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Dependencies: N5110 PowerControl mbed
main.cpp
- Committer:
- ThomasBGill
- Date:
- 2015-04-25
- Revision:
- 12:30a242706847
- Parent:
- 11:b86a15d26de9
- Child:
- 13:2195ec8bc9ff
File content as of revision 12:30a242706847:
#include "mbed.h" #include "N5110.h" #include "PowerControl/PowerControl.h" #include "PowerControl/EthernetPowerControl.h" // vcc sce rst dc mosi clk led N5110 lcd (p5, p6, p7, p8, p11, p13, p21); InterruptIn Act (p22); InterruptIn Start (p23); InterruptIn Up (p24); InterruptIn Down (p25); InterruptIn Left (p26); InterruptIn Right (p27); AnalogIn Noise (p19); #define USR_POWERDOWN (0x104) #define WALL 0 #define FLOOR 1 #define ENTER 2 #define EXIT 3 #define FLOOR_SEEN 4 #define CHEST 5 #define CHEST_OPENED 6 #define RIGHT 0 #define LEFT 1 #define UP 2 #define DOWN 3 #define SOUTH 0 #define EAST 1 struct TILES { char Symbol; // Symbol for this tile bool Passable; // Can tile be walked on }; TILES TileList[] = { { '#', false }, // 0- WALL { '.', true}, // 1- FLOOR { '+', true }, // 2- ENTER { 'x', true }, // 3- EXIT { '.', true}, // 4- FLOOR_SEEN { '=', true}, // 5- CHEST { '/', true}, // 6- CHEST_OPENED }; struct ITEMS { char ItemName[14]; // Symbol for this tile bool isWeapon; // Can tile be walked on }; ITEMS ItemList[] = { { "Sword", true }, // //{ 'Sword', true}, // }; //Variables int ActFlag = 0; int StartFlag = 0; int DirFlag = 0; int map[84][48]; //Enterance coordinates int enx; int eny; //Exit coordinates int exx; int exy; int sx; int sy; int dir; int n; int level; //Space type player is on int pSpace; //Player coordinates int px; int py; //Power Saving int semihost_powerdown() { uint32_t arg; return __semihost(USR_POWERDOWN, &arg); } //ISR void ActPressed() { ActFlag = 1; } void StartPressed() { StartFlag = 1; } void DirPressed() { DirFlag = 1; } void Walls() { //Fill map with walls for(int i=0; i<84; i++) { for (int j=0; j<48; j++) { map[i][j] = WALL; } } } void Floors() { //Fill map with floors for(int i=0; i<84; i++) { for (int j=0; j<48; j++) { map[i][j] = FLOOR; } } } void FlashPlayerLocation() { lcd.setPixel(px,py); lcd.refresh(); wait(0.5); lcd.clearPixel(px,py); lcd.refresh(); wait(0.5); } void DrawMap() { //Draw map on screen for(int i=0; i<84; i++) { for (int j=0; j<48; j++) { if(map[i][j] == FLOOR_SEEN || map[i][j] == CHEST_OPENED) { lcd.clearPixel(i, j); } else { lcd.setPixel(i, j); } } } lcd.refresh(); } void FirstRoom() { //Create initial room int si = rand()%25 + 1; int sj = rand()%15 + 1; int sw = rand()%5+5; int sh = rand()%5+5; for(int i = si, w = si + sw; i <w; i++) { for (int j = sj, h = sj + sh; j <h; j++) { map[i][j] = FLOOR; } } //Create enterance in room enx = rand()%sw + si; eny = rand()%sh + sj; map[enx][eny] = ENTER; } void ExitRoom() { //Create exit room int si = rand()%50 + 30; int sj = rand()%25 + 20; int sw = rand()%5+5; int sh = rand()%5+5; for(int i = si, w = si + sw; i <w; i++) { for (int j = sj, h = sj + sh; j <h; j++) { map[i][j] = FLOOR; } } //Create exit in room exx = rand()%sw + si; exy = rand()%sh + sj; map[exx][exy] = EXIT; } void DungeonRoomBuilder() { sx = rand()%84; sy = rand()%48; //Get length int sw = rand()%5 + 5; int sh = rand()%5 + 5; int b = 0; //Check each space. +1 to variable if wall. If total = w*h then build room for(int i = sx; i < sx + sw; i++) { for(int j = sy; j < sy + sh; j++) { if(map[i][j] == WALL) { b++; } } } if(b == sw*sh) { for(int i = sx; i < sx + sw; i++) { for(int j = sy; j < sy + sh; j++) { if(i < 84 && j < 48) { map[i][j] = FLOOR; } } } } if(rand()%2) { int i = rand()%sw + sx; int j = rand()%sh + sy; map[i][j] = CHEST; } } void Neighbours() { //Check neighbours n = 0; if(map[sx+1][sy] == FLOOR) { n++; } if(map[sx-1][sy] == FLOOR) { n++; } if(map[sx][sy+1] == FLOOR) { n++; } if(map[sx][sy-1] == FLOOR) { n++; } } void DeadEnds(int d) { for (int del = d; del > 0; del--) { for(int i = 0; i < 84; i++) { for(int j = 0; j < 48; j++) { sx = i; sy = j; Neighbours(); if(n < 2) { map[i][j] = WALL; } } } } } void Border() { for(int i = 0; i < 84; i++) { for(int j = 0; j < 48; j++) { if(i == 0 || i == 83 || j == 0 || j == 47) { map[i][j] = WALL; } } } } void RandFloor(int r) { for(int space = rand()%50 + r; space > 0; space--) { int i = rand()% 84; int j = rand()% 48; if(rand()%2 == 0 && map[i][j] == WALL) { map[i][j] = FLOOR; } } } void Maze() { for(int i = 0; i < 84; i+=2) { for(int j = 0; j < 48; j+=2) { if(map[i][j] == WALL) { map[i][j] = FLOOR; } dir = rand()%2; //South or east if(dir == SOUTH && j < 47 && map[i][j+1] == WALL) { map[i][j+1] = FLOOR; } if(dir == EAST && i < 84 && map[i+1][j] == WALL) { map[i+1][j] = FLOOR; } } } } void DungeonBuilder() { FirstRoom(); ExitRoom(); int rn = rand()%20 + 10; for(int i = rn; i>0; i--) { DungeonRoomBuilder(); } Maze(); RandFloor(51); Border(); DeadEnds(20); } void LabyrinthBuilder() { FirstRoom(); ExitRoom(); Maze(); RandFloor(551); Border(); } void World() { Walls(); if(level == 5) { LabyrinthBuilder(); } else { DungeonBuilder(); } px = enx; py = eny; wait(1.0); } void PlayerCamera() { lcd.clear(); int tile; for(int i = 0; i < 14; i++) { for(int j = 0; j < 6; j++) { if(i == 6 && j == 2) { lcd.printString("@", (6*i)+1, j); } else { int diffx = i - 6; int diffy = j - 2; if(px+diffx < 84 && px+diffx > 0 && py+diffy < 48 && py+diffy > 0) { tile = map[px+diffx][py+diffy]; } else { tile = WALL; } lcd.printChar(TileList[tile].Symbol, (6*i)+1, j); if(map[px+diffx][py+diffy] == FLOOR) { map[px+diffx][py+diffy] = FLOOR_SEEN; } } } } lcd.refresh(); } void PlayerMove() { if(Up) { int tile = map[px][py-1]; if(TileList[tile].Passable) { py--; } } if(Down) { int tile = map[px][py+1]; if(TileList[tile].Passable) { py++; } } if(Right) { int tile = map[px+1][py]; if(TileList[tile].Passable) { px++; } } if(Left) { int tile = map[px-1][py]; if(TileList[tile].Passable) { px--; } } } void StartMenu() { if(Start) { lcd.clear(); DrawMap(); while(!StartFlag) { FlashPlayerLocation(); } StartFlag = 0; } } void Intro() { lcd.clear(); lcd.printString("TBG RPG", 20, 2); lcd.refresh(); wait(1.0); } void LevelScreen() { char buffer[14]; int write = sprintf(buffer,"Level %d",level); // print formatted data to buffer lcd.clear(); lcd.printString(buffer, 20, 2); lcd.refresh(); wait(1.0); } void Chest() { DirFlag = 0; lcd.clear(); lcd.printString("Do you want to", 0, 1); lcd.printString("take the", 0, 2); lcd.printString(ItemList[0].ItemName, 54, 2); lcd.printString("-Yes (Action)", 0, 3); lcd.printString("-No (Other)", 0, 4); lcd.refresh(); Sleep(); if(ActFlag) { ActFlag = 0; lcd.clear(); lcd.printString("You take the", 6, 1); lcd.printString(ItemList[0].ItemName, 24, 2); lcd.refresh(); } if(DirFlag) { DirFlag = 0; lcd.clear(); lcd.printString("You leave the", 3, 1); lcd.printString(ItemList[0].ItemName, 24, 2); lcd.refresh(); } map[px][py] = CHEST_OPENED; } void GameLoop() { while(1) { level++; World(); LevelScreen(); //Game loop while(1) { PlayerCamera(); if(map[px][py] == CHEST) { Chest(); } if(px == exx && py == exy) { break; } Sleep(); if(DirFlag) { DirFlag = 0; PlayerMove(); } if(StartFlag) { StartFlag = 0; StartMenu(); } } } } void MainMenu() { bool menu = 0; while(1) { lcd.clear(); if(menu == 0) { lcd.printString("New Game <", 20, 1); lcd.printString("Options",20,3); lcd.refresh(); Sleep(); } else { lcd.printString("New Game", 20, 1); lcd.printString("Options <",20,3); lcd.refresh(); Sleep(); } if(DirFlag) { DirFlag = 0; menu = !menu; } if(ActFlag && menu == 0) { ActFlag = 0; GameLoop(); } } } int main() { //Power Saving PHY_PowerDown (); int result = semihost_powerdown(); Up.rise(&DirPressed); Down.rise(&DirPressed); Right.rise(&DirPressed); Left.rise(&DirPressed); Start.rise(&StartPressed); Act.rise(&ActPressed); //Generate random seed srand(Noise*1000000); //Initilize screen lcd.init(); Intro(); MainMenu(); }