A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.

Dependencies:   mbed MotionSensor

Committer:
el17sm
Date:
Thu Apr 25 05:27:43 2019 +0000
Revision:
21:be18f33da757
Parent:
19:bfe410c82b45
Snake half done no clear screen error

Who changed what in which revision?

UserRevisionLine numberNew 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 19:bfe410c82b45 19 #include "Snake.h"
el17sm 7:4aaa37a711a1 20
el17sm 7:4aaa37a711a1 21 N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
el17sm 7:4aaa37a711a1 22 Gamepad gamepad;
el17sm 7:4aaa37a711a1 23
el17sm 7:4aaa37a711a1 24 int counter = 0;
el17sm 1:1fa7ecca8dfb 25
el17sm 21:be18f33da757 26 bool entity_collision(Entity &a, Entity &b) // returns true if the two entity hitboxes collide
el17sm 21:be18f33da757 27 {
el17sm 11:63e54f6e7939 28 if (((b.get_pos_x() <= a.get_pos_x()) && (a.get_pos_x() <= b.get_pos_x() + b.get_hitbox_width() - 1)) ||
el17sm 21:be18f33da757 29 ((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 11:63e54f6e7939 30 if (((b.get_pos_y() <= a.get_pos_y()) && (a.get_pos_y() <= b.get_pos_y() + b.get_hitbox_height() - 1)) ||
el17sm 21:be18f33da757 31 ((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 32 return true;
el17sm 21:be18f33da757 33 }
el17sm 10:1a3499f6b583 34 }
el17sm 10:1a3499f6b583 35 return false;
el17sm 10:1a3499f6b583 36 }
el17sm 10:1a3499f6b583 37
el17sm 12:a1c1991835ca 38 // returns true if the hitbox of "entity a" collides with any hitboxes of enttities within "array" as "entity a" moves on the y direction
el17sm 21:be18f33da757 39 bool entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
el17sm 21:be18f33da757 40 {
el17sm 21:be18f33da757 41 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 42 if (valid_enemies[i]) {
el17sm 21:be18f33da757 43 if(i != current_entity) {
el17sm 13:d04a6caba40d 44 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 21:be18f33da757 45 ((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 13:d04a6caba40d 46 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 21:be18f33da757 47 ((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 13:d04a6caba40d 48 return true;
el17sm 13:d04a6caba40d 49 }
el17sm 12:a1c1991835ca 50 }
el17sm 11:63e54f6e7939 51 }
el17sm 11:63e54f6e7939 52 }
el17sm 11:63e54f6e7939 53 }
el17sm 11:63e54f6e7939 54 return false;
el17sm 11:63e54f6e7939 55 }
el17sm 11:63e54f6e7939 56
el17sm 12:a1c1991835ca 57 // returns true if the hitbox of "entity a" collides with any hitboxes of enttities within "array" as "entity a" moves on the x direction
el17sm 21:be18f33da757 58 bool entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity, bool valid_enemies[])
el17sm 21:be18f33da757 59 {
el17sm 21:be18f33da757 60 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 61 if (valid_enemies[i]) {
el17sm 21:be18f33da757 62 if(i != current_entity) {
el17sm 13:d04a6caba40d 63 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 21:be18f33da757 64 ((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 13:d04a6caba40d 65 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 21:be18f33da757 66 ((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 13:d04a6caba40d 67 return true;
el17sm 21:be18f33da757 68 }
el17sm 13:d04a6caba40d 69 }
el17sm 11:63e54f6e7939 70 }
el17sm 11:63e54f6e7939 71 }
el17sm 11:63e54f6e7939 72 }
el17sm 11:63e54f6e7939 73 return false;
el17sm 11:63e54f6e7939 74 }
el17sm 11:63e54f6e7939 75
el17sm 1:1fa7ecca8dfb 76 int main()
el17sm 1:1fa7ecca8dfb 77 {
el17sm 1:1fa7ecca8dfb 78 lcd.init();
el17sm 2:dbfff27a8a94 79 lcd.setContrast(0.45);
el17sm 3:359a49bace1b 80 gamepad.init();
el17sm 21:be18f33da757 81 while(1) {
el17sm 10:1a3499f6b583 82 Player player(39, 27);
el17sm 12:a1c1991835ca 83 int no_of_enemies = 3;
el17sm 13:d04a6caba40d 84 bool valid_enemies[no_of_enemies];
el17sm 21:be18f33da757 85 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 86 valid_enemies[i] = false;
el17sm 21:be18f33da757 87 }
el17sm 11:63e54f6e7939 88 Entity *enemies[no_of_enemies];
el17sm 19:bfe410c82b45 89 enemies[0] = new Snake(20, 20);
el17sm 19:bfe410c82b45 90 valid_enemies[0] = true;
el17sm 16:ddb203a74dfc 91 // enemies[1] = new Snake(20, 30);
el17sm 16:ddb203a74dfc 92 // valid_enemies[1] = true;
el17sm 21:be18f33da757 93 enemies[2] = new Snake(60, 30);
el17sm 21:be18f33da757 94 valid_enemies[2] = true;
el17sm 21:be18f33da757 95
el17sm 21:be18f33da757 96 while(1) {
el17sm 11:63e54f6e7939 97 int pos_x = player.get_pos_x();
el17sm 11:63e54f6e7939 98 int pos_y = player.get_pos_y();
el17sm 11:63e54f6e7939 99 // Damage action
el17sm 21:be18f33da757 100 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 101 if (valid_enemies[i]) {
el17sm 21:be18f33da757 102 if(entity_collision(player, *enemies[i])) {
el17sm 13:d04a6caba40d 103 goto gameover;
el17sm 13:d04a6caba40d 104 }
el17sm 13:d04a6caba40d 105 }
el17sm 21:be18f33da757 106 }
el17sm 21:be18f33da757 107 for (int i = 0; i < bullets_max; i++) {
el17sm 21:be18f33da757 108 if (player.valid_bullets[i]) {
el17sm 21:be18f33da757 109 if (player.bullets_array[i]->out_of_bounds_check()) {
el17sm 21:be18f33da757 110 player.valid_bullets[i] = false;
el17sm 21:be18f33da757 111 player.bullets_array[i]->~Bullets;
el17sm 21:be18f33da757 112 } else {
el17sm 21:be18f33da757 113 for (int j = 0; j < no_of_enemies; j++) {
el17sm 21:be18f33da757 114 if (valid_enemies[j]) {
el17sm 21:be18f33da757 115 if(entity_collision(*player.bullets_array[i], *enemies[j])) {
el17sm 21:be18f33da757 116 enemies[j]->take_damage(player.get_attack());
el17sm 21:be18f33da757 117 player.valid_bullets[i] = false;
el17sm 21:be18f33da757 118 player.bullets_array[i]->~Bullets;
el17sm 21:be18f33da757 119 break;
el17sm 21:be18f33da757 120 }
el17sm 13:d04a6caba40d 121 }
el17sm 13:d04a6caba40d 122 }
el17sm 21:be18f33da757 123 }
el17sm 11:63e54f6e7939 124 }
el17sm 21:be18f33da757 125 }
el17sm 21:be18f33da757 126
el17sm 10:1a3499f6b583 127 // Player Movement
el17sm 10:1a3499f6b583 128 Vector2D mapped_coord = gamepad.get_mapped_coord();
el17sm 10:1a3499f6b583 129 player.move(mapped_coord.x, mapped_coord.y);
el17sm 10:1a3499f6b583 130 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 21:be18f33da757 131
el17sm 14:3361879490b2 132 // Enemy Death
el17sm 21:be18f33da757 133 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 134 if (valid_enemies[i]) {
el17sm 21:be18f33da757 135 if(enemies[i]->death_check()) {
el17sm 21:be18f33da757 136 valid_enemies[i] = false;
el17sm 21:be18f33da757 137 enemies[i]->~Entity;
el17sm 21:be18f33da757 138 }
el17sm 14:3361879490b2 139 }
el17sm 14:3361879490b2 140 }
el17sm 21:be18f33da757 141
el17sm 10:1a3499f6b583 142 // Enemy Movement
el17sm 21:be18f33da757 143 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 144 if (valid_enemies[i]) {
el17sm 13:d04a6caba40d 145 enemies[i]->update_prev_pos();
el17sm 13:d04a6caba40d 146 enemies[i]->move(pos_x, pos_y);
el17sm 13:d04a6caba40d 147 }
el17sm 21:be18f33da757 148 }
el17sm 21:be18f33da757 149 for (int i = 0; i < bullets_max; i++) {
el17sm 21:be18f33da757 150 if (player.valid_bullets[i]) {
el17sm 14:3361879490b2 151 player.bullets_array[i]->move(1, 0);
el17sm 14:3361879490b2 152 }
el17sm 21:be18f33da757 153 }
el17sm 21:be18f33da757 154 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 155 if (valid_enemies[i]) {
el17sm 13:d04a6caba40d 156 enemies[i]->undo_move_x(entity_move_check_x(enemies[i], enemies, no_of_enemies, i, valid_enemies));
el17sm 13:d04a6caba40d 157 enemies[i]->undo_move_y(entity_move_check_y(enemies[i], enemies, no_of_enemies, i, valid_enemies));
el17sm 13:d04a6caba40d 158 }
el17sm 21:be18f33da757 159 }
el17sm 21:be18f33da757 160
el17sm 10:1a3499f6b583 161 // Entity Collision Detection
el17sm 21:be18f33da757 162
el17sm 10:1a3499f6b583 163 // MiniMap Screen Detection
el17sm 21:be18f33da757 164
el17sm 10:1a3499f6b583 165 // Pause Detection
el17sm 21:be18f33da757 166 if(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 10:1a3499f6b583 167 lcd.clear();
el17sm 10:1a3499f6b583 168 lcd.printString("Paused", 0, 0);
el17sm 10:1a3499f6b583 169 lcd.refresh();
el17sm 10:1a3499f6b583 170 wait(0.05);
el17sm 21:be18f33da757 171 while(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 21:be18f33da757 172 }
el17sm 10:1a3499f6b583 173 wait(0.05);
el17sm 21:be18f33da757 174 while(!gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 21:be18f33da757 175 }
el17sm 10:1a3499f6b583 176 wait(0.05);
el17sm 21:be18f33da757 177 while(gamepad.check_event(Gamepad::START_PRESSED)) {
el17sm 21:be18f33da757 178 }
el17sm 10:1a3499f6b583 179 }
el17sm 21:be18f33da757 180
el17sm 21:be18f33da757 181
el17sm 10:1a3499f6b583 182 // screen update
el17sm 10:1a3499f6b583 183 lcd.clear();
el17sm 10:1a3499f6b583 184 lcd.drawSprite(0,0,screen_height,screen_width,(int *)level_map[1]);
el17sm 11:63e54f6e7939 185 lcd.drawSpriteTransparent(pos_x-player.get_offset_x(),
el17sm 11:63e54f6e7939 186 pos_y-player.get_offset_y(),
el17sm 10:1a3499f6b583 187 player.get_sprite_height(),
el17sm 10:1a3499f6b583 188 player.get_sprite_width(),
el17sm 12:a1c1991835ca 189 player.get_frame());
el17sm 21:be18f33da757 190 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 191 if (valid_enemies[i]) {
el17sm 13:d04a6caba40d 192 lcd.drawSpriteTransparent(enemies[i]->get_pos_x()-enemies[i]->get_offset_x(),
el17sm 13:d04a6caba40d 193 enemies[i]->get_pos_y()-enemies[i]->get_offset_y(),
el17sm 13:d04a6caba40d 194 enemies[i]->get_sprite_height(),
el17sm 13:d04a6caba40d 195 enemies[i]->get_sprite_width(),
el17sm 13:d04a6caba40d 196 enemies[i]->get_frame());
el17sm 13:d04a6caba40d 197 }
el17sm 21:be18f33da757 198 }
el17sm 21:be18f33da757 199 for (int i = 0; i < bullets_max; i++) {
el17sm 21:be18f33da757 200 if (player.valid_bullets[i]) {
el17sm 13:d04a6caba40d 201 lcd.drawSpriteTransparent(player.bullets_array[i]->get_pos_x()-player.bullets_array[i]->get_offset_x(),
el17sm 13:d04a6caba40d 202 player.bullets_array[i]->get_pos_y()-player.bullets_array[i]->get_offset_y(),
el17sm 13:d04a6caba40d 203 player.bullets_array[i]->get_sprite_height(),
el17sm 13:d04a6caba40d 204 player.bullets_array[i]->get_sprite_width(),
el17sm 13:d04a6caba40d 205 player.bullets_array[i]->get_frame());
el17sm 13:d04a6caba40d 206 }
el17sm 21:be18f33da757 207 }
el17sm 10:1a3499f6b583 208 lcd.refresh();
el17sm 12:a1c1991835ca 209 wait_ms(1000/20); // setting FPS
el17sm 10:1a3499f6b583 210 counter++;
el17sm 21:be18f33da757 211
el17sm 10:1a3499f6b583 212 }
el17sm 21:be18f33da757 213 gameover: {
el17sm 11:63e54f6e7939 214 lcd.clear();
el17sm 11:63e54f6e7939 215 lcd.printString("Game Over", 0, 0);
el17sm 11:63e54f6e7939 216 lcd.printString("Retry?", 0, 1);
el17sm 11:63e54f6e7939 217 lcd.refresh();
el17sm 11:63e54f6e7939 218 player.~Player();
el17sm 21:be18f33da757 219 for (int i = 0; i < no_of_enemies; i++) {
el17sm 21:be18f33da757 220 if (valid_enemies[i]) {
el17sm 21:be18f33da757 221 enemies[i]->~Entity();
el17sm 21:be18f33da757 222 }
el17sm 21:be18f33da757 223 }
el17sm 11:63e54f6e7939 224 wait(0.05);
el17sm 21:be18f33da757 225 while(!gamepad.check_event(Gamepad::A_PRESSED)) {
el17sm 21:be18f33da757 226 }
el17sm 11:63e54f6e7939 227 wait(0.05);
el17sm 21:be18f33da757 228 while(gamepad.check_event(Gamepad::A_PRESSED)) {
el17sm 21:be18f33da757 229 }
el17sm 16:ddb203a74dfc 230 }
el17sm 21:be18f33da757 231 }
el17sm 10:1a3499f6b583 232 }