A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
main.cpp@11:63e54f6e7939, 2019-04-23 (annotated)
- Committer:
- el17sm
- Date:
- Tue Apr 23 03:10:09 2019 +0000
- Revision:
- 11:63e54f6e7939
- Parent:
- 10:1a3499f6b583
- Child:
- 12:a1c1991835ca
Added move checks (for entity to group of entity collision checks);; Added a plausible way to update each entity;
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
el17sm | 0:8e92b66a0755 | 1 | /* |
el17sm | 0:8e92b66a0755 | 2 | ELEC2645 Embedded Systems Project |
el17sm | 0:8e92b66a0755 | 3 | School of Electronic & Electrical Engineering |
el17sm | 0:8e92b66a0755 | 4 | University of Leeds |
el17sm | 0:8e92b66a0755 | 5 | Name: Steven Mahasin |
el17sm | 0:8e92b66a0755 | 6 | Username: el17sm |
el17sm | 0:8e92b66a0755 | 7 | Student ID Number: 201192939 |
el17sm | 0:8e92b66a0755 | 8 | Date: 11/04/2019 |
el17sm | 1:1fa7ecca8dfb | 9 | */ |
el17sm | 1:1fa7ecca8dfb | 10 | |
el17sm | 7:4aaa37a711a1 | 11 | #include "mbed.h" |
el17sm | 7:4aaa37a711a1 | 12 | #include "Gamepad.h" |
el17sm | 7:4aaa37a711a1 | 13 | #include "N5110.h" |
el17sm | 7:4aaa37a711a1 | 14 | #include "math.h" |
el17sm | 7:4aaa37a711a1 | 15 | #include "sprites.h" |
el17sm | 7:4aaa37a711a1 | 16 | #include "Entity.h" |
el17sm | 7:4aaa37a711a1 | 17 | #include "Player.h" |
el17sm | 10:1a3499f6b583 | 18 | #include "Headless.h" |
el17sm | 7:4aaa37a711a1 | 19 | |
el17sm | 7:4aaa37a711a1 | 20 | N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); |
el17sm | 7:4aaa37a711a1 | 21 | Gamepad gamepad; |
el17sm | 7:4aaa37a711a1 | 22 | |
el17sm | 7:4aaa37a711a1 | 23 | int counter = 0; |
el17sm | 1:1fa7ecca8dfb | 24 | |
el17sm | 10:1a3499f6b583 | 25 | bool entity_collision(Entity &a, Entity &b){ |
el17sm | 11:63e54f6e7939 | 26 | if (((b.get_pos_x() <= a.get_pos_x()) && (a.get_pos_x() <= b.get_pos_x() + b.get_hitbox_width() - 1)) || |
el17sm | 11:63e54f6e7939 | 27 | ((b.get_pos_x() <= a.get_pos_x() + a.get_hitbox_width() - 1) && (a.get_pos_x() + a.get_hitbox_width() - 1 <= b.get_pos_x() + b.get_hitbox_width() - 1))) |
el17sm | 10:1a3499f6b583 | 28 | { |
el17sm | 11:63e54f6e7939 | 29 | if (((b.get_pos_y() <= a.get_pos_y()) && (a.get_pos_y() <= b.get_pos_y() + b.get_hitbox_height() - 1)) || |
el17sm | 11:63e54f6e7939 | 30 | ((b.get_pos_y() <= a.get_pos_y() + a.get_hitbox_height() - 1) && (a.get_pos_y() + a.get_hitbox_height() - 1 <= b.get_pos_y() + b.get_hitbox_height() - 1))) |
el17sm | 10:1a3499f6b583 | 31 | { |
el17sm | 10:1a3499f6b583 | 32 | return true; |
el17sm | 10:1a3499f6b583 | 33 | } |
el17sm | 10:1a3499f6b583 | 34 | } |
el17sm | 10:1a3499f6b583 | 35 | return false; |
el17sm | 10:1a3499f6b583 | 36 | } |
el17sm | 10:1a3499f6b583 | 37 | |
el17sm | 11:63e54f6e7939 | 38 | bool entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity){ |
el17sm | 11:63e54f6e7939 | 39 | for (int i = 0; i < no_of_enemies; i++){ |
el17sm | 11:63e54f6e7939 | 40 | if(i != current_entity){ |
el17sm | 11:63e54f6e7939 | 41 | if (((array[i]->get_prev_pos_x() <= a->get_prev_pos_x()) && (a->get_prev_pos_x() <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1)) || |
el17sm | 11:63e54f6e7939 | 42 | ((array[i]->get_prev_pos_x() <= a->get_prev_pos_x() + a->get_hitbox_width() - 1) && (a->get_prev_pos_x() + a->get_hitbox_width() - 1 <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1))) |
el17sm | 11:63e54f6e7939 | 43 | { |
el17sm | 11:63e54f6e7939 | 44 | if (((array[i]->get_prev_pos_y() <= a->get_pos_y()) && (a->get_pos_y() <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1)) || |
el17sm | 11:63e54f6e7939 | 45 | ((array[i]->get_prev_pos_y() <= a->get_pos_y() + a->get_hitbox_height() - 1) && (a->get_pos_y() + a->get_hitbox_height() - 1 <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1))) |
el17sm | 11:63e54f6e7939 | 46 | { |
el17sm | 11:63e54f6e7939 | 47 | return true; |
el17sm | 11:63e54f6e7939 | 48 | } |
el17sm | 11:63e54f6e7939 | 49 | } |
el17sm | 11:63e54f6e7939 | 50 | } |
el17sm | 11:63e54f6e7939 | 51 | } |
el17sm | 11:63e54f6e7939 | 52 | return false; |
el17sm | 11:63e54f6e7939 | 53 | } |
el17sm | 11:63e54f6e7939 | 54 | |
el17sm | 11:63e54f6e7939 | 55 | bool entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity){ |
el17sm | 11:63e54f6e7939 | 56 | for (int i = 0; i < no_of_enemies; i++){ |
el17sm | 11:63e54f6e7939 | 57 | if(i != current_entity){ |
el17sm | 11:63e54f6e7939 | 58 | if (((array[i]->get_prev_pos_x() <= a->get_pos_x()) && (a->get_pos_x() <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1)) || |
el17sm | 11:63e54f6e7939 | 59 | ((array[i]->get_prev_pos_x() <= a->get_pos_x() + a->get_hitbox_width() - 1) && (a->get_pos_x() + a->get_hitbox_width() - 1 <= array[i]->get_prev_pos_x() + array[i]->get_hitbox_width() - 1))) |
el17sm | 11:63e54f6e7939 | 60 | { |
el17sm | 11:63e54f6e7939 | 61 | if (((array[i]->get_prev_pos_y() <= a->get_prev_pos_y()) && (a->get_prev_pos_y() <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1)) || |
el17sm | 11:63e54f6e7939 | 62 | ((array[i]->get_prev_pos_y() <= a->get_prev_pos_y() + a->get_hitbox_height() - 1) && (a->get_prev_pos_y() + a->get_hitbox_height() - 1 <= array[i]->get_prev_pos_y() + array[i]->get_hitbox_height() - 1))) |
el17sm | 11:63e54f6e7939 | 63 | { |
el17sm | 11:63e54f6e7939 | 64 | return true; |
el17sm | 11:63e54f6e7939 | 65 | } |
el17sm | 11:63e54f6e7939 | 66 | } |
el17sm | 11:63e54f6e7939 | 67 | } |
el17sm | 11:63e54f6e7939 | 68 | } |
el17sm | 11:63e54f6e7939 | 69 | return false; |
el17sm | 11:63e54f6e7939 | 70 | } |
el17sm | 11:63e54f6e7939 | 71 | |
el17sm | 1:1fa7ecca8dfb | 72 | int main() |
el17sm | 1:1fa7ecca8dfb | 73 | { |
el17sm | 1:1fa7ecca8dfb | 74 | lcd.init(); |
el17sm | 2:dbfff27a8a94 | 75 | lcd.setContrast(0.45); |
el17sm | 3:359a49bace1b | 76 | gamepad.init(); |
el17sm | 2:dbfff27a8a94 | 77 | while(1){ |
el17sm | 10:1a3499f6b583 | 78 | Player player(39, 27); |
el17sm | 11:63e54f6e7939 | 79 | const int no_of_enemies = 3; |
el17sm | 11:63e54f6e7939 | 80 | Entity *enemies[no_of_enemies]; |
el17sm | 11:63e54f6e7939 | 81 | Headless enemy1(20, 20); |
el17sm | 11:63e54f6e7939 | 82 | Headless enemy2(20, 30); |
el17sm | 11:63e54f6e7939 | 83 | Headless enemy3(60, 30); |
el17sm | 11:63e54f6e7939 | 84 | enemies[0] = &enemy1; |
el17sm | 11:63e54f6e7939 | 85 | enemies[1] = &enemy2; |
el17sm | 11:63e54f6e7939 | 86 | enemies[2] = &enemy3; |
el17sm | 11:63e54f6e7939 | 87 | |
el17sm | 10:1a3499f6b583 | 88 | while(1){ |
el17sm | 11:63e54f6e7939 | 89 | int pos_x = player.get_pos_x(); |
el17sm | 11:63e54f6e7939 | 90 | int pos_y = player.get_pos_y(); |
el17sm | 11:63e54f6e7939 | 91 | // Damage action |
el17sm | 11:63e54f6e7939 | 92 | for (int i = 0; i < no_of_enemies; i++){ |
el17sm | 11:63e54f6e7939 | 93 | if(entity_collision(player, *enemies[i])){ |
el17sm | 11:63e54f6e7939 | 94 | goto gameover; |
el17sm | 11:63e54f6e7939 | 95 | } |
el17sm | 11:63e54f6e7939 | 96 | }; |
el17sm | 11:63e54f6e7939 | 97 | |
el17sm | 10:1a3499f6b583 | 98 | // Player Movement |
el17sm | 10:1a3499f6b583 | 99 | Vector2D mapped_coord = gamepad.get_mapped_coord(); |
el17sm | 10:1a3499f6b583 | 100 | player.move(mapped_coord.x, mapped_coord.y); |
el17sm | 10:1a3499f6b583 | 101 | player.buttons(gamepad.check_event(Gamepad::A_PRESSED), gamepad.check_event(Gamepad::B_PRESSED), gamepad.check_event(Gamepad::Y_PRESSED), gamepad.check_event(Gamepad::X_PRESSED)); |
el17sm | 10:1a3499f6b583 | 102 | |
el17sm | 10:1a3499f6b583 | 103 | // Enemy Movement |
el17sm | 11:63e54f6e7939 | 104 | for (int i = 0; i < no_of_enemies; i++){ |
el17sm | 11:63e54f6e7939 | 105 | enemies[i]->update_prev_pos(); |
el17sm | 11:63e54f6e7939 | 106 | enemies[i]->move(pos_x, pos_y); |
el17sm | 11:63e54f6e7939 | 107 | }; |
el17sm | 11:63e54f6e7939 | 108 | for (int i = 0; i < no_of_enemies; i++){ |
el17sm | 11:63e54f6e7939 | 109 | enemies[i]->undo_move_x(entity_move_check_x(enemies[i], enemies, no_of_enemies, i)); |
el17sm | 11:63e54f6e7939 | 110 | enemies[i]->undo_move_y(entity_move_check_y(enemies[i], enemies, no_of_enemies, i)); |
el17sm | 11:63e54f6e7939 | 111 | }; |
el17sm | 10:1a3499f6b583 | 112 | |
el17sm | 10:1a3499f6b583 | 113 | // Entity Collision Detection |
el17sm | 10:1a3499f6b583 | 114 | |
el17sm | 10:1a3499f6b583 | 115 | // MiniMap Generation |
el17sm | 10:1a3499f6b583 | 116 | // MiniMap Screen Detection |
el17sm | 10:1a3499f6b583 | 117 | |
el17sm | 10:1a3499f6b583 | 118 | // Pause Detection |
el17sm | 10:1a3499f6b583 | 119 | if(gamepad.check_event(Gamepad::START_PRESSED)){ |
el17sm | 10:1a3499f6b583 | 120 | lcd.clear(); |
el17sm | 10:1a3499f6b583 | 121 | lcd.printString("Paused", 0, 0); |
el17sm | 10:1a3499f6b583 | 122 | lcd.refresh(); |
el17sm | 10:1a3499f6b583 | 123 | wait(0.05); |
el17sm | 10:1a3499f6b583 | 124 | while(gamepad.check_event(Gamepad::START_PRESSED)){ |
el17sm | 10:1a3499f6b583 | 125 | }; |
el17sm | 10:1a3499f6b583 | 126 | wait(0.05); |
el17sm | 10:1a3499f6b583 | 127 | while(!gamepad.check_event(Gamepad::START_PRESSED)){ |
el17sm | 10:1a3499f6b583 | 128 | }; |
el17sm | 10:1a3499f6b583 | 129 | wait(0.05); |
el17sm | 10:1a3499f6b583 | 130 | while(gamepad.check_event(Gamepad::START_PRESSED)){ |
el17sm | 10:1a3499f6b583 | 131 | }; |
el17sm | 10:1a3499f6b583 | 132 | } |
el17sm | 10:1a3499f6b583 | 133 | |
el17sm | 10:1a3499f6b583 | 134 | |
el17sm | 10:1a3499f6b583 | 135 | // screen update |
el17sm | 10:1a3499f6b583 | 136 | lcd.clear(); |
el17sm | 10:1a3499f6b583 | 137 | lcd.drawSprite(0,0,screen_height,screen_width,(int *)level_map[1]); |
el17sm | 11:63e54f6e7939 | 138 | lcd.drawSpriteTransparent(pos_x-player.get_offset_x(), |
el17sm | 11:63e54f6e7939 | 139 | pos_y-player.get_offset_y(), |
el17sm | 10:1a3499f6b583 | 140 | player.get_sprite_height(), |
el17sm | 10:1a3499f6b583 | 141 | player.get_sprite_width(), |
el17sm | 10:1a3499f6b583 | 142 | (int *)sprite_player[player.get_face()][(int)(player.get_moving()*(counter/5)%4)]); |
el17sm | 11:63e54f6e7939 | 143 | for (int i = 0; i < no_of_enemies; i++){ |
el17sm | 11:63e54f6e7939 | 144 | lcd.drawSpriteTransparent(enemies[i]->get_pos_x()-enemies[i]->get_offset_x(), |
el17sm | 11:63e54f6e7939 | 145 | enemies[i]->get_pos_y()-enemies[i]->get_offset_y(), |
el17sm | 11:63e54f6e7939 | 146 | enemies[i]->get_sprite_height(), |
el17sm | 11:63e54f6e7939 | 147 | enemies[i]->get_sprite_width(), |
el17sm | 11:63e54f6e7939 | 148 | (int *)sprite_headless[enemies[i]->get_face()][(int)(enemies[i]->get_moving()*(counter/5)%4)]); |
el17sm | 11:63e54f6e7939 | 149 | }; |
el17sm | 10:1a3499f6b583 | 150 | lcd.refresh(); |
el17sm | 10:1a3499f6b583 | 151 | wait_ms(1000/20); |
el17sm | 10:1a3499f6b583 | 152 | counter++; |
el17sm | 10:1a3499f6b583 | 153 | |
el17sm | 10:1a3499f6b583 | 154 | } |
el17sm | 11:63e54f6e7939 | 155 | gameover: |
el17sm | 11:63e54f6e7939 | 156 | lcd.clear(); |
el17sm | 11:63e54f6e7939 | 157 | lcd.printString("Game Over", 0, 0); |
el17sm | 11:63e54f6e7939 | 158 | lcd.printString("Retry?", 0, 1); |
el17sm | 11:63e54f6e7939 | 159 | lcd.refresh(); |
el17sm | 11:63e54f6e7939 | 160 | player.~Player(); |
el17sm | 11:63e54f6e7939 | 161 | for (int i = 0; i < no_of_enemies; i++){ |
el17sm | 11:63e54f6e7939 | 162 | enemies[i]->~Entity(); |
el17sm | 11:63e54f6e7939 | 163 | }; |
el17sm | 11:63e54f6e7939 | 164 | wait(0.05); |
el17sm | 11:63e54f6e7939 | 165 | while(!gamepad.check_event(Gamepad::A_PRESSED)){ |
el17sm | 11:63e54f6e7939 | 166 | }; |
el17sm | 11:63e54f6e7939 | 167 | wait(0.05); |
el17sm | 11:63e54f6e7939 | 168 | while(gamepad.check_event(Gamepad::A_PRESSED)){ |
el17sm | 10:1a3499f6b583 | 169 | }; |
el17sm | 10:1a3499f6b583 | 170 | }; |
el17sm | 10:1a3499f6b583 | 171 | } |