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:
Tue May 07 18:16:42 2019 +0000
Revision:
42:cdcda895cb1b
Parent:
41:0697508a28ba
Child:
43:63f5c9d9689c
Boss death crash

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 27:a1b41626f57c 11 // Pre-Processor
el17sm 7:4aaa37a711a1 12 #include "mbed.h"
el17sm 7:4aaa37a711a1 13 #include "Gamepad.h"
el17sm 7:4aaa37a711a1 14 #include "N5110.h"
el17sm 7:4aaa37a711a1 15 #include "math.h"
el17sm 7:4aaa37a711a1 16 #include "sprites.h"
el17sm 7:4aaa37a711a1 17 #include "Entity.h"
el17sm 7:4aaa37a711a1 18 #include "Player.h"
el17sm 10:1a3499f6b583 19 #include "Headless.h"
el17sm 17:99e533f7f2fb 20 #include "Snake.h"
el17sm 27:a1b41626f57c 21 #include "RoomEngine.h"
el17sm 32:fe6359ef9916 22 #include "Title.h"
el17sm 7:4aaa37a711a1 23
el17sm 28:98848e6a77a2 24 #define INSIDE 4
el17sm 29:6b8411bb040a 25 #define MAX_ROOMS_MAP_X 11
el17sm 29:6b8411bb040a 26 #define MAX_ROOMS_MAP_Y 11
el17sm 28:98848e6a77a2 27
el17sm 31:ab24d028ddfd 28 // Variables
el17sm 31:ab24d028ddfd 29 float global_contrast = 0.5;
el17sm 32:fe6359ef9916 30 Player *player;
el17sm 32:fe6359ef9916 31 Room *rooms[MAX_ROOMS_MAP_Y][MAX_ROOMS_MAP_X];
el17sm 32:fe6359ef9916 32 RoomEngine *room_engine;
el17sm 31:ab24d028ddfd 33
el17sm 27:a1b41626f57c 34 // Objects
el17sm 7:4aaa37a711a1 35 N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
el17sm 7:4aaa37a711a1 36 Gamepad gamepad;
el17sm 32:fe6359ef9916 37 Title title;
el17sm 7:4aaa37a711a1 38
el17sm 27:a1b41626f57c 39 // Prototypes
el17sm 31:ab24d028ddfd 40 void game_loop();
el17sm 31:ab24d028ddfd 41 void game_over();
el17sm 10:1a3499f6b583 42
el17sm 1:1fa7ecca8dfb 43 int main()
el17sm 1:1fa7ecca8dfb 44 {
el17sm 29:6b8411bb040a 45 // Initialize
el17sm 1:1fa7ecca8dfb 46 lcd.init();
el17sm 30:ec915d24d3e9 47 lcd.setContrast(global_contrast);
el17sm 3:359a49bace1b 48 gamepad.init();
el17sm 28:98848e6a77a2 49
el17sm 29:6b8411bb040a 50 while(1) { // Gameloop
el17sm 31:ab24d028ddfd 51
el17sm 32:fe6359ef9916 52 title.main(lcd, gamepad, global_contrast);
el17sm 31:ab24d028ddfd 53
el17sm 32:fe6359ef9916 54 srand(title.get_seed());
el17sm 31:ab24d028ddfd 55 player = new Player(39, 27);
el17sm 41:0697508a28ba 56 room_engine = new RoomEngine(global_contrast);
el17sm 31:ab24d028ddfd 57
el17sm 31:ab24d028ddfd 58 game_loop();
el17sm 31:ab24d028ddfd 59 game_over();
el17sm 40:cbcbf6fc1421 60 for (int i = 0; i < MAX_ROOMS_MAP_X; i++) {
el17sm 40:cbcbf6fc1421 61 for (int j = 0; j < MAX_ROOMS_MAP_Y; j++) {
el17sm 40:cbcbf6fc1421 62 delete rooms[j][i];
el17sm 40:cbcbf6fc1421 63 }
el17sm 40:cbcbf6fc1421 64 }
el17sm 31:ab24d028ddfd 65 delete room_engine;
el17sm 31:ab24d028ddfd 66 delete player;
el17sm 31:ab24d028ddfd 67 }
el17sm 31:ab24d028ddfd 68 }
el17sm 31:ab24d028ddfd 69
el17sm 31:ab24d028ddfd 70 void game_loop()
el17sm 31:ab24d028ddfd 71 {
el17sm 31:ab24d028ddfd 72 while(1) { // Floor Loop
el17sm 31:ab24d028ddfd 73 for (int i = 0; i < MAX_ROOMS_MAP_X; i++) {
el17sm 31:ab24d028ddfd 74 for (int j = 0; j < MAX_ROOMS_MAP_Y; j++) {
el17sm 42:cdcda895cb1b 75 rooms[j][i] = new Room(0, 0);
el17sm 30:ec915d24d3e9 76 }
el17sm 30:ec915d24d3e9 77 }
el17sm 31:ab24d028ddfd 78
el17sm 31:ab24d028ddfd 79 // Rooms Generation
el17sm 31:ab24d028ddfd 80 while(1) { // Room Loop
el17sm 31:ab24d028ddfd 81 rooms[room_engine->get_room_y()][room_engine->get_room_x()]->load();
el17sm 31:ab24d028ddfd 82 room_engine->load(player, rooms[room_engine->get_room_y()][room_engine->get_room_x()]);
el17sm 31:ab24d028ddfd 83
el17sm 31:ab24d028ddfd 84 room_engine->entrance_scene(lcd, gamepad);
el17sm 31:ab24d028ddfd 85 while(room_engine->check_player_room_position() == INSIDE) { // Room actions
el17sm 31:ab24d028ddfd 86 room_engine->read_input(gamepad);
el17sm 31:ab24d028ddfd 87 room_engine->update();
el17sm 31:ab24d028ddfd 88 room_engine->render(lcd, gamepad);
el17sm 31:ab24d028ddfd 89 if (player->get_hp() <= 0) {
el17sm 31:ab24d028ddfd 90 goto gameover;
el17sm 29:6b8411bb040a 91 }
el17sm 29:6b8411bb040a 92 }
el17sm 31:ab24d028ddfd 93 room_engine->exit_scene(lcd, gamepad);
el17sm 31:ab24d028ddfd 94 rooms[room_engine->get_room_y()][room_engine->get_room_x()]->unload();
el17sm 31:ab24d028ddfd 95 player->delete_bullets();
el17sm 31:ab24d028ddfd 96 room_engine->update_current_room();
el17sm 31:ab24d028ddfd 97 }
el17sm 31:ab24d028ddfd 98 }
el17sm 31:ab24d028ddfd 99 gameover : {
el17sm 31:ab24d028ddfd 100 game_over();
el17sm 31:ab24d028ddfd 101 }
el17sm 31:ab24d028ddfd 102 }
el17sm 29:6b8411bb040a 103
el17sm 31:ab24d028ddfd 104 void game_over()
el17sm 31:ab24d028ddfd 105 {
el17sm 31:ab24d028ddfd 106 while(1){ // Game Over Screen Loop
el17sm 30:ec915d24d3e9 107 lcd.clear();
el17sm 30:ec915d24d3e9 108 lcd.setContrast(global_contrast);
el17sm 30:ec915d24d3e9 109 lcd.printString("Game Over", 0, 0);
el17sm 30:ec915d24d3e9 110 lcd.printString("Retry?", 0, 1);
el17sm 30:ec915d24d3e9 111 lcd.refresh();
el17sm 30:ec915d24d3e9 112 while(!gamepad.check_event(Gamepad::A_PRESSED)) {
el17sm 30:ec915d24d3e9 113 }
el17sm 30:ec915d24d3e9 114 wait(0.05);
el17sm 30:ec915d24d3e9 115 while(gamepad.check_event(Gamepad::A_PRESSED)) {
el17sm 30:ec915d24d3e9 116 }
el17sm 30:ec915d24d3e9 117 break;
el17sm 30:ec915d24d3e9 118 }
el17sm 10:1a3499f6b583 119 }