A rouge-like rpg, heavily inspired on the binding of isaac. Running on a FRDM-K64F Mbed board. C++.
Dependencies: mbed MotionSensor
main.cpp
- Committer:
- el17sm
- Date:
- 2019-04-23
- Revision:
- 11:63e54f6e7939
- Parent:
- 10:1a3499f6b583
- Child:
- 12:a1c1991835ca
File content as of revision 11:63e54f6e7939:
/* ELEC2645 Embedded Systems Project School of Electronic & Electrical Engineering University of Leeds Name: Steven Mahasin Username: el17sm Student ID Number: 201192939 Date: 11/04/2019 */ #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include "math.h" #include "sprites.h" #include "Entity.h" #include "Player.h" #include "Headless.h" N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); Gamepad gamepad; int counter = 0; bool entity_collision(Entity &a, Entity &b){ if (((b.get_pos_x() <= a.get_pos_x()) && (a.get_pos_x() <= b.get_pos_x() + b.get_hitbox_width() - 1)) || ((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))) { if (((b.get_pos_y() <= a.get_pos_y()) && (a.get_pos_y() <= b.get_pos_y() + b.get_hitbox_height() - 1)) || ((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))) { return true; } } return false; } bool entity_move_check_y(Entity *a, Entity *array[], int no_of_enemies, int current_entity){ for (int i = 0; i < no_of_enemies; i++){ if(i != current_entity){ 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)) || ((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))) { 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)) || ((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))) { return true; } } } } return false; } bool entity_move_check_x(Entity *a, Entity *array[], int no_of_enemies, int current_entity){ for (int i = 0; i < no_of_enemies; i++){ if(i != current_entity){ 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)) || ((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))) { 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)) || ((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))) { return true; } } } } return false; } int main() { lcd.init(); lcd.setContrast(0.45); gamepad.init(); while(1){ Player player(39, 27); const int no_of_enemies = 3; Entity *enemies[no_of_enemies]; Headless enemy1(20, 20); Headless enemy2(20, 30); Headless enemy3(60, 30); enemies[0] = &enemy1; enemies[1] = &enemy2; enemies[2] = &enemy3; while(1){ int pos_x = player.get_pos_x(); int pos_y = player.get_pos_y(); // Damage action for (int i = 0; i < no_of_enemies; i++){ if(entity_collision(player, *enemies[i])){ goto gameover; } }; // Player Movement Vector2D mapped_coord = gamepad.get_mapped_coord(); player.move(mapped_coord.x, mapped_coord.y); 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)); // Enemy Movement for (int i = 0; i < no_of_enemies; i++){ enemies[i]->update_prev_pos(); enemies[i]->move(pos_x, pos_y); }; for (int i = 0; i < no_of_enemies; i++){ enemies[i]->undo_move_x(entity_move_check_x(enemies[i], enemies, no_of_enemies, i)); enemies[i]->undo_move_y(entity_move_check_y(enemies[i], enemies, no_of_enemies, i)); }; // Entity Collision Detection // MiniMap Generation // MiniMap Screen Detection // Pause Detection if(gamepad.check_event(Gamepad::START_PRESSED)){ lcd.clear(); lcd.printString("Paused", 0, 0); lcd.refresh(); wait(0.05); while(gamepad.check_event(Gamepad::START_PRESSED)){ }; wait(0.05); while(!gamepad.check_event(Gamepad::START_PRESSED)){ }; wait(0.05); while(gamepad.check_event(Gamepad::START_PRESSED)){ }; } // screen update lcd.clear(); lcd.drawSprite(0,0,screen_height,screen_width,(int *)level_map[1]); lcd.drawSpriteTransparent(pos_x-player.get_offset_x(), pos_y-player.get_offset_y(), player.get_sprite_height(), player.get_sprite_width(), (int *)sprite_player[player.get_face()][(int)(player.get_moving()*(counter/5)%4)]); for (int i = 0; i < no_of_enemies; i++){ lcd.drawSpriteTransparent(enemies[i]->get_pos_x()-enemies[i]->get_offset_x(), enemies[i]->get_pos_y()-enemies[i]->get_offset_y(), enemies[i]->get_sprite_height(), enemies[i]->get_sprite_width(), (int *)sprite_headless[enemies[i]->get_face()][(int)(enemies[i]->get_moving()*(counter/5)%4)]); }; lcd.refresh(); wait_ms(1000/20); counter++; } gameover: lcd.clear(); lcd.printString("Game Over", 0, 0); lcd.printString("Retry?", 0, 1); lcd.refresh(); player.~Player(); for (int i = 0; i < no_of_enemies; i++){ enemies[i]->~Entity(); }; wait(0.05); while(!gamepad.check_event(Gamepad::A_PRESSED)){ }; wait(0.05); while(gamepad.check_event(Gamepad::A_PRESSED)){ }; }; }