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Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
main.cpp
- Committer:
- DCchico
- Date:
- 2020-10-23
- Revision:
- 1:10330bce85cb
- Child:
- 2:4947d6a82971
File content as of revision 1:10330bce85cb:
// 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)
{
}