SNAKE GAME

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

main.cpp

Committer:
congvu
Date:
2020-11-25
Revision:
0:24041b847eb5

File content as of revision 0:24041b847eb5:

//=================================================================
// The main program file.
//
// Copyright 2020 Georgia Tech.  All rights reserved.
// The materials provided by the instructor in this course are for
// the use of the students currently enrolled in the course.
// Copyrighted course materials may not be further disseminated.
// This file must not be made publicly available anywhere.
//==================================================================

// Project includes
#include "globals.h"
#include "hardware.h"
#include "map.h"
#include "graphics.h"
#include "snake.h"
#include "mbed.h"
#include "Speaker.h"
//#include "wave_player.h"
#include "SDFileSystem.h"
#include <math.h>
#include<stdio.h>




#define CITY_HIT_MARGIN 1
#define CITY_UPPER_BOUND (SIZE_Y-(LANDSCAPE_HEIGHT+MAX_BUILDING_HEIGHT))
int go_right(int x, int y);
int go_left(int x, int y);
int go_up(int x, int y);
int go_down(int x, int y);
// Helper function declarations
void playSound(char* wav);
void makenoise();
/**
 * 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;
Speaker mySpeaker(p25);           //define mySpeaker and pin
// Function prototypes

/**
 * Given the game inputs, determine what kind of update needs to happen.
 * Possible return values are defined below.
 */
#define NO_RESULT 0
#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 GAME_OVER 7
#define FULL_DRAW 8
#define WON 9
#define FOODN 10
#define FOODS 11
#define FOODW 12
#define FOODE 13

// Get Actions from User (push buttons & accelerometer)
// Based on push button and accelerometer inputs, determine which action
// needs to be performed (may be no action).
int get_action(GameInputs inputs)
{
    MapItem* N=get_north(snake.head_x,snake.head_y);
    MapItem* S=get_south(snake.head_x,snake.head_y);
    MapItem* W=get_east(snake.head_x, snake.head_y);
    MapItem* E=get_west(snake.head_x, snake.head_y);
    
    if (button3 == 0) {     //pause game
        while(button3 == 0)
            {}
        }
        
    if (button2 == 1) {                     // keep living
        if (snake.invincTimer == 0)
            snake.invincible = !snake.invincible;
        else
            snake.invincible = 1;
    }
    if ((E->type==WALL || N->type==WALL || S->type==WALL ||W->type==WALL) && !snake.invincible)   return GAME_OVER;
    if (inputs.ay >= 0.2) return GO_DOWN;
    if (inputs.ay < -0.2) return GO_UP;
    if (inputs.ax < -0.2) return GO_RIGHT;
    if (inputs.ax >= 0.2) return GO_LEFT;
    else return NO_ACTION;
}

void checkCollisions() {
    //Check Objects here
    if (get_here(snake.head_x,snake.head_y)->type == RANDOM) {
        makenoise();
        void* d = get_here(snake.head_x,snake.head_y)->data;
        if (((int)d % 4) + 13 == 13)
            snake.pointLockTime = 8000;
        if (((int)d % 4) + 13  == 14)
            snake.speedupTime = 16000;
        if (((int)d % 4) + 13  == 15)
            snake.slowdownTime = 10000;
        if (((int)d % 4) + 13  == 16) {
            if (snake.length > 1) {
            map_erase(snake.locations[snake.length - 2].x, snake.locations[snake.length - 2].y);
            map_erase(snake.locations[snake.length - 1].x, snake.locations[snake.length - 1].y);
            snake.length -= 2;
            }
        }
        else
            snake.pointLockTime = 10000;
        return;
    }
    
    if (get_here(snake.head_x,snake.head_y)->type == INVINC) {
        makenoise();
        snake.invincTimer = 10000;
        snake.invincible = 1;
    }
    
    //Check Goodie
    if (get_here(snake.head_x,snake.head_y)->type == GOODIE) {
        // Speaker
        makenoise();
        snake.length++;
        if (snake.pointLockTime == 0)
            snake.score++;
    }
    
    if (get_here(snake.head_x,snake.head_y)->type == INCLENGTH) {
        // Speaker
        makenoise();
        snake.length += 6;
    }
    
    if (get_here(snake.head_x,snake.head_y)->type == MOVING) {
        makenoise();
        snake.score += 5;          //hit moving will add 5 score
    }
    
    if (get_here(snake.head_x,snake.head_y)->type == POISON) {
        makenoise();
        snake.pointLockTime += 8000; //8 seccong
    }
    
    if (get_here(snake.head_x,snake.head_y)->type == SPEEDUP) {
        makenoise();
        snake.speedupTime += 16000; //16 sec
    }
    
    if (get_here(snake.head_x,snake.head_y)->type == SLOWDOWN) {
        makenoise();
        snake.slowdownTime += 10000; //10 sec
    }
    
    if (get_here(snake.head_x,snake.head_y)->type == DECLENGTH) {
        makenoise();
        if (snake.length > 1) {
            map_erase(snake.locations[snake.length - 2].x, snake.locations[snake.length - 2].y);
            map_erase(snake.locations[snake.length - 1].x, snake.locations[snake.length - 1].y);
            snake.length -= 2;
        }
            
    }
}

/**
 * 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)
{
     
   snake.head_px = snake.head_x;
   snake.head_py = snake.head_y;   
   
   int oldx = snake.head_px;
   int oldy = snake.head_py;
   
   map_erase(oldx, oldy);
    
    switch(action) {
        case GO_UP:
                snake.head_y -= 1;  
                
                checkCollisions();
                //Check un-walkable object
                if (get_here(snake.head_x, snake.head_y)->type != SNAKE_HEAD &&
                get_here(snake.head_x, snake.head_y)->walkable == 0
                && !snake.invincible) {
                    action = GAME_OVER;
                    break;
                }
                //Add snake head now
                add_snake_head(snake.head_x, snake.head_y);
                //Check max length
                if (snake.length == SNAKE_MAX_LENGTH && !snake.invincible) {
                    action = GAME_OVER;
                    break;
                }
            for (int i = 0; i < snake.length; i++) {
                map_erase(oldx, oldy);
                int tempy = snake.locations[i].y;
                snake.locations[i].y = oldy;
                
                int tempx = snake.locations[i].x;
                snake.locations[i].x = oldx;
                
                oldy = tempy;
                oldx = tempx;
                map_erase(oldx, oldy);
                
                if (i < snake.length - 1)
                    add_snake_body(snake.locations[i].x, snake.locations[i].y);
                else
                    add_snake_tail(snake.locations[i].x, snake.locations[i].y);
            } 
                 return ACTION_BUTTON;
        case GO_LEFT:
               snake.head_x -= 1;  
               
               checkCollisions();
               
               //Check un-walkable object
                if (get_here(snake.head_x, snake.head_y)->type != SNAKE_HEAD &&
                get_here(snake.head_x, snake.head_y)->walkable == 0
                && !snake.invincible) {
                    action = GAME_OVER;
                    break;
                }
                
               add_snake_head(snake.head_x, snake.head_y);
               //Check max length
                if (snake.length == SNAKE_MAX_LENGTH && !snake.invincible) {
                    action = GAME_OVER;
                    break;
                }
            for (int i = 0; i < snake.length; i++) {
                map_erase(oldx, oldy);
                int tempy = snake.locations[i].y;
                snake.locations[i].y = oldy;
                
                int tempx = snake.locations[i].x;
                snake.locations[i].x = oldx;
                
                oldy = tempy;
                oldx = tempx;
                map_erase(oldx, oldy);
                
                if (i < snake.length - 1)
                    add_snake_body(snake.locations[i].x, snake.locations[i].y);
                else
                    add_snake_tail(snake.locations[i].x, snake.locations[i].y);
            } 
                 return ACTION_BUTTON;
        case GO_DOWN:
                snake.head_y += 1;  
                
                checkCollisions();
                
                //Check un-walkable object
                if (get_here(snake.head_x, snake.head_y)->type != SNAKE_HEAD &&
                get_here(snake.head_x, snake.head_y)->walkable == 0
                && !snake.invincible) {
                    action = GAME_OVER;
                    break;
                }
                
                add_snake_head(snake.head_x, snake.head_y);
                //Check max length
                if (snake.length == SNAKE_MAX_LENGTH && !snake.invincible) {
                    action = GAME_OVER;
                    break;
                }
            for (int i = 0; i < snake.length; i++) {
                int tempy = snake.locations[i].y;
                snake.locations[i].y = oldy;
                
                int tempx = snake.locations[i].x;
                snake.locations[i].x = oldx;
                
                oldy = tempy;
                oldx = tempx;
                map_erase(oldx, oldy);
                
                if (i < snake.length - 1)
                    add_snake_body(snake.locations[i].x, snake.locations[i].y);
                else
                    add_snake_tail(snake.locations[i].x, snake.locations[i].y);
            }         
                 return ACTION_BUTTON;
                 
        case GO_RIGHT:
               snake.head_x += 1;  
               
               checkCollisions();
               
               //Over if hit un-walkable object or not invinvible
                if (get_here(snake.head_x, snake.head_y)->type != SNAKE_HEAD &&
                get_here(snake.head_x, snake.head_y)->walkable == 0
                && !snake.invincible) {
                    action = GAME_OVER;
                    break;
                }
                
               add_snake_head(snake.head_x, snake.head_y);
               //Check max length
                if (snake.length == SNAKE_MAX_LENGTH && !snake.invincible) {
                    action = GAME_OVER;
                    break;
                }
            for (int i = 0; i < snake.length; i++) {
                int tempy = snake.locations[i].y;
                snake.locations[i].y = oldy;
                
                int tempx = snake.locations[i].x;
                snake.locations[i].x = oldx;
                
                oldy = tempy;
                oldx = tempx;
                map_erase(oldx, oldy);
                
                if (i < snake.length - 1)
                    add_snake_body(snake.locations[i].x, snake.locations[i].y);
                else
                    add_snake_tail(snake.locations[i].x, snake.locations[i].y);
            } 
                return ACTION_BUTTON;
           
        case GAME_OVER:
            {uLCD.color(RED);
            uLCD.cls();
            uLCD.text_width(3);
            uLCD.text_height(3);
            uLCD.printf("GAME\n OVER");
            uLCD.color(GREEN);
            uLCD.text_width(2);
            uLCD.text_height(2);
            uLCD.printf("\n\n\n\n Score %d", snake.score);
            uLCD.color(GREEN);}
            while(1 == 1);
            }

    if (action == GAME_OVER) {
            uLCD.color(RED);
            uLCD.cls();
            uLCD.text_width(3);
            uLCD.text_height(3);
            uLCD.printf("GAME\n OVER");
            uLCD.color(GREEN);
            uLCD.text_width(2);
            uLCD.text_height(2);
            uLCD.printf("\n\n\n\n Score %d", snake.score);
            uLCD.color(GREEN);
            while(1 == 1);
        }
        
    return NO_RESULT;
    
}

/**
 * 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)
{
    uLCD.locate(0, 0);
    uLCD.text_width(1.5);
    uLCD.text_height(1.5);
    uLCD.color(RED);
    uLCD.printf("Pos:%d %d", snake.head_x, snake.head_y);
    
    uLCD.locate(10, 0);
    uLCD.text_width(1.5);
    uLCD.text_height(1.5);
    //uLCD.printf("Loc: %d,%d ", snake.head_x, snake.head_y);
    uLCD.color(RED);
    uLCD.printf("Score:%d", snake.score);

    
    // 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);
        int i = 1;
        for (; i < snake.length; i++) {
            int x = u - (11 * (snake.head_x - snake.locations[i].x));
            int y = v - (11 * (snake.head_y - snake.locations[i].y));
            if (i < snake.length - 1) {
                add_snake_body(snake.locations[i].x, snake.locations[i].y);
                draw_snake_body(x, y);
            }
            else {
                add_snake_tail(snake.locations[i].x, snake.locations[i].y);
                draw_snake_tail(x, y);
            }
        }
    }
    
    // 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()
{
    Timer t;
    t.start();
    Map* map = set_active_map(0);

    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 POISON, ANY OTHER BUFFS/DEBUFFS HERE!!*******************************************************
    //Buffs: Decrement length, Slow (slows time)
    //Debuffs: Poison (prevents gaining points for certain time), Speedup thing (literally just 1.5x time or something), 
    //Extra:  Random, Strength (prevent death once or something), Pause button (just pause time), Moving object, multiple lives
    //Also: Button or sprite to invert controls
    
    srand(time(0)); // reset seedtime
    
    for(int i = map_width() + 4; i < map_area(); i += 29) {     // debuff
        add_poison(i % map_width() + 4, i / map_width());
    }
    
    for (int i=0; i<3;i++){
    add_slowdown(rand()%28+1, rand()%49);       //buff
    add_slowdown(rand()%9+40, rand()%49);
    add_decrease_length(rand()%28+1, rand()%49);    //buff
    add_decrease_length(rand()%9+40, rand()%49);
    
    add_speedup(rand()%28+1, rand()%49);                    //debuff
    add_speedup(rand()%9+40, rand()%49);
    
    add_random(rand()%9+40, rand()%49, t.read_ms());        //extra randon
    add_random(rand()%28+1, rand()%49, t.read_ms());
    
    add_moving(rand()%28+1, rand()%49);
    add_moving(rand()%9+40, rand()%49);
    
    add_inclength(rand()%28+1, rand()%49);
    add_inclength(rand()%9+40, rand()%49);    }    
    
    add_invinc(9, 5);               // mulitple life
    add_slowdown(10, 5);
    add_moving(8, 6);
    add_inclength(5,7);
    for(int i = map_width() + 3; i < map_area(); i += 39) {
        //add_goodie(i % map_width(), i / map_width());
        add_goodie(rand()%map_width(), rand()% map_height());
    }
    
    // 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);
    // 0. Initialize the maps -- implement this function:
    maps_init();
    init_main_map();
    playSound("/sd/snakeplay.wav");

    // Initialize game state
    set_active_map(0);
    //snake.head_x = snake.head_y = 5 ;
    
    GameInputs inputs = read_inputs();
            
    // Start page
                int difficulty = 0;
                draw_welcome(difficulty, true);
                while (1) {
                    inputs = read_inputs();
                    if (!inputs.b2) {
                        makenoise();
                        difficulty++;
                        difficulty = difficulty % 3;
                        draw_welcome(difficulty, false);
                        snake.speedupTime += 16000; //16 sec
                        wait_ms(200);
                    }
                    if (!inputs.b1) {
                        // draw_game_over(1);
                        makenoise();
                        break;
                    }
                }
    
    // Initial drawing
    draw_game(FULL_DRAW);
    // Main game loop


   
    while(1) {
        // Timer to measure game update speed
        Timer t;
        t.start();

        // 1. Read inputs -- implement this function:
        GameInputs inputs = read_inputs();
                    
        // 2. Determine action (move, act, menu, etc.) -- implement this function:
        int action = get_action(inputs);
        
        // 3. Update game -- implement this function:
        int result = update_game(action);
        
        // 3b. Check for game over based on result
        // and if so, handle game over -- implement this.
                
        // 4. Draw screen -- provided:
        draw_game(result);
        
        // Compute update time
        t.stop();
        int dt = t.read_ms();
        
        
        if (dt % 8 == 0 || dt % 8 == 1) {
            map_erase(5, 5);
            add_moving(10, 10);
        }
        else if (dt % 8 == 2 || dt % 8 == 3) {
            map_erase(10, 10);
            add_moving(5, 5);
        }
        else if (dt % 8 == 4 || dt % 8 == 5) {
            map_erase(5, 10);
            add_moving(10, 5);
        }
        else {
            map_erase(10, 5);
            add_moving(5, 10);
        }
        
        if (snake.invincTimer > 0) {
            snake.invincTimer -= 100;
            if (snake.invincTimer == 0)
                snake.invincible = 0;
        }
        
        // Display and wait
        if (snake.speedupTime > 0 && snake.slowdownTime > 0) {
            if (dt < 100) wait_ms(100 - dt);
            snake.speedupTime -= 100;
            snake.slowdownTime -= 100;
        }
        else if (snake.speedupTime > 0) {
            if (dt < 80) wait_ms(80 - dt);
            snake.speedupTime -= 100;
        }
        else if (snake.slowdownTime > 0) {
            if (dt < 125) wait_ms(1000 - dt);
            snake.slowdownTime -= 100;
        }
        else
            if (dt < 100) wait_ms(100 - dt);
        
        //Subtract from point lock time, if it's on
        if (snake.pointLockTime > 0) 
            snake.pointLockTime -= 100;
            
    }
}

// Plays a wavfile
void playSound(char* wav)
{
   
}

// Play speaker
void makenoise()
{
    mySpeaker.PlayNote(368.0,0.16,0.1);
    mySpeaker.PlayNote(565.0,0.25,0.3);
    mySpeaker.PlayNote(400.0,0.18,0.2);  
}