"
#include "hardware.h"
#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);
int update_game (int action);
void draw_game (int init);
void init_main_map ();
int main ();
/**
* The main game state. Must include Player locations and previous locations for
* drawing to work properly. Other items can be added as needed.
*/
struct {
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.
*/
#define NO_ACTION 0
#define ACTION_BUTTON 1
#define MENU_BUTTON 2
#define GO_LEFT 3
#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
* consulting the map, and update the Player position accordingly.
*
* Return values are defined below. FULL_DRAW indicates that for this frame,
* draw_game should not optimize drawing and should draw every tile, even if
* the player has not moved.
*/
#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
Player.px = Player.x;
Player.py = Player.y;
// Do different things based on the each action.
// You can define functions like "go_up()" that get called for each case.
switch(action)
{
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)) map_erase(boi->x, boi->y);
}
else if(checkType(KILL)){
Inventory.has_gun = true;
if(boi = find_type(KILL)) map_erase(boi->x, boi->y);
}
else if(checkType(BOOTS)){
Inventory.has_boots = true;
Player.speed = 2;
if(boi = find_type(BOOTS)) map_erase(boi->x, boi->y);
}
else if(checkType(PRINTER)){
Inventory.has_printer = true;
if(boi = find_type(PRINTER)) map_erase(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;
}
/**
* Entry point for frame drawing. This should be called once per iteration of
* the game loop. This draws all tiles on the screen, followed by the status
* bars. Unless init is nonzero, this function will optimize drawing by only
* drawing tiles that have changed from the previous frame.
*/
void draw_game(int init)
{
// Draw game border first
if(init) draw_border();
// Iterate over all visible map tiles
for (int i = -5; i <= 5; i++) // Iterate over columns of tiles
{
for (int j = -4; j <= 4; j++) // Iterate over one column of tiles
{
// Here, we have a given (i,j)
// Compute the current map (x,y) of this tile
int x = i + Player.x;
int y = j + Player.y;
// Compute the previous map (px, py) of this tile
int px = i + Player.px;
int py = j + Player.py;
// Compute u,v coordinates for drawing
int u = (i+5)*11 + 3;
int v = (j+4)*11 + 15;
// Figure out what to draw
DrawFunc draw = NULL;
if (i == 0 && j == 0) // Only draw the player on init
{
draw_player(u, v, Player.has_key);
continue;
}
else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) // Current (i,j) in the map
{
MapItem* curr_item = get_here(x, y);
MapItem* prev_item = get_here(px, py);
if (init || curr_item != prev_item) // Only draw if they're different
{
if (curr_item) // There's something here! Draw it
{
draw = curr_item->draw;
}
else // There used to be something, but now there isn't
{
draw = draw_nothing;
}
}
}
else if (init) // If doing a full draw, but we're out of bounds, draw the walls.
{
draw = draw_wall;
}
// Actually draw the tile
if (draw) draw(u, v);
}
}
// Draw status bars
draw_upper_status(Player.x,Player.y);
draw_lower_status();
}
/**
* Initialize the main world map. Add walls around the edges, interior chambers,
* and plants in the background so you can see motion.
*/
void init_main_map()
{
Map* map = set_active_map(0);
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();
}
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);
}
/**
* Program entry point! This is where it all begins.
* This function orchestrates all the parts of the game. Most of your
* 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
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();
// 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);
}
}
}