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:
2019-05-05
Revision:
30:ec915d24d3e9
Parent:
29:6b8411bb040a
Child:
31:ab24d028ddfd

File content as of revision 30:ec915d24d3e9:

/*
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
*/

// Pre-Processor
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "math.h"
#include "sprites.h"
#include "Entity.h"
#include "Player.h"
#include "Headless.h"
#include "Snake.h"
#include "RoomEngine.h"
#include <time.h> 

#define INSIDE 4
#define MAX_ROOMS_MAP_X 11
#define MAX_ROOMS_MAP_Y 11

// Objects
N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
Gamepad gamepad;

// Prototypes
void render();

// Functions
int main()
{
    // Initialize
    float global_contrast = 0.5;
    lcd.init();
    lcd.setContrast(global_contrast); 
    gamepad.init();
    Room *rooms[MAX_ROOMS_MAP_Y][MAX_ROOMS_MAP_X];
    
    while(1) { // Gameloop
        int title_count = 0;
        int cursor_timer = 20;
        int title_option = 0;
        Player demo_player(5, 36);
        while(1){  // Title Screen Loop
            title_option = 0;
            while(!gamepad.check_event(Gamepad::A_PRESSED)){ 
                lcd.clear();
                lcd.drawSprite(11, 4, 15, 44, (int *)title_name_0);
                lcd.drawSpriteTransparent(19, 14, 17, 53, (int *)title_name_1);
                lcd.drawCircle(79, 7, 10, FILL_BLACK);
                lcd.drawCircle(81, 5, 8, FILL_WHITE);
                lcd.drawSprite(56, 6, 11, 5, (int *)star_sprite[abs(((title_count/20) % 7) - 3)]);
                lcd.drawSprite(12, 34, 8, 8, (int *)button_A_sprite);
                lcd.drawSprite(22, 37, 3, 2, (int *)arrow_left_sprite);
                lcd.drawSprite(59, 37, 3, 2, (int *)arrow_right_sprite);
                lcd.drawSprite(69, 31, 12, 6, (int *)sprite_player[(title_count/40) % 4][(title_count/10) % 4]);
                lcd.drawSprite(26, 35, 9, 32, (int *)title_options_sprite[title_option]);
                lcd.refresh();
                
                if ((gamepad.get_direction() == 3) && (cursor_timer > 20)) {    // Detect Joystick going right
                    cursor_timer = 0;
                    if (title_option >= 3) {
                        title_option = 0;
                    } else {
                        title_option++;
                    }
                } else if ((gamepad.get_direction() == 7) && (cursor_timer > 20)) { // Detect Joystick going left
                    cursor_timer = 0;
                    if (title_option <= 0) {
                        title_option = 3;
                    } else {
                        title_option--;
                    }
                }
                
                cursor_timer++;
                title_count++;
                wait_ms(1000/40); // 1s/framerate
            }
            while(gamepad.check_event(Gamepad::A_PRESSED)){}
            if(title_option == 0) {
                break;
            } else if (title_option == 1) {
                while(!gamepad.check_event(Gamepad::A_PRESSED)) {
                    global_contrast = gamepad.read_pot();
                    lcd.setContrast(global_contrast);
                    lcd.clear();
                    lcd.printString("Set contrast", 0, 0);
                    lcd.printString("using the", 0, 1);
                    lcd.printString("potentiometer", 0, 2);
                    demo_player.draw(lcd);
                    lcd.refresh();
                    demo_player.move(1, 0, (int *)level_map[0][0], (bool *)sprite_transparent_player);
                    demo_player.buttons(false, true, false, false);
                    demo_player.update_bullets((int *)level_map[0][0], (bool *)sprite_transparent_player);
                    if(demo_player.get_pos_x() >= 84){
                        demo_player.set_position(-6 ,demo_player.get_pos_y());
                    }
                    wait_ms(1000/40);
                }
                wait(0.05);
                while(gamepad.check_event(Gamepad::A_PRESSED)) {
                }
            } else if (title_option == 2) {
                lcd.clear();
                lcd.setContrast(global_contrast);
                lcd.printString("Made by:", 0, 0);
                lcd.printString("Steven Mahasin", 0, 1);
                lcd.printString("201192939", 0, 2);
                lcd.refresh();
                wait(0.05);
                while(!gamepad.check_event(Gamepad::A_PRESSED)) {
                }
                wait(0.05);
                while(gamepad.check_event(Gamepad::A_PRESSED)) {
                }
            } else if (title_option == 3) {
                
            }
        }
        demo_player.~Player();
        srand(title_count);
        Player player(39, 27);
        RoomEngine room_engine(global_contrast);
        
        while(1) {  // Floor Loop 
            for (int i = 0; i < MAX_ROOMS_MAP_X; i++) {
                for (int j = 0; j < MAX_ROOMS_MAP_Y; j++) {
                    rooms[j][i] = new Room(2);
                }
            }

            // Rooms Generation
            while(1) {  // Room Loop
                rooms[room_engine.get_room_y()][room_engine.get_room_x()]->load();
                room_engine.load(player, rooms[room_engine.get_room_y()][room_engine.get_room_x()]);
                
                room_engine.entrance_scene(lcd, gamepad);
                while(room_engine.check_player_room_position() == INSIDE) {  // Room actions
                    room_engine.read_input(gamepad);
                    room_engine.update();
                    room_engine.render(lcd, gamepad);
                    if  (player.get_hp() <= 0) {
                        goto gameover;
                    }
                }
                room_engine.exit_scene(lcd, gamepad);
                rooms[room_engine.get_room_y()][room_engine.get_room_x()]->unload();
                player.delete_bullets();
                room_engine.update_current_room();
            }
        }
        gameover : {
            while(1){   // Game Over Screen Loop
                lcd.clear();
                lcd.setContrast(global_contrast);
                lcd.printString("Game Over", 0, 0);
                lcd.printString("Retry?", 0, 1);
                lcd.refresh();
                wait(0.05);
                while(!gamepad.check_event(Gamepad::A_PRESSED)) {
                }
                wait(0.05);
                while(gamepad.check_event(Gamepad::A_PRESSED)) {
                }
                break;
            }
            room_engine.~RoomEngine();
            player.~Player();
        }
    }
}