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Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: main.cpp
- Revision:
- 1:10330bce85cb
- Child:
- 2:4947d6a82971
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp Fri Oct 23 16:18:39 2020 -0400
@@ -0,0 +1,226 @@
+// Projet includes
+#include "globals.h"
+#include "hardware.h"
+#include "map.h"
+#include "graphics.h"
+#include "speech.h"
+#include "snake.h"
+
+#include <math.h>
+#include<stdio.h>
+
+#define CITY_HIT_MARGIN 1
+#define CITY_UPPER_BOUND (SIZE_Y-(LANDSCAPE_HEIGHT+MAX_BUILDING_HEIGHT))
+#define FULL_DRAW 1
+// Helper function declarations
+void playSound(char* wav);
+
+/**
+ * The main game state. Must include snake locations and previous locations for
+ * drawing to work properly. Other items can be added as needed.
+ */
+
+/**
+ * Given the game inputs, determine what kind of update needs to happen.
+ * Possbile return values are defined below.
+ */
+Snake snake;
+
+// Function prototypes
+// Get Actions from User (push buttons & accelerometer)
+int get_action(GameInputs inputs)
+{
+ return 0;
+}
+/**
+ * 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 snake 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 snake has not moved.
+ */
+int update_game(int action)
+{
+ return 0;
+}
+
+/**
+ * Draw the upper status bar.
+ */
+void draw_upper_status()
+{
+ uLCD.line(0, 9, 127, 9, GREEN);
+}
+
+/**
+ * Draw the lower status bar.
+ */
+void draw_lower_status()
+{
+ uLCD.line(0, 118, 127, 118, GREEN);
+}
+
+/**
+ * Draw the border for the map.
+ */
+void draw_border()
+{
+ uLCD.filled_rectangle(0, 9, 127, 14, WHITE); // Top
+ uLCD.filled_rectangle(0, 13, 2, 114, WHITE); // Left
+ uLCD.filled_rectangle(0, 114, 127, 117, WHITE); // Bottom
+ uLCD.filled_rectangle(124, 14, 127, 117, WHITE); // Right
+}
+
+/**
+ * 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 draw_option)
+{
+ // Draw game border first
+ if(draw_option == FULL_DRAW)
+ {
+ draw_border();
+ int u = 58;
+ int v = 56;
+ draw_snake_head(u, v);
+ draw_snake_body(u-11, v);
+ draw_snake_tail(u-22, v);
+ return;
+ }
+ // 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 + snake.head_x;
+ int y = j + snake.head_y;
+
+ // Compute the previous map (px, py) of this tile
+ int px = i + snake.head_px;
+ int py = j + snake.head_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 (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 (draw_option || 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 (curr_item && curr_item->type == CLEAR) {
+ // This is a special case for erasing things like doors.
+ draw = curr_item->draw; // i.e. draw_nothing
+ }
+ } else if (draw_option) { // 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();
+ 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()
+{
+ // "Random" plants
+ Map* map = set_active_map(0);
+ for(int i = map_width() + 3; i < map_area(); i += 39) {
+ add_goodie(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());
+ pc.printf("Walls done!\r\n");
+
+ add_snake_head(snake.locations[0].x, snake.locations[0].y);
+ add_snake_body(snake.locations[1].x, snake.locations[1].y);
+ add_snake_tail(snake.locations[2].x, snake.locations[2].y);
+
+ pc.printf("Add extra chamber\r\n");
+ add_wall(30, 0, VERTICAL, 10);
+ add_wall(30, 10, HORIZONTAL, 10);
+ add_wall(39, 0, VERTICAL, 10);
+ pc.printf("Added!\r\n");
+
+
+ // Add stairs to chamber (map 1)
+ //add_stairs(15, 5, 1, 5, 5);
+
+// profile_hashtable();
+ print_map();
+}
+
+/**
+ * Program entry point! This is where it all begins.
+ * This function or 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!");
+
+ snake_init(&snake);
+ // Initialize the maps
+ maps_init();
+ init_main_map();
+
+ // Initialize game state
+ set_active_map(0);
+ snake.head_x = snake.head_y = 5;
+ // Initial drawing
+ draw_game(FULL_DRAW);
+ // Main game loop
+ while(1) {
+ // Timer to measure game update speed
+ Timer t;
+ t.start();
+
+ // 1. Read inputs
+
+ // 2. Determine action (move, act, menu, etc.)
+ // 3. Update game
+ // 3b. Check for game over
+ // 4. Draw screen
+ // Compute update time
+ t.stop();
+ int dt = t.read_ms();
+
+ // Display and wait
+ // NOTE: Text is 8 pixels tall
+ if (dt < 100) wait_ms(100 - dt);
+ }
+}
+
+// Plays a wavfile
+void playSound(char* wav)
+{
+
+}
\ No newline at end of file