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Dependencies: N5110 PowerControl mbed
main.cpp
- Committer:
- ThomasBGill
- Date:
- 2015-04-17
- Revision:
- 7:cd799c701997
- Parent:
- 6:ca5db4353c95
- Child:
- 8:ee857f0147aa
File content as of revision 7:cd799c701997:
#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 RIGHT 0 #define LEFT 1 #define UP 2 #define DOWN 3 #define SOUTH 0 #define EAST 1 struct TILE { char Symbol; // Symbol for this tile bool Passable; // Can tile be walked on }; TILE TileList[] = { { '#', false }, // 0- WALL { '.', true}, // 1- FLOOR { '+', true }, // 2- ENTER { 'x', true }, // 3- EXIT }; //Variables int buttonFlagA = 0; int buttonFlagS = 0; int buttonFlagU = 0; int buttonFlagD = 0; int buttonFlagL = 0; int buttonFlagR = 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; //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() { buttonFlagA = 0; } void StartPressed() { buttonFlagS = 0; } void UpPressed() { buttonFlagU = 0; } void DownPressed() { buttonFlagD = 0; } void LeftPressed() { buttonFlagL = 0; } void RightPressed() { buttonFlagR = 0; } 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 DrawMap() { //Draw map on screen for(int i=0; i<84; i++) { for (int j=0; j<48; j++) { if(map[i][j] == FLOOR) { 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 enx = rand()%sw + si; eny = rand()%sh + sj; map[enx][eny] = 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; } } } } } 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() { for (int del = 20; 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 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; } } } for(int space = rand()%50 + 51; space > 0; space--) { int i = rand()% 84; int j = rand()% 48; if(rand()%2 == 0 && map[i][j] == WALL) { map[i][j] = FLOOR; } } Border(); DeadEnds(); } void DungeonBuilder() { FirstRoom(); ExitRoom(); int rn = rand()%20 + 20; for(int i = rn; i>0; i--) { DungeonRoomBuilder(); } DrawMap(); wait(2.0); Maze(); } void World() { Walls(); DungeonBuilder(); DrawMap(); } int main() { //Power Saving PHY_PowerDown (); int result = semihost_powerdown(); //Generate random seed srand(Noise*1000000); //Initilize screen lcd.init(); World(); //Game loop while(1) { } }