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Dependencies: mbed MotionSensor
Revision 60:44ddfb791e2b, committed 2019-05-09
- Comitter:
- el17sm
- Date:
- Thu May 09 14:55:43 2019 +0000
- Parent:
- 59:fd4669864b67
- Commit message:
- Separated
Changed in this revision
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Bullets/Bullets.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,58 @@
+#include "Bullets.h"
+
+// Constructor
+Bullets::Bullets(float pos_x, float pos_y, int dir)
+{
+ _face = dir;
+ _hp = 1;
+
+ _hitbox.width = 3;
+ _hitbox.height = 3;
+
+ _position.x = pos_x;
+ _position.y = pos_y;
+
+ _sprite_size.width = 3;
+ _sprite_size.height = 3;
+ _sprite_size.offset_x = -1;
+ _sprite_size.offset_y = -4;
+}
+
+// Functions
+void Bullets::move(float speed, float unused, char * unused2, bool * unused3) // Moves regarding face(constant after constructed)
+{
+ if (_face == 0) {
+ _position.y -= speed;
+ } else if (_face == 1) {
+ _position.x += speed;
+ } else if (_face == 2) {
+ _position.y += speed;
+ } else if (_face == 3) {
+ _position.x -= speed;
+ }
+}
+
+void Bullets::draw(N5110 &lcd)
+{
+ lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+ _position.y+_sprite_size.offset_y,
+ _sprite_size.height,
+ _sprite_size.width,
+ (char *) bullets_sprite);
+}
+
+void Bullets::take_damage(int damage) // Taking damage, currently not used(has to be inherited, as well as useful for possible future use)
+{
+ _hp -= damage;
+}
+
+bool Bullets::out_of_bounds_check(char * map, bool * doorways) // Returns true when bullets exit map or collide with walls
+{
+ if (entity_to_map_collision_test(_position.x, _position.y, map, doorways)) {
+ return true;
+ }
+ if ((0 > _position.x) || (_position.x > 84) || (0 > _position.y) || (_position.y > 48)) {
+ return true;
+ }
+ return false;
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Bullets/Bullets.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,55 @@
+#ifndef BULLETS_H
+#define BULLETS_H
+#include "Entity.h"
+
+/**Bullets Class
+*@author Steven Mahasin
+*@brief Creates a Bullet which inherits the Entity class, this will be a created projectile by the player class
+*@date May 2019
+*/
+class Bullets : public Entity
+{
+
+public:
+ /** Constructor
+ * @brief creates a bullet at positions pos_x and pos_y travelling at face dir
+ * @param pos_x - initialise _position.x
+ * @param pos_y - initialise _position.y
+ * @param dir - initialise _face
+ */
+ Bullets(float pos_x, float pos_y, int dir);
+
+ // Functions
+ /**
+ * @brief function moves the bullet on it's face at a speed
+ * @param speed - the speed of the bullet
+ * @param unused - not used
+ * @param map - not used
+ * @param doorways - not used
+ */
+ virtual void move(float speed, float unused, char * map, bool * doorways);
+ /**
+ * @brief draws the bullet onto the screen
+ * @param lcd - the screen where the bullet is drawn
+ */
+ virtual void draw(N5110 &lcd);
+ /**
+ * @brief reduce _hp by damage
+ * @param damage - the amount of damage to be taken
+ */
+ virtual void take_damage(int damage);
+ /**
+ * @brief checks if the bullet is out of bounds (hit wall or out of screen)
+ * @param map - the 2d map array that dictates where there are walls or empty space
+ * @param doorways - an array that dictates which side of the wall has a doorway
+ * @returns true if bullet is out of bounds
+ */
+ bool out_of_bounds_check(char * map, bool * doorways);
+};
+
+const char bullets_sprite[3][3] = {{1,1,1},
+ {1,1,1},
+ {1,1,1}
+};
+
+#endif
\ No newline at end of file
--- a/Entity/Bosses/Skull/Skull.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,130 +0,0 @@
-#include "Skull.h"
-#include <complex>
-Skull::Skull(float pos_x, float pos_y)
-{
- _hp = 20;
- _attack = 1;
-
- _dash = false;
- _dash_counter = 0;
-
- _hitbox.width = 19;
- _hitbox.height = 9;
-
- _sprite_size.width = 21;
- _sprite_size.height = 23;
- _sprite_size.offset_x = -1;
- _sprite_size.offset_y = -14;
-
- _shadow.width = 19;
- _shadow.height = 5;
- _shadow.offset_x = 0;
- _shadow.offset_y = 5;
-
- _position.x = pos_x;
- _position.y = pos_y;
- update_prev_pos();
-
- _frame.count = 0;
- _frame.number = 0;
- _frame.max = 2;
- _face = 2;
-
- _velocity = 0.2;
- _hp_drop_chance = 0;
-}
-
-void Skull::move(float player_x, float player_y, char * map, bool * doorways)
-{
- if (_dash_counter < DASH_DELAY) { // Approaching Movement
- approaching_movement(player_x, player_y);
- } else if (_dash_counter < DASH_DELAY + 28){ // Dashing movement; const 28 = 4(velocity_index_increment_delay) * 7 (length of the velocity_pattern)
- dash_movement();
- } else {
- _dash_counter = 0;
- _velocity = 0.2;
- }
- undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
- undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
-
- _dash_counter++;
- increment_frames();
-}
-
-void Skull::approaching_movement(float player_x, float player_y)
-{
- _dash = false;
- std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y); // defining difference in position as a vector for simplicity, similar to Headless
- _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
- _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
- // Setting Face
- if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
- if (pos_diff.real() > 0) {
- _face = 1;
- } else {
- _face = 3;
- }
- } else {
- if (pos_diff.imag() > 0) {
- _face = 2;
- } else {
- _face = 0;
- }
- }
-}
-
-void Skull::dash_movement() // Changes velocity over time using the velocity pattern
-{
- _dash = true;
- _velocity = skull_velocity_pattern[(int)((_dash_counter - DASH_DELAY)/4)];
- if (_face == 0){
- _position.y -= _velocity;
- } else if (_face == 1){
- _position.x += _velocity;
- } else if (_face == 2){
- _position.y += _velocity;
- } else if (_face == 3){
- _position.x -= _velocity;
- }
-}
-
-void Skull::draw(N5110 &lcd)
-{
- update_offsets();
- lcd.drawSpriteTransparent(_position.x+_shadow.offset_x,
- _position.y+_shadow.offset_y,
- _shadow.height,
- _shadow.width,
- (char *)skull_shadow_sprite[_frame.number]);
- lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
- _position.y+_sprite_size.offset_y,
- _sprite_size.height,
- _sprite_size.width,
- (char *)skull_sprite[_face][_dash]);
-}
-
-void Skull::take_damage(int damage)
-{
- _hp -= 1;
-}
-
-// Methods
-
-void Skull::increment_frames()
-{
- if (_frame.number < _frame.max) {
- _frame.count++;
- } else {
- _frame.count = 0;
- }
- _frame.number = (_frame.count/20) % _frame.max;
-}
-
-void Skull::update_offsets() // Animates the shadows by offsetting the skull from the shadow periodically
-{
- if (_frame.number == 0) {
- _sprite_size.offset_y = -14;
- } else if (_frame.number == 1) {
- _sprite_size.offset_y = -15;
- }
-}
\ No newline at end of file
--- a/Entity/Bosses/Skull/Skull.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,309 +0,0 @@
-#ifndef SKULL_H
-#define SKULL_H
-#include "Entity.h"
-#define DASH_DELAY 120
-
-/**Skull Class
-*@author Steven Mahasin
-*@brief Creates a Skull which inherits the Entity class, this is currently the only boss in the game.
-*@date May 2019
-*/
-class Skull : public Entity {
-private:
- // Member Variables
- /**
- * @brief the shadow of Skull has a separate size and offset, so it has to have such member variable
- */
- SpriteSize _shadow;
- /**
- * @brief a status of wether the skull is dashing
- */
- bool _dash;
- /**
- * @brief a counter to let the skull dash periodically
- */
- int _dash_counter;
- /**
- * @brief an index to choose which velocity the Skull currently has when dashing
- */
- int _velocity_index;
-
- // Member Functions
- /**
- * @brief increase _frame.count which increases _frame.number to animate skull
- */
- void increment_frames();
- /**
- * @brief updates the offset of the skull so that it floats up and down periodically above the shadow (purely graphical)
- */
- void update_offsets();
- /**
- * @brief moves the skull towards the player, similar to headless
- * @param player_x - player x-position
- * @param player_y - player y-position
- */
- void approaching_movement(float player_x, float player_y);
- /**
- * @brief moves the skull in a dashing manner
- */
- void dash_movement();
-
-public:
- // Constructor
- Skull(float pos_x, float pos_y);
-
- // Functions
- /**
- * @brief calls the function and conditions to move (both dashing and approaching)
- * @param x_value - player x-position
- * @param y_value - player y-position
- * @param map - the 2d map array that dictates where there are walls or empty space
- * @param doorways - an array that dictates which side of the wall has a doorway
- */
- virtual void move(float x_value, float y_value, char * map, bool * doorways); // movement control and miscellaneous updates
- /**
- * @brief reduce _hp by damage
- * @param damage - the amount of damage to be taken
- */
- virtual void take_damage(int);
- /**
- * @brief a function of drawing the skull onto the screen
- * @param lcd - the screen where the skull is drawn on
- */
- virtual void draw(N5110 &lcd);
-};
-
-const float skull_velocity_pattern[7] = {0, 0, 0, 0.8, 1.6, 2};
-
-const char skull_sprite[4][2][23][21] = //skull_sprite[Face][mouthclose/mouthopen][Size_Y][Size_X]
-{
- { // Up
- {
- {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
- {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
- {0,0,0,1,1,2,1,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
- {0,0,1,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,1,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,1,0},
- {0,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,2,2,1,0},
- {0,1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0},
- {1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,1},
- {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
- {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
- {0,0,1,2,1,1,1,1,1,2,2,2,1,1,1,1,1,2,1,0,0},
- {0,0,1,2,2,1,1,1,2,2,2,2,2,1,1,1,2,2,1,0,0},
- {0,0,0,1,2,2,1,1,1,2,2,2,1,1,1,2,2,1,0,0,0},
- {0,0,0,0,1,2,2,1,1,1,1,1,1,1,2,2,1,0,0,0,0},
- {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
- {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- },
- {
- {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
- {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
- {0,0,0,1,1,2,1,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
- {0,0,1,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,1,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,1,0},
- {0,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,2,2,1,0},
- {0,1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0},
- {1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
- {1,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,1},
- {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
- {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
- {0,0,1,2,1,1,1,1,1,2,2,2,1,1,1,1,1,2,1,0,0},
- {0,0,1,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,1,0,0},
- {0,0,1,2,2,1,1,1,1,2,2,2,1,1,1,1,2,2,1,0,0},
- {0,0,0,1,2,2,1,1,1,1,1,1,1,1,1,2,2,1,0,0,0},
- {0,0,0,0,1,2,1,1,1,1,1,1,1,1,1,2,1,0,0,0,0},
- {0,0,0,0,0,1,2,2,1,1,1,1,1,2,2,1,0,0,0,0,0},
- {0,0,0,0,0,0,1,1,2,2,2,2,2,1,1,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0},
- }
- },
- { // Right
- {
- {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},
- {0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0},
- {0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {1,2,2,2,2,1,2,2,2,2,2,2,1,1,1,2,1,2,2,1,0},
- {1,2,2,2,2,2,1,2,2,2,2,1,1,1,1,1,1,2,2,1,0},
- {1,2,2,2,2,1,1,1,2,2,2,1,1,1,2,2,1,1,2,1,0},
- {1,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,1,1,2,1,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,1,0},
- {0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,0,0,0,0,1,2,2,2,2,1,2,2,2,2,2,2,1,1,0,0},
- {0,0,0,0,0,0,1,2,2,2,1,1,2,1,2,2,2,1,1,0,0},
- {0,0,0,0,0,0,1,2,2,2,2,1,1,1,1,1,2,2,1,0,0},
- {0,0,0,0,0,0,1,1,2,2,2,2,2,1,2,1,1,1,1,0,0},
- {0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,1,2,1,0,0,0},
- {0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,1,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,2,1,1,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- },
- {
- {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},
- {0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0},
- {0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {1,2,2,2,2,1,2,2,2,2,2,2,1,1,1,2,1,2,2,1,0},
- {1,2,2,2,2,2,1,2,2,2,2,1,1,1,1,1,1,2,2,1,0},
- {1,2,2,2,2,1,1,1,2,2,2,1,1,1,1,2,1,1,2,1,0},
- {1,2,2,2,1,1,1,1,2,2,2,2,1,1,1,1,1,1,2,1,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,1,0},
- {0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,0},
- {0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0},
- {0,0,0,0,0,0,1,2,2,1,1,1,2,2,2,2,2,1,1,0,0},
- {0,0,0,0,0,0,1,2,2,2,1,1,1,2,1,2,2,2,1,0,0},
- {0,0,0,0,0,0,1,2,2,2,2,1,0,1,2,1,1,2,1,0,0},
- {0,0,0,0,0,0,1,2,2,2,2,1,0,1,0,0,0,1,0,0,0},
- {0,0,0,0,0,0,0,1,2,2,2,2,1,2,1,1,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,1,1,2,2,2,2,1,2,1,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,1,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,1,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0},
- }
- },
- { // Down
- {
- {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
- {0,0,0,0,0,1,1,2,2,2,2,1,1,2,1,1,0,0,0,0,0},
- {0,0,0,1,1,2,2,2,2,2,2,2,1,1,2,2,1,1,0,0,0},
- {0,0,1,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,1,0,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,1,0},
- {0,1,2,2,2,2,2,1,2,2,2,2,2,1,2,2,2,2,2,1,0},
- {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
- {1,2,2,1,1,1,2,1,2,2,2,2,2,1,2,1,1,1,2,2,1},
- {1,2,2,1,1,2,2,2,1,2,2,2,1,2,2,2,1,1,2,2,1},
- {1,2,2,1,1,2,2,1,2,2,2,2,2,1,2,2,1,1,2,2,1},
- {1,2,2,2,1,1,1,2,2,2,1,2,2,2,1,1,1,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,1},
- {1,2,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,1,2,1},
- {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
- {0,1,2,2,1,1,1,2,1,2,1,2,1,2,1,1,1,2,2,1,0},
- {0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0,0},
- {0,0,1,2,2,1,1,2,1,2,1,2,1,2,1,1,2,2,1,0,0},
- {0,0,0,1,2,2,1,2,2,2,2,2,2,2,1,2,2,1,0,0,0},
- {0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0,0},
- {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
- {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- },
- {
- {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
- {0,0,0,0,0,1,1,2,2,2,2,1,1,2,1,1,0,0,0,0,0},
- {0,0,0,1,1,2,2,2,2,2,2,2,1,1,2,2,1,1,0,0,0},
- {0,0,1,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,1,0,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,1,0},
- {0,1,2,2,2,2,2,1,2,2,2,2,2,1,2,2,2,2,2,1,0},
- {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
- {1,2,2,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1},
- {1,2,2,1,1,1,2,1,1,2,2,2,1,1,2,1,1,1,2,2,1},
- {1,2,2,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1},
- {1,2,2,2,1,1,1,2,2,2,1,2,2,2,1,1,1,2,2,2,1},
- {1,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,1},
- {1,2,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,1,2,1},
- {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
- {0,1,2,2,1,1,1,2,2,2,2,2,2,2,1,1,1,2,2,1,0},
- {0,0,1,2,1,1,1,2,1,2,1,2,1,2,1,1,1,2,1,0,0},
- {0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0,0},
- {0,0,1,2,2,1,1,1,1,1,1,1,1,1,1,1,2,2,1,0,0},
- {0,0,0,1,2,2,1,1,1,1,1,1,1,1,1,2,2,1,0,0,0},
- {0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,0,0,0,0},
- {0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,1,0,0,0,0,0},
- {0,0,0,0,0,0,1,1,2,2,2,2,2,1,1,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0},
- }
- },
- { // Left
- {
- {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
- {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
- {0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
- {0,0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,1,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
- {1,2,2,1,2,1,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0},
- {1,2,2,1,1,1,1,1,1,2,2,2,2,1,2,2,2,2,2,1,0},
- {1,2,1,1,2,2,1,1,1,2,2,2,1,1,1,2,2,2,2,1,0},
- {1,2,1,1,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,1,0},
- {1,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,0,0,0},
- {0,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0,0,0,0,0,0},
- {0,1,1,2,2,2,1,2,1,1,2,2,2,1,0,0,0,0,0,0,0},
- {0,1,2,2,1,1,1,1,1,2,2,2,2,1,0,0,0,0,0,0,0},
- {0,1,1,1,1,2,1,2,2,2,2,2,1,1,0,0,0,0,0,0,0},
- {0,0,1,2,1,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0},
- {0,0,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0},
- {0,0,1,1,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- },
- {
- {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
- {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
- {0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
- {0,0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,1,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
- {1,2,2,1,2,1,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0},
- {1,2,2,1,1,1,1,1,1,2,2,2,2,1,2,2,2,2,2,1,0},
- {1,2,1,1,2,1,1,1,1,2,2,2,1,1,1,2,2,2,2,1,0},
- {1,2,1,1,1,1,1,1,2,2,2,2,1,1,1,1,2,2,2,1,0},
- {1,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
- {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,0,0,0},
- {0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0,0,0,0},
- {0,1,1,2,2,2,2,2,1,1,1,2,2,1,0,0,0,0,0,0,0},
- {0,1,2,2,2,1,2,1,1,1,2,2,2,1,0,0,0,0,0,0,0},
- {0,1,2,1,1,0,1,0,1,2,2,2,2,1,0,0,0,0,0,0,0},
- {0,0,1,0,0,0,1,0,1,2,2,2,2,1,0,0,0,0,0,0,0},
- {0,0,0,0,1,1,2,1,2,2,2,2,1,0,0,0,0,0,0,0,0},
- {0,0,0,1,2,1,2,2,2,2,1,1,0,0,0,0,0,0,0,0,0},
- {0,0,1,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,1,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- }
- },
-
-};
-
-const char skull_shadow_sprite[2][5][19] =
-{
- {
- {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0},
- {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
- {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0}
- },
- {
- {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
- {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
- {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
- {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
- {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0}
- }
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Collectibles/Health/Health.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,37 +0,0 @@
-#include "Health.h"
-
-Health::Health(float pos_x, float pos_y)
-{
- _hp = 1;
- _attack = -1;
-
- _hitbox.width = 7;
- _hitbox.height = 7;
-
- _position.x = pos_x;
- _position.y = pos_y;
-
- _sprite_size.width = 7;
- _sprite_size.height = 7;
- _sprite_size.offset_x = 0;
- _sprite_size.offset_y = 0;
-}
-
-void Health::move(float unused, float unused1, char * unused2, bool * unused3) // Health doesnt move, only typed out since the virtual function is pure
-{
-
-}
-
-void Health::draw(N5110 &lcd)
-{
- lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
- _position.y+_sprite_size.offset_y,
- _sprite_size.height,
- _sprite_size.width,
- (char *) health_sprite);
-}
-
-void Health::take_damage(int damage)
-{
- _hp -= damage;
-}
\ No newline at end of file
--- a/Entity/Collectibles/Health/Health.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,51 +0,0 @@
-#ifndef HEALTH_H
-#define HEALTH_H
-#include "Entity.h"
-
-/**Health Class
-*@author Steven Mahasin
-*@brief Creates a Health which inherits the Entity class, this is a collectible entity that the player interracts with to gain health points.
-*@date May 2019
-*/
-class Health : public Entity
-{
-public:
- /** Constructor
- * @brief creates a heart that heals when picked up
- * @param pos_x @details initialise _position.x
- * @param pos_y @details initialise _position.y
- */
- Health(float pos_x, float pos_y);
-
- // Functions
- /**
- * @brief just because entity has a pure virtual function move, the function is of no use in health as it does not move
- * @param unused @details not used
- * @param unused1 @details not used
- * @param unused2 @details not used
- * @param unused3 @details not used
- */
- virtual void move(float unused, float unused1, char *unused2, bool *unused3);
- /**
- * @brief reduce _hp by damage
- * @param damage @details the amount of damage to be taken
- */
- virtual void take_damage(int damage);
- /**
- * @brief a virtual function of drawing the health onto the screen
- * @param lcd - the screen where the health is drawn on
- */
- virtual void draw(N5110 &lcd);
-};
-
-const char health_sprite[7][7] = {
- {0,1,1,0,1,1,0},
- {1,1,1,1,1,1,1},
- {1,0,1,1,1,1,1},
- {1,0,1,1,1,1,1},
- {0,1,0,1,1,1,0},
- {0,0,1,1,1,0,0},
- {0,0,0,1,0,0,0}
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Mobs/Headless/Headless.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,79 +0,0 @@
-#include "Headless.h"
-#include "math.h"
-#include <complex>
-
-Headless::Headless(float pos_x, float pos_y)
-{
- _hp = 4;
- _attack = 1;
- _face = 0;
- _hp_drop_chance = 10; // out of 100
-
- _hitbox.width = 6;
- _hitbox.height = 5;
-
- _position.x = pos_x;
- _position.y = pos_y;
-
- _sprite_size.width = 6;
- _sprite_size.height = 9;
- _sprite_size.offset_x = 0;
- _sprite_size.offset_y = -4;
-
- _frame.count = 0;
- _frame.number = 0;
- _frame.max = 4;
-
- _velocity = 0.25;
-}
-
-void Headless::move(float player_x, float player_y, char * map, bool * doorways)
-{
- std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y); // Defining difference in position as a vector for simplicity (magnitude is hard to calculate)
- _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
- _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
- // Setting face
- if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
- if (pos_diff.real() > 0) { _face = 1;
- } else { _face = 3;
- }
- } else {
- if (pos_diff.imag() > 0) { _face = 2;
- } else { _face = 0;
- }
- }
- // Wall Collision
- undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
- undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
- // Animation
- increment_frame();
-}
-
-void Headless::increment_frame()
-{
- if (_frame.number < _frame.max) {
- _frame.count++;
- } else {
- _frame.count = 0;
- }
- _frame.number = (_frame.count/16) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 16 is the number of frames per sprite-frame
-}
-
-void Headless::draw(N5110 &lcd)
-{
- lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
- _position.y+_sprite_size.offset_y,
- _sprite_size.height,
- _sprite_size.width,
- get_frame());
-}
-
-void Headless::take_damage(int damage)
-{
- _hp -= damage;
-}
-
-char * Headless::get_frame() // Returns the corresponding frame
-{
- return (char *) sprite_headless[_face][_frame.number];
-}
\ No newline at end of file
--- a/Entity/Mobs/Headless/Headless.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,245 +0,0 @@
-#ifndef HEADLESS_H
-#define HEADLESS_H
-#include "Entity.h"
-
-/**Headless Class
-*@author Steven Mahasin
-*@brief Creates a Headless which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
-*@date May 2019
-*/
-class Headless : public Entity
-{
-
-public:
- /** Constructor
- * @brief creates a headless at positions pos_x and pos_y
- * @param pos_x @details initialise _position.x
- * @param pos_y @details initialise _position.y
- */
- Headless(float pos_x, float pos_y);
-
- // Functions
- /**
- * @brief function moves the headless towards the player
- * @param x_value - player x-position
- * @param y_value - player y-position
- * @param map - the 2d map array that dictates where there are walls or empty space
- * @param doorways - an array that dictates which side of the wall has a doorway
- */
- virtual void move(float player_x, float player_y, char * map, bool * doorways);
- /**
- * @brief reduce _hp by damage
- * @param damage @details the amount of damage to be taken
- */
- virtual void take_damage(int damage);
- /**
- * @brief a virtual function of drawing the headless onto the screen
- * @param lcd @details the screen where the headless is drawn on
- */
- virtual void draw(N5110 &lcd);
-
-private:
- // Methods
- /**
- * @brief gets the sprite array
- * @return char pointer array of the corresponding snake sprite frame
- */
- char * get_frame();
- /**
- * @brief increase _frame.count which increases _frame.number to animate snake
- */
- void increment_frame();
-};
-
-const char sprite_headless[4][4][9][6] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
- {
- // Up
- {
- {0,0,0,0,0,0,},
- {1,0,0,0,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,}
- },
- {
- {0,0,0,0,0,0,},
- {0,0,0,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,},
- {0,0,0,0,1,0,}
- },
- {
- {0,0,0,0,1,0,},
- {0,0,1,0,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,}
- },
- {
- {0,1,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,0,0,}
- }
- },
- {
- // Right
- {
- {0,0,0,0,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,1,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,1,0,0,}
- },
- {
- {0,1,0,0,0,0,},
- {0,0,0,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,1,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,0,1,0,},
- {0,0,1,0,1,0,},
- {0,1,0,0,0,1,}
- },
- {
- {0,0,0,0,1,0,},
- {0,0,0,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,1,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,1,0,0,}
- },
- {
- {0,0,0,0,0,0,},
- {0,0,0,0,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,1,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,0,1,0,},
- {0,0,1,0,1,0,},
- {0,1,0,0,0,1,}
- }
- },
- {
- // Down
- {
- {0,0,0,0,0,0,},
- {1,0,0,0,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,}
- },
- {
- {0,0,0,0,0,0,},
- {0,0,0,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,},
- {0,0,0,0,1,0,}
- },
- {
- {0,0,0,0,1,0,},
- {0,0,1,0,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,}
- },
- {
- {0,1,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,0,0,}
- }
- },
- {
- // Left
- {
- {0,0,0,0,0,0,},
- {0,0,0,1,0,0,},
- {0,0,1,1,0,0,},
- {1,1,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,0,0,},
- {0,0,0,1,0,0,},
- {0,0,1,1,0,0,}
- },
- {
- {0,0,0,0,1,0,},
- {0,0,1,0,0,0,},
- {0,0,1,1,0,0,},
- {1,1,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,1,0,0,},
- {0,1,0,1,0,0,},
- {1,0,0,0,1,0,}
- },
- {
- {0,1,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,1,1,0,0,},
- {1,1,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,0,0,},
- {0,0,0,1,0,0,},
- {0,0,1,1,0,0,}
- },
- {
- {0,0,0,0,0,0,},
- {1,0,0,0,0,0,},
- {0,0,1,1,0,0,},
- {1,1,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,1,0,0,},
- {0,1,0,1,0,0,},
- {1,0,0,0,1,0,}
- }
- }
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Mobs/Snake/Snake.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,153 +0,0 @@
-#include "Snake.h"
-#include "math.h"
-#include <complex>
-
-// Constructor
-Snake::Snake(float pos_x, float pos_y)
-{
- _hp = 4;
- _attack = 1;
- _face = 0;
- _prev_face = 0;
- _hp_drop_chance = 10; // out of 100
-
- _hitbox.width = 4;
- _hitbox.height = 7;
-
- _position.x = pos_x;
- _position.y = pos_y;
-
- _sprite_size.width = 6;
- _sprite_size.height = 12;
- _sprite_size.offset_x = -1;
- _sprite_size.offset_y = -6;
-
- _frame.count = 0;
- _frame.number = 0;
- _frame.max = 6;
-
- _velocity = 0;
- _velocity_index = 0;
-}
-// Member Function
-void Snake::update_prev_face()
-{
- _prev_face = _face;
-}
-
-// Member Mutator
-void Snake::update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame) // Offset, Hitbox and Frame Count update
-{
- if (_prev_face != _face) {
- _frame.number = 0; // Resets animation everytime face changes
- _hitbox.width = _hitbox_width;
- _hitbox.height = _hitbox_height;
-
- _sprite_size.width = _sprite_size_width;
- _sprite_size.height = _sprite_size_height;
- _sprite_size.offset_x = _sprite_size_offset_x;
- _sprite_size.offset_y = _sprite_size_offset_y;
-
- _frame.max = max_frame;
- }
-}
-
-// Functions
-void Snake::move(float player_x, float player_y, char * map, bool * doorways)
-{
- float diff_x = player_x - _position.x;
- float diff_y = player_y - _position.y;
- _velocity = snake_velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
- update_prev_face();
-
- // Setting Face
- update_face(diff_x, diff_y);
-
- // Movement
- move_snake(); // Movement and updating _hitboxes
-
- undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
- undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
-
- increment_frame();
-}
-
-void Snake::update_face(float diff_x, float diff_y) // Depending on the displacement of player from snake, after a full slither effect, change the face
-{
- if (_velocity_index == 0) {
- if (abs(diff_x) > abs(diff_y)) {
- if (diff_x > 0) {
- _face = 1;
- } else {
- _face = 3;
- }
- } else {
- if (diff_y > 0) {
- _face = 2;
- } else {
- _face = 0;
- }
- }
- }
-}
-
-void Snake::move_snake() // Moves the Snake according to velocity, updates the _hitboxes everytime it changes face
-{
- if (_face == 0) {
- _position.y -= _velocity;
- update_hitbox(4, 7, 6, 12, -1, -6, 6);
- } else if (_face == 1) {
- _position.x += _velocity;
- update_hitbox(7, 4, 12, 7, -6, -4, 4);
- } else if (_face == 2) {
- _position.y += _velocity;
- update_hitbox(4, 7, 6, 12, -1, -5, 6);
- } else if (_face == 3) {
- _position.x -= _velocity;
- update_hitbox(7, 4, 12, 7, 0, -4, 4);
- }
-}
-
-void Snake::increment_frame() // Frame increment and velocity index increment
-{
- _frame.count++;
- if (_frame.count >= 10) { // Every 10 frames, sprite_frames increments and velocity_index increments
- _frame.count = 0;
- _velocity_index++;
- _frame.number++;
- if (_velocity_index >= 6) { // Velocity_index max; reset
- _velocity_index = 0;
- }
- if (_frame.number >= _frame.max) { // Frame.number max; reset
- _frame.number = 0;
- }
- }
-}
-
-void Snake::take_damage(int damage)
-{
- _hp -= damage;
-}
-
-char * Snake::get_frame() // Returns the frame needed
-{
- if(_face == 0) {
- return (char *) sprite_snake_y[0][_frame.number];
- } else if(_face == 1) {
- return (char *) sprite_snake_x[0][_frame.number];
- } else if(_face == 2) {
- return (char *) sprite_snake_y[1][_frame.number];
- } else if(_face == 3) {
- return (char *) sprite_snake_x[1][_frame.number];
- }
- return 0;
-}
-
-void Snake::draw(N5110 &lcd)
-{
- lcd.drawSpriteTransparent(get_pos_x()+_sprite_size.offset_x,
- get_pos_y()+_sprite_size.offset_y,
- _sprite_size.height,
- _sprite_size.width,
- get_frame());
-}
\ No newline at end of file
--- a/Entity/Mobs/Snake/Snake.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,352 +0,0 @@
-#ifndef SNAKE_H
-#define SNAKE_H
-#include "Entity.h"
-
-/**Snake Class
-*@author Steven Mahasin
-*@brief Creates a Snake which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
-*@date May 2019
-*/
-class Snake : public Entity
-{
-
-public:
- /** Constructor
- * @brief creates a snake at positions pos_x and pos_y
- * @param pos_x - initialise _position.x
- * @param pos_y - initialise _position.y
- */
- Snake(float pos_x, float pos_y);
-
- // Functions
- /**
- * @brief calls the movement functions to move the snake in the desired way
- * @param x_value @details player's x-position
- * @param y_value @details player's y-position
- * @param map @details the 2d map array that dictates where there are walls or empty space
- * @param doorways @details an array that dictates which side of the wall has a doorway
- */
- virtual void move(float x_value, float y_value, char * map, bool * doorways);
- /**
- * @brief reduce hp by damage
- * @param damage @details the amount of damage to be taken
- */
- virtual void take_damage(int damage);
- /**
- * @brief a virtual function of drawing the snake onto the screen
- * @param lcd @details the screen where the snake is drawn on
- */
- virtual void draw(N5110 &lcd);
-
-private:
- // Member Function
- /**
- * @brief updates _prev_face into _face
- */
- void update_prev_face();
- /**
- * @brief gets the sprite array
- * @return char pointer array of the corresponding snake sprite frame
- */
- char * get_frame();
- /**
- * @brief changes the face everytime the snake finish slithering, towards the player
- * @param diff_x @details the difference between the player x-position and the snake x-position
- * @param diff_y @details the difference between the player y-position and the snake y-position
- */
- void update_face(float diff_x, float diff_y);
- /**
- * @brief function moves the snake in a slither effect
- */
- void move_snake();
- /**
- * @brief increase _frame.count which increases _frame.number to animate snake
- */
- void increment_frame();
-
- // Member Mutator
- /**
- * @brief updates the hitbox status and sprite status of the snake since different face has unique hitbox and sprite status
- * @param _hitbox_width @details the width of the hitbox
- * @param _hitbox_height @details the height of the hitbox
- * @param _sprite_size_width @details the width of the sprite
- * @param _sprite_size_height @details the height of the sprite
- * @param _sprite_size_offset_x @details the x-offset of the sprite to the hitbox
- * @param _sprite_size_offset_y @details the y-offset of the sprite to the hitbox
- * @param max_frame @details the maximum number of frames for animation
- */
- void update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame);
-
- // Member Variable
- /**
- * @brief an index to choose which velocity the snake currently has, this is to add the slither effect
- */
- int _velocity_index;
- /**
- * @brief the previous face of the snake, to detect change in snake's face
- */
- int _prev_face;
-
-};
-
-const float snake_velocity_pattern[6] = {0, 0.15, 0.25, 0.5, 0.1, -0.1};
-
-const char sprite_snake_x[2][4][7][12] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
- {
- // Right
- {
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,2,1,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {0,0,0,0,0,0,0,1,1,1,0,0,},
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,1,1,1,1,0,1,1,1,1,0,},
- {1,1,1,0,1,1,1,1,1,1,0,0,},
- },
- {
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,2,1,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {0,0,0,0,0,0,0,1,1,1,0,0,},
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,1,1,1,1,0,1,1,1,1,1,0,},
- {1,0,0,1,1,1,1,1,1,1,0,0,},
- },
- {
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,2,1,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {0,0,0,0,0,0,0,1,1,1,0,0,},
- {1,0,0,0,0,0,0,0,1,1,1,0,},
- {0,1,0,0,1,1,1,1,1,1,1,0,},
- {0,0,1,1,1,0,1,1,1,1,0,0,},
- },
- {
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,2,1,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {0,0,0,0,0,0,0,1,1,1,0,0,},
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {1,1,0,1,1,1,1,1,1,1,1,0,},
- {0,0,1,1,0,1,1,1,1,1,0,0,},
- }
- },
- {
- // Left
- {
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {1,2,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {0,1,1,1,1,0,1,1,1,1,0,0,},
- {0,0,1,1,1,1,1,1,0,1,1,1,},
- },
- {
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {1,2,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {0,1,1,1,1,1,0,1,1,1,1,0,},
- {0,0,1,1,1,1,1,1,1,0,0,1,},
- },
- {
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {1,2,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,1,},
- {0,1,1,1,1,1,1,1,0,0,1,0,},
- {0,0,1,1,1,1,0,1,1,1,0,0,},
- },
- {
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {1,2,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {0,1,1,1,1,1,1,1,1,0,1,1,},
- {0,0,1,1,1,1,1,0,1,1,0,0,},
- }
- }
-};
-
-const char sprite_snake_y[2][6][12][6] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
- {
- // Up
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,0,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,0,1,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,0,1,0,},
- {0,0,0,1,0,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,0,1,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,0,0,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,0,0,},
- {0,0,1,0,0,0,},
- }
- },
- {
- // Down
- {
- {0,0,0,0,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,0,1,1,0,0,},
- {0,1,0,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,0,1,0,0,0,},
- {0,1,0,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,1,0,0,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,0,1,1,0,0,},
- {0,0,0,0,1,0,},
- {0,0,0,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- },
- {
- {0,0,0,1,0,0,},
- {0,0,0,0,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,0,0,0,},
- {0,1,1,0,0,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- }
- }
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Player/Bullets/Bullets.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,58 +0,0 @@
-#include "Bullets.h"
-
-// Constructor
-Bullets::Bullets(float pos_x, float pos_y, int dir)
-{
- _face = dir;
- _hp = 1;
-
- _hitbox.width = 3;
- _hitbox.height = 3;
-
- _position.x = pos_x;
- _position.y = pos_y;
-
- _sprite_size.width = 3;
- _sprite_size.height = 3;
- _sprite_size.offset_x = -1;
- _sprite_size.offset_y = -4;
-}
-
-// Functions
-void Bullets::move(float speed, float unused, char * unused2, bool * unused3) // Moves regarding face(constant after constructed)
-{
- if (_face == 0) {
- _position.y -= speed;
- } else if (_face == 1) {
- _position.x += speed;
- } else if (_face == 2) {
- _position.y += speed;
- } else if (_face == 3) {
- _position.x -= speed;
- }
-}
-
-void Bullets::draw(N5110 &lcd)
-{
- lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
- _position.y+_sprite_size.offset_y,
- _sprite_size.height,
- _sprite_size.width,
- (char *) bullets_sprite);
-}
-
-void Bullets::take_damage(int damage) // Taking damage, currently not used(has to be inherited, as well as useful for possible future use)
-{
- _hp -= damage;
-}
-
-bool Bullets::out_of_bounds_check(char * map, bool * doorways) // Returns true when bullets exit map or collide with walls
-{
- if (entity_to_map_collision_test(_position.x, _position.y, map, doorways)) {
- return true;
- }
- if ((0 > _position.x) || (_position.x > 84) || (0 > _position.y) || (_position.y > 48)) {
- return true;
- }
- return false;
-}
\ No newline at end of file
--- a/Entity/Player/Bullets/Bullets.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,55 +0,0 @@
-#ifndef BULLETS_H
-#define BULLETS_H
-#include "Entity.h"
-
-/**Bullets Class
-*@author Steven Mahasin
-*@brief Creates a Bullet which inherits the Entity class, this will be a created projectile by the player class
-*@date May 2019
-*/
-class Bullets : public Entity
-{
-
-public:
- /** Constructor
- * @brief creates a bullet at positions pos_x and pos_y travelling at face dir
- * @param pos_x - initialise _position.x
- * @param pos_y - initialise _position.y
- * @param dir - initialise _face
- */
- Bullets(float pos_x, float pos_y, int dir);
-
- // Functions
- /**
- * @brief function moves the bullet on it's face at a speed
- * @param speed - the speed of the bullet
- * @param unused - not used
- * @param map - not used
- * @param doorways - not used
- */
- virtual void move(float speed, float unused, char * map, bool * doorways);
- /**
- * @brief draws the bullet onto the screen
- * @param lcd - the screen where the bullet is drawn
- */
- virtual void draw(N5110 &lcd);
- /**
- * @brief reduce _hp by damage
- * @param damage - the amount of damage to be taken
- */
- virtual void take_damage(int damage);
- /**
- * @brief checks if the bullet is out of bounds (hit wall or out of screen)
- * @param map - the 2d map array that dictates where there are walls or empty space
- * @param doorways - an array that dictates which side of the wall has a doorway
- * @returns true if bullet is out of bounds
- */
- bool out_of_bounds_check(char * map, bool * doorways);
-};
-
-const char bullets_sprite[3][3] = {{1,1,1},
- {1,1,1},
- {1,1,1}
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Player/Player.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,203 +0,0 @@
-#include "Player.h"
-#include "math.h"
-
-// Constructor
-Player::Player(float pos_x, float pos_y)
-{
- _hp = 3;
- _attack = 1;
- _face = 2;
-
- _hitbox.width = 6;
- _hitbox.height = 5;
-
- _position.x = pos_x;
- _position.y = pos_y;
-
- _sprite_size.width = 6;
- _sprite_size.height = 12;
- _sprite_size.offset_x = 0;
- _sprite_size.offset_y = -7;
-
- _frame.count = 0;
- _frame.number = 0;
- _frame.max = 4;
-
- for (int i = 0; i < bullets_max; i++) {
- valid_bullets[i] = false;
- }
-
- _invulnerability_counter = INVULNERABILITY_PERIOD;
-
- // Upgradable status
- _fire_rate_delay = 30;
- _fire_rate_counter = _fire_rate_delay;
- _velocity = 0.7;
- _bullet_speed = 1;
-}
-
-Player::~Player()
-{
- delete_bullets();
-}
-
-// Accessors
-int Player::get_bullet_speed()
-{
- return _bullet_speed;
-}
-int Player::get_hearts_width()
-{
- return 9;
-}
-int Player::get_hearts_height()
-{
- return 9;
-}
-char * Player::get_hearts_sprite()
-{
- return (char *) sprite_heart;
-}
-
-// Functions
-void Player::move(float mapped_x, float mapped_y, char * map, bool * doorways) // Update all bullet movement and player movement, also takes care of animation
-{
- move_player(mapped_x, mapped_y, map, doorways);
- move_bullets();
- increment_frames(mapped_x, mapped_y); // Sets the face of the person, and increment frame count
- _invulnerability_counter++; // for damage checking
-}
-
-void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways) // Moves the player unless if the player walks onto a wall
-{
- update_prev_pos();
- _position.y -= _velocity*mapped_y;
- _position.x += _velocity*mapped_x;
-
- undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
- undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
-}
-
-void Player::move_bullets() // For each bullet, move them
-{
- for (int i = 0; i < bullets_max; i++) {
- if (valid_bullets[i]) {
- bullets_array[i]->move(get_bullet_speed(), 0, 0, (bool *) 0);
- }
- }
-}
-
-void Player::increment_frames(float mapped_x, float mapped_y)
-{
- if (abs(mapped_x) + abs(mapped_y) > 0.1f) { // If player is moving
- if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)) {
- _face = 2;
- } else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
- _face = 0;
- } else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)) {
- _face = 1;
- } else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
- _face = 3;
- }
- if (_frame.number < _frame.max) { // Animate frames by incrementing and reseting frames
- _frame.count++;
- } else {
- _frame.count = 0;
- }
- } else {
- _frame.count = 0; // If the player is not moving, don't animate
- }
- _frame.number = (_frame.count/8) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 8 is the number of frames per sprite-frame
-}
-
-void Player::take_damage(int damage) // Takes damage unless if player just got damaged within invulnerability period
-{
- if (damage < 0){
- _hp -= damage;
- }
- else if (_invulnerability_counter >= INVULNERABILITY_PERIOD) {
- _hp -= damage;
- _invulnerability_counter = 0;
- }
- if (_hp > 5) { // Max HP is a constant 5, this might be an upgradable status later
- _hp = 5;
- }
-}
-
-bool Player::delete_out_of_bounds_bullets(char * map, bool * doorways) // Attempts to delete bullets that are out of bounds or colliding with the wall, returns true if any bullets are deleted
-{
- bool result = false;
- for (int i = 0; i < bullets_max; i++) {
- if((valid_bullets[i]) && (bullets_array[i]->out_of_bounds_check(map, doorways))) {
- valid_bullets[i] = false;
- delete bullets_array[i];
- result = true;
- }
- }
- return result;
-}
-
-void Player::draw(N5110 &lcd)
-{
- draw_player(lcd);
-}
-
-void Player::draw_player(N5110 &lcd)
-{
- lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
- _position.y+_sprite_size.offset_y,
- _sprite_size.height,
- _sprite_size.width,
- get_frame());
-}
-
-void Player::draw_bullets(N5110 &lcd, int j)
-{
- for (int i = 0; i < bullets_max; i++) {
- if ((valid_bullets[i]) && (bullets_array[i]->get_pos_y() == j)) {
- bullets_array[i]->draw(lcd);
- }
- }
-}
-
-void Player::delete_bullets() // Delete all bullets, normally used in unloading
-{
- for (int i = 0; i < bullets_max; i++) {
- if (valid_bullets[i]) {
- delete bullets_array[i];
- valid_bullets[i] = false;
- }
- }
-}
-
-char * Player::get_frame() // Returns the current frame's sprite pointer
-{
- if ((_invulnerability_counter < INVULNERABILITY_PERIOD) && (_invulnerability_counter % 10 <= 4)) {
- return (char*) sprite_transparent_player;
- }
- return (char *) sprite_player[_face][_frame.number];
-}
-
-void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X) // Summons new bullets and overloads the player face when buttons are pressed
-{
- _fire_rate_counter++;
- if (button_Y) {
- _face = 0;
- } else if (button_B) {
- _face = 1;
- } else if (button_A) {
- _face = 2;
- } else if (button_X) {
- _face = 3;
- }
- if (button_Y || button_B || button_A || button_X) {
- for (int i = 0; i < bullets_max; i++) {
- if (!valid_bullets[i] && (_fire_rate_counter >= _fire_rate_delay)) { // waits until _fire_rate_delay is done before creating a bullet in an invalid slot of bullet_array
- bullets_array[i] = new Bullets(_position.x+2, _position.y+2, _face);
- valid_bullets[i] = true;
- _fire_rate_counter = 0;
- break;
- }
- }
- }
-}
--- a/Entity/Player/Player.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,495 +0,0 @@
-#ifndef PLAYER_H
-#define PLAYER_H
-#include "Entity.h"
-#include "Bullets.h"
-#define INVULNERABILITY_PERIOD 50
-
-const int bullets_max = 20;
-/**Player Class
-*@author Steven Mahasin
-*@brief Creates a Player which inherits the Entity class, contains functions that accepts all user interractions (buttons, joystick, etc)
-*@date May 2019
-*/
-class Player : public Entity
-{
-private:
-
- // Member Variables
- /**
- * @brief a counter that increments to give a delay to the fire rate of player
- */
- int _fire_rate_counter;
- /**
- * @brief a delay between each shot
- */
- int _fire_rate_delay;
- /**
- * @brief the speed of the bullets created by this player
- */
- int _bullet_speed;
- /**
- * @brief a counter that increments, allowing player to be invulnerable to a certain period defined
- */
- int _invulnerability_counter;
-
- // Private Functions
- /**
- * @brief movement of the player
- * @param mapped_x - joystick x
- * @param mapped_y - joystick y
- * @param map - the 2d map array that dictates where there are walls or empty space
- * @param doorways - an array that dictates which side of the wall has a doorway
- */
- void move_player(float mapped_x, float mapped_y, char * map, bool * doorways);
- /**
- * @brief movement of the bullets shot by this player
- */
- void move_bullets();
- /**
- * @brief to increment the _frame protected variable, for animation of player
- * @param mapped_x - joystick x
- * @param mapped_y - joystick y
- */
- void increment_frames(float mapped_x, float mapped_y);
- /**
- * @brief getting the needed frame of animation of player
- * @return char pointer array to the corresponding player frame
- */
- char * get_frame();
- /**
- * @brief draws the player onto the screen
- * @param lcd - the screen the player is drawn onto
- */
- void draw_player(N5110 &lcd);
-
-public:
- /** Constructor
- * @brief creates a player at positions pos_x and pos_y
- * @param pos_x - initialise _position.x
- * @param pos_y - initialise _position.y
- */
- Player(float pos_x, float pos_y);
- /** Deconstructors */
- ~Player();
-
- // Accessors
- /**
- * @brief getting the player's bullet speed
- * @return _bullet_speed
- */
- int get_bullet_speed();
- /**
- * @brief getting the heart sprite's width
- * @return width of the heart sprite
- */
- int get_hearts_width();
- /**
- * @brief getting the heart sprite's height
- * @return height of the heart sprite
- */
- int get_hearts_height();
- /**
- * @brief getting the heart sprite char array
- * @return char pointer array to the heart sprite
- */
- char * get_hearts_sprite();
-
- // Functions
- /**
- * @brief function calls both movement of player and movement of bullets
- * @param x_value - joystick x
- * @param y_value - joystick y
- * @param map - the 2d map array that dictates where there are walls or empty space
- * @param doorways - an array that dictates which side of the wall has a doorway
- */
- virtual void move(float x_value, float y_value, char * map, bool * doorways);
- /**
- * @brief reduce _hp by damage
- * @param damage - the amount of damage to be taken
- */
- virtual void take_damage(int damage);
- /**
- * @brief a virtual function of drawing the player onto the screen
- * @param lcd - the screen where the player is drawn on
- */
- virtual void draw(N5110 &lcd);
- /**
- * @brief a virtual function of drawing the bullets the player shot onto the screen if j is the correct y-position of the bullets
- * @param lcd - the screen where the bullets is drawn on
- * @param j - which y-position hitboxes are currently being printed
- */
- void draw_bullets(N5110 &lcd, int j);
- /**
- * @brief attempts to delete any bullets that goes out of bounds (out of screen or onto a wall)
- * @param map - the 2d map array that dictates where there are walls or empty space
- * @param doorawys - an array that dictates which side of the wall has a doorway
- * @return true if any bullets is successfully deleted
- */
- bool delete_out_of_bounds_bullets(char * map, bool * doorways);
- /**
- * @brief deletes any existing bullets
- */
- void delete_bullets();
- /**
- * @brief shoots bullets at the direction of the buttons
- * @param button_A - button down
- * @param button_B - button right
- * @param button_Y - button up
- * @param button_X - button left
- */
- void buttons(bool button_A, bool button_B, bool button_Y, bool button_X);
-
- // Variables
- /**
- * @brief a bullets pointer array that holds all the possible bullets the player can shoot
- */
- Bullets *bullets_array[bullets_max];
- /**
- * @brief a boolean array that dictates which bullets in the bullets array exist
- */
- bool valid_bullets[bullets_max];
-
-};
-
-// Sprite
-const char sprite_heart[9][9] = {
- {0,1,1,0,0,0,1,1,0,},
- {1,1,1,1,0,1,1,1,1,},
- {1,2,1,1,1,1,1,1,1,},
- {1,2,1,1,1,1,1,1,1,},
- {1,2,1,1,1,1,1,1,1,},
- {0,1,2,1,1,1,1,1,0,},
- {0,0,1,1,1,1,1,0,0,},
- {0,0,0,1,1,1,0,0,0,},
- {0,0,0,0,1,0,0,0,0,}
-};
-
-const char sprite_dying_player [5][12][12] = { // sprite_dying_player [Frame][Size_Y][Size_X]
- {
- {0,1,1,1,1,0,0,0,0,0,0,0,},
- {1,1,1,1,1,1,0,0,0,0,0,0,},
- {1,2,1,1,1,1,0,0,0,0,0,0,},
- {1,1,1,1,1,1,0,0,0,0,0,0,},
- {0,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,0,0,0,0,0,0,0,0,},
- {0,0,1,1,0,0,0,0,0,0,0,0,},
- {0,0,1,1,0,0,0,0,0,0,0,0,},
- {0,0,1,1,0,0,0,0,0,0,0,0,},
- {0,0,0,1,0,0,0,0,0,0,0,0,},
- {0,0,0,1,0,0,0,0,0,0,0,0,},
- {0,0,1,1,0,0,0,0,0,0,0,0,},
- },
- {
- {0,0,0,0,1,1,1,0,0,0,0,0,},
- {0,0,0,1,2,1,1,1,0,0,0,0,},
- {0,0,0,1,1,1,1,1,0,0,0,0,},
- {0,0,0,1,1,1,1,1,0,0,0,0,},
- {0,0,0,0,1,1,1,0,0,0,0,0,},
- {0,1,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,1,0,0,0,0,0,0,0,},
- {0,0,1,1,0,0,0,0,0,0,0,0,},
- {0,1,1,1,0,0,0,0,0,0,0,0,},
- {0,1,0,1,0,0,0,0,0,0,0,0,},
- {1,0,0,1,0,0,0,0,0,0,0,0,},
- {0,0,1,1,0,0,0,0,0,0,0,0,},
- },
- {
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,1,0,0,0,1,1,1,0,},
- {0,0,0,0,0,1,0,1,1,2,1,1,},
- {0,0,0,0,0,1,1,1,1,1,1,1,},
- {0,0,0,1,1,1,1,1,1,1,1,1,},
- {0,1,1,1,1,1,1,0,1,1,1,0,},
- {1,0,0,1,1,0,0,0,0,0,0,0,},
- {0,0,1,0,0,0,0,0,0,0,0,0,},
- {0,1,0,0,0,0,0,0,0,0,0,0,},
- },
- {
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {1,0,0,0,1,0,0,0,1,1,1,0,},
- {0,1,1,0,0,1,1,1,1,2,1,1,},
- {1,0,0,1,1,1,1,1,1,1,1,1,},
- {1,1,1,1,1,1,1,1,1,1,1,1,},
- },
- {
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,1,1,1,0,},
- {0,0,0,0,0,0,0,1,1,1,1,1,},
- {1,0,0,1,1,1,1,1,1,1,1,1,},
- {1,1,1,1,1,1,1,1,1,1,1,1,},
- }
-};
-
-
-const char sprite_transparent_player[12][6] = {
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,},
- {0,0,0,0,0,0,}
-};
-
-const char sprite_player [4][4][12][6] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
- {
- // Up
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,0,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {1,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,0,0,0,1,0,}
- }
- },
- {
- // Right
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,2,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,1,0,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,2,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,0,1,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,0,1,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,2,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,0,0,0,},
- {0,0,1,1,0,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,1,1,1,2,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,0,1,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,0,1,}
- }
- },
- {
- // Down
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {1,1,2,2,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {1,1,2,2,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,0,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {1,1,2,2,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {1,0,1,1,0,1,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,1,0,0,1,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,2,1,},
- {1,1,2,2,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,1,1,1,1,0,},
- {1,0,1,1,0,1,},
- {1,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,0,1,0,},
- {0,0,0,0,1,0,}
- }
- },
- {
- // Left
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,0,0,},
- {0,0,0,1,0,0,},
- {0,0,1,1,0,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,1,0,0,},
- {0,1,0,0,1,0,},
- {1,0,0,0,1,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,0,1,0,0,},
- {0,0,0,1,0,0,},
- {0,0,1,1,0,0,}
- },
- {
- {0,1,1,1,1,0,},
- {1,1,1,1,1,1,},
- {1,2,1,1,1,1,},
- {1,1,1,1,1,1,},
- {0,1,1,1,1,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,0,1,1,0,0,},
- {0,1,0,1,0,0,},
- {0,1,0,0,1,0,},
- {1,0,0,0,1,0,}
- }
- }
-};
-
-#endif
\ No newline at end of file
--- a/Entity/Walls/Walls.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,32 +0,0 @@
-#include "Walls.h"
-Walls::Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height)
-{
- _hitbox.width = hitbox_width;
- _hitbox.height = hitbox_height;
-
- _sprite_size.width = hitbox_width;
- _sprite_size.height = hitbox_height + 7;
- _sprite_size.offset_x = 0;
- _sprite_size.offset_y = -7;
-
- _position.x = pos_x;
- _position.y = pos_y;
- update_prev_pos();
-}
-
-void Walls::move(float unused, float unused1, char * unused2, bool * unused3) // movement control and miscellaneous updates
-{
-
-}
-
-void Walls::take_damage(int damage)
-{
-
-}
-
-void Walls::draw(N5110 &lcd)
-{
- lcd.drawRect(_position.x, _position.y + _sprite_size.offset_y, _sprite_size.width, _sprite_size.height, FILL_BLACK);
- lcd.drawRect(_position.x+1, _position.y + _sprite_size.offset_y+1, _sprite_size.width-2, _sprite_size.height-2, FILL_WHITE);
- lcd.drawLine(_position.x, _position.y + _sprite_size.offset_y + _hitbox.height - 1, _position.x + _hitbox.width - 1, _position.y + _sprite_size.offset_y + _hitbox.height - 1, 1);
-}
\ No newline at end of file
--- a/Entity/Walls/Walls.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,42 +0,0 @@
-#ifndef WALLS_H
-#define WALLS_H
-#include "Entity.h"
-/**Walls Class
-*@author Steven Mahasin
-*@brief Creates a Static Wall which inherits the Entity class, not used yet in this version due to bugged spawn areas
-*@date May 2019
-*/
-class Walls : public Entity
-{
-public:
- /** Constructor
- * @brief creates a wall at positions pos_x and pos_y
- * @param pos_x - initialise _position.x
- * @param pos_y - initialise _position.y
- * @param hitbox_width - initialise _hitbox.width
- * @param hitbox_height - initialise _hitbox.height
- */
- Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height);
-
- // Functions
- /**
- * @brief just because entity has a pure virtual function move, the function is of no use in walls as it does not move
- * @param unused - not used
- * @param unused1 - not used
- * @param unused2 - not used
- * @param unused3 - not used
- */
- virtual void move(float unused, float unused1, char * unused2, bool * unused3); // movement control and miscellaneous updates
- /**
- * @brief just because entity has a pure virtual function take_damage, the function is of no use in walls as it does take_damage
- * @param unused - not used
- */
- virtual void take_damage(int unused);
- /**
- * @brief a virtual function of drawing the walls onto the screen
- * @param lcd - the screen where the wall is drawn on
- */
- virtual void draw(N5110 &lcd);
-};
-
-#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,391 @@
+#include "Gamepad.h"
+
+#include "mbed.h"
+
+//////////// constructor/destructor ////////////
+Gamepad::Gamepad()
+ :
+ _led1(new PwmOut(PTA1)),
+ _led2(new PwmOut(PTA2)),
+ _led3(new PwmOut(PTC2)),
+ _led4(new PwmOut(PTC3)),
+ _led5(new PwmOut(PTC4)),
+ _led6(new PwmOut(PTD3)),
+
+ _button_A(new InterruptIn(PTB9)),
+ _button_B(new InterruptIn(PTD0)),
+ _button_X(new InterruptIn(PTC17)),
+ _button_Y(new InterruptIn(PTC12)),
+ _button_L(new InterruptIn(PTB18)),
+ _button_R(new InterruptIn(PTB3)),
+ _button_back(new InterruptIn(PTB19)),
+ _button_start(new InterruptIn(PTC5)),
+ _button_joystick(new InterruptIn(PTC16)),
+
+ _vert(new AnalogIn(PTB10)),
+ _horiz(new AnalogIn(PTB11)),
+
+ _buzzer(new PwmOut(PTC10)),
+ _pot(new AnalogIn(PTB2)),
+
+ _timeout(new Timeout()),
+
+ _event_state(0),
+
+ _x0(0),
+ _y0(0)
+{}
+
+Gamepad::~Gamepad()
+{
+ delete _led1,_led2,_led3,_led4,_led5,_led6;
+ delete _button_A,_button_B,_button_joystick,_vert,_horiz;
+ delete _button_X,_button_Y,_button_back,_button_start;
+ delete _button_L,_button_R, _buzzer, _pot, _timeout;
+}
+
+///////////////// public methods /////////////////
+
+void Gamepad::init()
+{
+ leds_off();
+ init_buttons();
+
+ // read centred values of joystick
+ _x0 = _horiz->read();
+ _y0 = _vert->read();
+
+ // clear all flags
+ _event_state = 0;
+}
+
+void Gamepad::leds_off()
+{
+ leds(0.0);
+}
+
+void Gamepad::leds_on()
+{
+ leds(1.0);
+}
+
+void Gamepad::leds(float val) const
+{
+ if (val < 0.0f) {
+ val = 0.0f;
+ }
+ if (val > 1.0f) {
+ val = 1.0f;
+ }
+
+ // leds are active-low, so subtract from 1.0
+ // 0.0 corresponds to fully-off, 1.0 to fully-on
+ val = 1.0f - val;
+
+ _led1->write(val);
+ _led2->write(val);
+ _led3->write(val);
+ _led4->write(val);
+ _led5->write(val);
+ _led6->write(val);
+}
+
+void Gamepad::led(int n,float val) const
+{
+ // ensure they are within vlaid range
+ if (val < 0.0f) {
+ val = 0.0f;
+ }
+ if (val > 1.0f) {
+ val = 1.0f;
+ }
+
+ switch (n) {
+
+ // check for valid LED number and set value
+
+ case 1:
+ _led1->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 2:
+ _led2->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 3:
+ _led3->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 4:
+ _led4->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 5:
+ _led5->write(1.0f-val); // active-low so subtract from 1
+ break;
+ case 6:
+ _led6->write(1.0f-val); // active-low so subtract from 1
+ break;
+
+ }
+}
+
+float Gamepad::read_pot() const
+{
+ return _pot->read();
+}
+
+void Gamepad::tone(float frequency, float duration)
+{
+ _buzzer->period(1.0f/frequency);
+ _buzzer->write(0.5); // 50% duty cycle - square wave
+ _timeout->attach(callback(this, &Gamepad::tone_off), duration );
+}
+
+bool Gamepad::check_event(GamepadEvent const id)
+{
+ // Check whether event flag is set
+ if (_event_state[id]) {
+// _event_state.reset(id); // clear flag
+ return true;
+ } else {
+ return false;
+ }
+}
+
+// this method gets the magnitude of the joystick movement
+float Gamepad::get_mag()
+{
+ Polar p = get_polar();
+ return p.mag;
+}
+
+// this method gets the angle of joystick movement (0 to 360, 0 North)
+float Gamepad::get_angle()
+{
+ Polar p = get_polar();
+ return p.angle;
+}
+
+Direction Gamepad::get_direction()
+{
+ float angle = get_angle(); // 0 to 360, -1 for centred
+
+ Direction d;
+ // partition 360 into segments and check which segment the angle is in
+ if (angle < 0.0f) {
+ d = CENTRE; // check for -1.0 angle
+ } else if (angle < 22.5f) { // then keep going in 45 degree increments
+ d = N;
+ } else if (angle < 67.5f) {
+ d = NE;
+ } else if (angle < 112.5f) {
+ d = E;
+ } else if (angle < 157.5f) {
+ d = SE;
+ } else if (angle < 202.5f) {
+ d = S;
+ } else if (angle < 247.5f) {
+ d = SW;
+ } else if (angle < 292.5f) {
+ d = W;
+ } else if (angle < 337.5f) {
+ d = NW;
+ } else {
+ d = N;
+ }
+
+ return d;
+}
+
+///////////////////// private methods ////////////////////////
+
+void Gamepad::tone_off()
+{
+ // called after timeout
+ _buzzer->write(0.0);
+}
+
+void Gamepad::init_buttons()
+{
+ // turn on pull-downs as other side of button is connected to 3V3
+ // button is 0 when not pressed and 1 when pressed
+ _button_A->mode(PullDown);
+ _button_B->mode(PullDown);
+ _button_X->mode(PullDown);
+ _button_Y->mode(PullDown);
+ _button_back->mode(PullDown);
+ _button_start->mode(PullDown);
+ _button_L->mode(PullDown);
+ _button_R->mode(PullDown);
+ _button_joystick->mode(PullDown);
+ // therefore setup rising edge interrupts
+ _button_A->rise(callback(this,&Gamepad::a_isr));
+ _button_B->rise(callback(this,&Gamepad::b_isr));
+ _button_X->rise(callback(this,&Gamepad::x_isr));
+ _button_Y->rise(callback(this,&Gamepad::y_isr));
+ _button_L->rise(callback(this,&Gamepad::l_isr));
+ _button_R->rise(callback(this,&Gamepad::r_isr));
+ _button_start->rise(callback(this,&Gamepad::start_isr));
+ _button_back->rise(callback(this,&Gamepad::back_isr));
+ _button_joystick->rise(callback(this,&Gamepad::joy_isr));
+ // therefore setup falling edge interrupts
+ _button_A->fall(callback(this,&Gamepad::a_reset_isr));
+ _button_B->fall(callback(this,&Gamepad::b_reset_isr));
+ _button_X->fall(callback(this,&Gamepad::x_reset_isr));
+ _button_Y->fall(callback(this,&Gamepad::y_reset_isr));
+ _button_L->fall(callback(this,&Gamepad::l_reset_isr));
+ _button_R->fall(callback(this,&Gamepad::r_reset_isr));
+ _button_start->fall(callback(this,&Gamepad::start_reset_isr));
+ _button_back->fall(callback(this,&Gamepad::back_reset_isr));
+ _button_joystick->fall(callback(this,&Gamepad::joy_reset_isr));
+}
+
+// button interrupts ISRs
+// Each of these simply sets the appropriate event bit in the _event_state
+// variable
+void Gamepad::a_isr()
+{
+ _event_state.set(A_PRESSED);
+}
+void Gamepad::b_isr()
+{
+ _event_state.set(B_PRESSED);
+}
+void Gamepad::x_isr()
+{
+ _event_state.set(X_PRESSED);
+}
+void Gamepad::y_isr()
+{
+ _event_state.set(Y_PRESSED);
+}
+void Gamepad::l_isr()
+{
+ _event_state.set(L_PRESSED);
+}
+void Gamepad::r_isr()
+{
+ _event_state.set(R_PRESSED);
+}
+void Gamepad::back_isr()
+{
+ _event_state.set(BACK_PRESSED);
+}
+void Gamepad::start_isr()
+{
+ _event_state.set(START_PRESSED);
+}
+void Gamepad::joy_isr()
+{
+ _event_state.set(JOY_PRESSED);
+}
+
+// button interrupts ISRs
+// Each of these simply resets the appropriate event bit in the _event_state
+// variable
+void Gamepad::a_reset_isr()
+{
+ _event_state.reset(A_PRESSED);
+}
+void Gamepad::b_reset_isr()
+{
+ _event_state.reset(B_PRESSED);
+}
+void Gamepad::x_reset_isr()
+{
+ _event_state.reset(X_PRESSED);
+}
+void Gamepad::y_reset_isr()
+{
+ _event_state.reset(Y_PRESSED);
+}
+void Gamepad::l_reset_isr()
+{
+ _event_state.reset(L_PRESSED);
+}
+void Gamepad::r_reset_isr()
+{
+ _event_state.reset(R_PRESSED);
+}
+void Gamepad::back_reset_isr()
+{
+ _event_state.reset(BACK_PRESSED);
+}
+void Gamepad::start_reset_isr()
+{
+ _event_state.reset(START_PRESSED);
+}
+void Gamepad::joy_reset_isr()
+{
+ _event_state.reset(JOY_PRESSED);
+}
+
+// get raw joystick coordinate in range -1 to 1
+// Direction (x,y)
+// North (0,1)
+// East (1,0)
+// South (0,-1)
+// West (-1,0)
+Vector2D Gamepad::get_coord()
+{
+ // read() returns value in range 0.0 to 1.0 so is scaled and centre value
+ // substracted to get values in the range -1.0 to 1.0
+ float x = 2.0f*( _horiz->read() - _x0 );
+ float y = 2.0f*( _vert->read() - _y0 );
+
+ // Note: the x value here is inverted to ensure the positive x is to the
+ // right. This is simply due to how the potentiometer on the joystick
+ // I was using was connected up. It could have been corrected in hardware
+ // by swapping the power supply pins. Instead it is done in software so may
+ // need to be changed depending on your wiring setup
+
+ Vector2D coord = {-x,y};
+ return coord;
+}
+
+// This maps the raw x,y coord onto a circular grid.
+// See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
+Vector2D Gamepad::get_mapped_coord()
+{
+ Vector2D coord = get_coord();
+
+ // do the transformation
+ float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
+ float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
+
+ Vector2D mapped_coord = {x,y};
+ return mapped_coord;
+}
+
+// this function converts the mapped coordinates into polar form
+Polar Gamepad::get_polar()
+{
+ // get the mapped coordinate
+ Vector2D coord = get_mapped_coord();
+
+ // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
+ // We want 0 degrees to correspond to North and increase clockwise to 359
+ // like a compass heading, so we need to swap the axis and invert y
+ float x = coord.y;
+ float y = coord.x;
+
+ float mag = sqrt(x*x+y*y); // pythagoras
+ float angle = RAD2DEG*atan2(y,x);
+ // angle will be in range -180 to 180, so add 360 to negative angles to
+ // move to 0 to 360 range
+ if (angle < 0.0f) {
+ angle+=360.0f;
+ }
+
+ // the noise on the ADC causes the values of x and y to fluctuate slightly
+ // around the centred values. This causes the random angle values to get
+ // calculated when the joystick is centred and untouched. This is also when
+ // the magnitude is very small, so we can check for a small magnitude and then
+ // set the angle to -1. This will inform us when the angle is invalid and the
+ // joystick is centred
+
+ if (mag < TOL) {
+ mag = 0.0f;
+ angle = -1.0f;
+ }
+
+ Polar p = {mag,angle};
+ return p;
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Gamepad/Gamepad.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,216 @@
+#ifndef GAMEPAD_H
+#define GAMEPAD_H
+
+#include <bitset>
+
+// Forward declaration of the classes that we use from the mbed library
+// This avoids the need for us to include the huge mbed.h header inside our
+// own library API
+namespace mbed
+{
+class AnalogIn;
+class InterruptIn;
+class PwmOut;
+class Timeout;
+}
+
+#define TOL 0.1f
+#define RAD2DEG 57.2957795131f
+
+/** Enum for direction */
+enum Direction {
+ CENTRE, /**< joystick centred */
+ N, /**< pushed North (0)*/
+ NE, /**< pushed North-East (45) */
+ E, /**< pushed East (90) */
+ SE, /**< pushed South-East (135) */
+ S, /**< pushed South (180) */
+ SW, /**< pushed South-West (225) */
+ W, /**< pushed West (270) */
+ NW /**< pushed North-West (315) */
+};
+
+/** Vector 2D struct */
+struct Vector2D {
+ float x; /**< float for x value */
+ float y; /**< float for y value */
+};
+
+/** Polar coordinate struct */
+struct Polar {
+ float mag; /**< float for magnitude */
+ float angle; /**< float for angle (in degrees) */
+};
+
+/** Gamepad Class
+ * @brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds
+ * @author Dr Craig A. Evans
+ * @author Dr Alex Valavanis
+ */
+class Gamepad
+{
+public:
+ /** Gamepad events
+ * @brief List of events that can be registered on the gamepad
+ */
+ enum GamepadEvent {
+ A_PRESSED, ///< Button A has been pressed
+ B_PRESSED, ///< Button B has been pressed
+ X_PRESSED, ///< Button X has been pressed
+ Y_PRESSED, ///< Button Y has been pressed
+ L_PRESSED, ///< Button L has been pressed
+ R_PRESSED, ///< Button R has been pressed
+ BACK_PRESSED, ///< Button "Back" has been pressed
+ START_PRESSED, ///< Button "Start" has been pressed
+ JOY_PRESSED, ///< Joystick button has been pressed
+ N_EVENTS ///< A dummy flag that marks the end of the list
+ };
+
+private:
+ mbed::PwmOut *_led1;
+ mbed::PwmOut *_led2;
+ mbed::PwmOut *_led3;
+ mbed::PwmOut *_led4;
+ mbed::PwmOut *_led5;
+ mbed::PwmOut *_led6;
+
+ mbed::InterruptIn *_button_A;
+ mbed::InterruptIn *_button_B;
+ mbed::InterruptIn *_button_X;
+ mbed::InterruptIn *_button_Y;
+ mbed::InterruptIn *_button_L;
+ mbed::InterruptIn *_button_R;
+ mbed::InterruptIn *_button_back;
+ mbed::InterruptIn *_button_start;
+ mbed::InterruptIn *_button_joystick;
+
+ mbed::AnalogIn *_vert;
+ mbed::AnalogIn *_horiz;
+
+ mbed::PwmOut *_buzzer;
+ mbed::AnalogIn *_pot;
+
+ mbed::Timeout *_timeout;
+
+ std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed
+
+ // centred x,y values
+ float _x0;
+ float _y0;
+
+public:
+ /** Constructor */
+ Gamepad();
+
+ /** Destructor */
+ ~Gamepad();
+
+ /** Initialise all peripherals and configure interrupts */
+ void init();
+
+ /** Turn all LEDs on */
+ void leds_on();
+
+ /** Turn all LEDs off */
+ void leds_off();
+
+ /** Set all LEDs to duty-cycle
+ *@param value in range 0.0 to 1.0
+ */
+ void leds(float val) const;
+
+ /** Set LED to duty-cycle
+ *@param led number (0 to 5)
+ *@param value in range 0.0 to 1.0
+ */
+ void led(int n,float val) const;
+
+ /** Read potentiometer
+ *@returns potentiometer value in range 0.0 to 1.0
+ */
+ float read_pot() const;
+
+ /** Play tone on piezo
+ * @param frequency in Hz
+ * @param duration of tone in seconds
+ */
+ void tone(float frequency, float duration);
+
+ /**
+ * @brief Check whether an event flag has been set and clear it
+ * @param id[in] The ID of the event to test
+ * @return true if the event occurred
+ */
+ bool check_event(GamepadEvent const id);
+
+ /**
+ * @brief Get the raw binary event state
+ * @return The event state as a binary code
+ * @details The check_event() function is likely to be more useful than
+ * this, for testing whether a given event has occurred. It can be
+ * useful for debugging via the terminal, however, for example:
+ * @code
+ * std::cout << gamepad.get_raw_event_state() << std::endl;
+ * @endcode
+ */
+ inline std::bitset<N_EVENTS> get_raw_event_state() const
+ {
+ return _event_state;
+ }
+
+ /** Get magnitude of joystick movement
+ * @returns value in range 0.0 to 1.0
+ */
+ float get_mag();
+
+ /** Get angle of joystick movement
+ * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central
+ */
+ float get_angle();
+
+ /** Gets joystick direction
+ * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW,
+ */
+ Direction get_direction(); // N,NE,E,SE etc.
+
+ /** Gets raw cartesian co-ordinates of joystick
+ * @returns a struct with x,y members, each in the range 0.0 to 1.0
+ */
+ Vector2D get_coord(); // cartesian co-ordinates x,y
+
+ /** Gets cartesian coordinates mapped to circular grid
+ * @returns a struct with x,y members, each in the range 0.0 to 1.0
+ */
+ Vector2D get_mapped_coord(); // x,y mapped to circle
+
+ /** Gets polar coordinates of the joystick
+ * @returns a struct contains mag and angle
+ */
+ Polar get_polar(); // mag and angle in struct form
+
+private:
+ void init_buttons();
+ void tone_off();
+
+ void a_reset_isr();
+ void b_reset_isr();
+ void x_reset_isr();
+ void y_reset_isr();
+ void l_reset_isr();
+ void r_reset_isr();
+ void back_reset_isr();
+ void start_reset_isr();
+ void joy_reset_isr();
+
+ void a_isr();
+ void b_isr();
+ void x_isr();
+ void y_isr();
+ void l_isr();
+ void r_isr();
+ void back_isr();
+ void start_isr();
+ void joy_isr();
+};
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Headless/Headless.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,79 @@
+#include "Headless.h"
+#include "math.h"
+#include <complex>
+
+Headless::Headless(float pos_x, float pos_y)
+{
+ _hp = 4;
+ _attack = 1;
+ _face = 0;
+ _hp_drop_chance = 10; // out of 100
+
+ _hitbox.width = 6;
+ _hitbox.height = 5;
+
+ _position.x = pos_x;
+ _position.y = pos_y;
+
+ _sprite_size.width = 6;
+ _sprite_size.height = 9;
+ _sprite_size.offset_x = 0;
+ _sprite_size.offset_y = -4;
+
+ _frame.count = 0;
+ _frame.number = 0;
+ _frame.max = 4;
+
+ _velocity = 0.25;
+}
+
+void Headless::move(float player_x, float player_y, char * map, bool * doorways)
+{
+ std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y); // Defining difference in position as a vector for simplicity (magnitude is hard to calculate)
+ _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
+ _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
+ // Setting face
+ if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
+ if (pos_diff.real() > 0) { _face = 1;
+ } else { _face = 3;
+ }
+ } else {
+ if (pos_diff.imag() > 0) { _face = 2;
+ } else { _face = 0;
+ }
+ }
+ // Wall Collision
+ undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
+ undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
+ // Animation
+ increment_frame();
+}
+
+void Headless::increment_frame()
+{
+ if (_frame.number < _frame.max) {
+ _frame.count++;
+ } else {
+ _frame.count = 0;
+ }
+ _frame.number = (_frame.count/16) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 16 is the number of frames per sprite-frame
+}
+
+void Headless::draw(N5110 &lcd)
+{
+ lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+ _position.y+_sprite_size.offset_y,
+ _sprite_size.height,
+ _sprite_size.width,
+ get_frame());
+}
+
+void Headless::take_damage(int damage)
+{
+ _hp -= damage;
+}
+
+char * Headless::get_frame() // Returns the corresponding frame
+{
+ return (char *) sprite_headless[_face][_frame.number];
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Headless/Headless.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,245 @@
+#ifndef HEADLESS_H
+#define HEADLESS_H
+#include "Entity.h"
+
+/**Headless Class
+*@author Steven Mahasin
+*@brief Creates a Headless which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
+*@date May 2019
+*/
+class Headless : public Entity
+{
+
+public:
+ /** Constructor
+ * @brief creates a headless at positions pos_x and pos_y
+ * @param pos_x @details initialise _position.x
+ * @param pos_y @details initialise _position.y
+ */
+ Headless(float pos_x, float pos_y);
+
+ // Functions
+ /**
+ * @brief function moves the headless towards the player
+ * @param x_value - player x-position
+ * @param y_value - player y-position
+ * @param map - the 2d map array that dictates where there are walls or empty space
+ * @param doorways - an array that dictates which side of the wall has a doorway
+ */
+ virtual void move(float player_x, float player_y, char * map, bool * doorways);
+ /**
+ * @brief reduce _hp by damage
+ * @param damage @details the amount of damage to be taken
+ */
+ virtual void take_damage(int damage);
+ /**
+ * @brief a virtual function of drawing the headless onto the screen
+ * @param lcd @details the screen where the headless is drawn on
+ */
+ virtual void draw(N5110 &lcd);
+
+private:
+ // Methods
+ /**
+ * @brief gets the sprite array
+ * @return char pointer array of the corresponding snake sprite frame
+ */
+ char * get_frame();
+ /**
+ * @brief increase _frame.count which increases _frame.number to animate snake
+ */
+ void increment_frame();
+};
+
+const char sprite_headless[4][4][9][6] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+ {
+ // Up
+ {
+ {0,0,0,0,0,0,},
+ {1,0,0,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,}
+ },
+ {
+ {0,0,0,0,0,0,},
+ {0,0,0,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,0,0,0,1,0,}
+ },
+ {
+ {0,0,0,0,1,0,},
+ {0,0,1,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,}
+ },
+ {
+ {0,1,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,0,0,}
+ }
+ },
+ {
+ // Right
+ {
+ {0,0,0,0,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,1,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,1,0,0,}
+ },
+ {
+ {0,1,0,0,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,1,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,0,1,0,},
+ {0,0,1,0,1,0,},
+ {0,1,0,0,0,1,}
+ },
+ {
+ {0,0,0,0,1,0,},
+ {0,0,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,1,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,1,0,0,}
+ },
+ {
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,1,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,0,1,0,},
+ {0,0,1,0,1,0,},
+ {0,1,0,0,0,1,}
+ }
+ },
+ {
+ // Down
+ {
+ {0,0,0,0,0,0,},
+ {1,0,0,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,}
+ },
+ {
+ {0,0,0,0,0,0,},
+ {0,0,0,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,0,0,0,1,0,}
+ },
+ {
+ {0,0,0,0,1,0,},
+ {0,0,1,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,}
+ },
+ {
+ {0,1,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,0,0,}
+ }
+ },
+ {
+ // Left
+ {
+ {0,0,0,0,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,1,1,0,0,},
+ {1,1,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,1,1,0,0,}
+ },
+ {
+ {0,0,0,0,1,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {1,1,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,1,0,0,},
+ {0,1,0,1,0,0,},
+ {1,0,0,0,1,0,}
+ },
+ {
+ {0,1,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ {1,1,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,1,1,0,0,}
+ },
+ {
+ {0,0,0,0,0,0,},
+ {1,0,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ {1,1,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,1,0,0,},
+ {0,1,0,1,0,0,},
+ {1,0,0,0,1,0,}
+ }
+ }
+};
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Health/Health.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,37 @@
+#include "Health.h"
+
+Health::Health(float pos_x, float pos_y)
+{
+ _hp = 1;
+ _attack = -1;
+
+ _hitbox.width = 7;
+ _hitbox.height = 7;
+
+ _position.x = pos_x;
+ _position.y = pos_y;
+
+ _sprite_size.width = 7;
+ _sprite_size.height = 7;
+ _sprite_size.offset_x = 0;
+ _sprite_size.offset_y = 0;
+}
+
+void Health::move(float unused, float unused1, char * unused2, bool * unused3) // Health doesnt move, only typed out since the virtual function is pure
+{
+
+}
+
+void Health::draw(N5110 &lcd)
+{
+ lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+ _position.y+_sprite_size.offset_y,
+ _sprite_size.height,
+ _sprite_size.width,
+ (char *) health_sprite);
+}
+
+void Health::take_damage(int damage)
+{
+ _hp -= damage;
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Health/Health.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,51 @@
+#ifndef HEALTH_H
+#define HEALTH_H
+#include "Entity.h"
+
+/**Health Class
+*@author Steven Mahasin
+*@brief Creates a Health which inherits the Entity class, this is a collectible entity that the player interracts with to gain health points.
+*@date May 2019
+*/
+class Health : public Entity
+{
+public:
+ /** Constructor
+ * @brief creates a heart that heals when picked up
+ * @param pos_x @details initialise _position.x
+ * @param pos_y @details initialise _position.y
+ */
+ Health(float pos_x, float pos_y);
+
+ // Functions
+ /**
+ * @brief just because entity has a pure virtual function move, the function is of no use in health as it does not move
+ * @param unused @details not used
+ * @param unused1 @details not used
+ * @param unused2 @details not used
+ * @param unused3 @details not used
+ */
+ virtual void move(float unused, float unused1, char *unused2, bool *unused3);
+ /**
+ * @brief reduce _hp by damage
+ * @param damage @details the amount of damage to be taken
+ */
+ virtual void take_damage(int damage);
+ /**
+ * @brief a virtual function of drawing the health onto the screen
+ * @param lcd - the screen where the health is drawn on
+ */
+ virtual void draw(N5110 &lcd);
+};
+
+const char health_sprite[7][7] = {
+ {0,1,1,0,1,1,0},
+ {1,1,1,1,1,1,1},
+ {1,0,1,1,1,1,1},
+ {1,0,1,1,1,1,1},
+ {0,1,0,1,1,1,0},
+ {0,0,1,1,1,0,0},
+ {0,0,0,1,0,0,0}
+};
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/Bitmap.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,96 @@
+#include "Bitmap.h"
+
+#include <iostream>
+
+#include "N5110.h"
+
+Bitmap::Bitmap(int const *contents,
+ unsigned int const height,
+ unsigned int const width)
+ :
+ _contents(std::vector<int>(height*width)),
+ _height(height),
+ _width(width)
+{
+ // Perform a quick sanity check of the dimensions
+ if (_contents.size() != height * width) {
+ std::cerr << "Contents of bitmap has size " << _contents.size()
+ << " pixels, but its dimensions were specified as "
+ << width << " * " << height << " = " << width * height << std::endl;
+ }
+
+ for(unsigned int i = 0; i < height*width; ++i) _contents[i] = contents[i];
+}
+
+/**
+ * @returns the value of the pixel at the given position
+ */
+int Bitmap::get_pixel(unsigned int const row,
+ unsigned int const column) const
+{
+ // First check that row and column indices are within bounds
+ if(column >= _width || row >= _height)
+ {
+ std::cerr << "The requested pixel with index " << row << "," << column
+ << "is outside the bitmap dimensions: " << _width << ","
+ << _height << std::endl;
+ }
+
+ // Now return the pixel value, using row-major indexing
+ return _contents[row * _width + column];
+}
+
+/**
+ * @brief Prints the contents of the bitmap to the terminal
+ */
+void Bitmap::print() const
+{
+ for (unsigned int row = 0; row < _height; ++row)
+ {
+ // Print each element of the row
+ for (unsigned int column = 0; column < _width; ++column)
+ {
+ int pixel = get_pixel(row, column);
+ std::cout << pixel;
+ }
+
+ // And then terminate with a new-line character
+ std::cout << std::endl;
+ }
+}
+
+/**
+ * @brief Renders the contents of the bitmap onto an N5110 screen
+ *
+ * @param[in] lcd The screen to use for rendering
+ * @param[in] x0 The horizontal position in pixels at which to render the bitmap
+ * @param[in] y0 The vertical position in pixels at which to render the bitmap
+ *
+ * @details Note that x0, y0 gives the location of the top-left of the bitmap on
+ * the screen.
+ * This function only updates the buffer on the screen. You still need
+ * to refresh the screen in order to actually see the bitmap.
+ */
+void Bitmap::render(N5110 &lcd,
+ unsigned int const x0,
+ unsigned int const y0) const
+{
+ // Loop through each row of the bitmap image
+ for (unsigned int bitmap_row = 0; bitmap_row < _height; ++bitmap_row)
+ {
+ // Row index on the screen for rendering the row of pixels
+ unsigned int screen_row = y0 + bitmap_row;
+
+ // Render each pixel in the row
+ for (unsigned int bitmap_col = 0; bitmap_col < _width; ++bitmap_col)
+ {
+ // Column index on the screen for rendering this pixel
+ int screen_col = x0 + bitmap_col;
+
+ // Find the required value of the pixel at the given location within
+ // the bitmap data and then write it to the LCD screen
+ int pixel = get_pixel(bitmap_row, bitmap_col);
+ lcd.setPixel(screen_col, screen_row, pixel);
+ }
+ }
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/Bitmap.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,65 @@
+#ifndef BITMAP_H
+#define BITMAP_H
+
+#include <vector>
+
+// Forward declarations
+class N5110;
+
+/**
+ * @brief A black & white bitmap that can be rendered on an N5110 screen
+ * @author Alex Valavanis <a.valavanis@leeds.ac.uk>
+ *
+ * @code
+ // First declare the pixel map data using '1' for black,
+ // or '0' for white pixels
+ static int sprite_data[] = {
+ 0,0,1,0,0,
+ 0,1,1,1,0,
+ 0,0,1,0,0,
+ 0,1,1,1,0,
+ 1,1,1,1,1,
+ 1,1,1,1,1,
+ 1,1,0,1,1,
+ 1,1,0,1,1
+ };
+
+ // Instantiate the Bitmap object using the data above
+ Bitmap sprite(sprite_data, 8, 5); // Specify rows and columns in sprite
+
+ // We can render the bitmap wherever we want on the screen
+ sprite.render(lcd, 20, 6); // x and y locations for rendering
+ sprite.render(lcd, 30, 10);
+
+ // We can also print its values to the terminal
+ sprite.print();
+ * @endcode
+ */
+class Bitmap
+{
+private:
+ /**
+ * @brief The contents of the drawing, with pixels stored in row-major order
+ * @details '1' represents a black pixel; '0' represents white
+ */
+ std::vector<int> _contents;
+
+ unsigned int _height; ///< The height of the drawing in pixels
+ unsigned int _width; ///< The width of the drawing in pixels
+
+public:
+ Bitmap(int const *contents,
+ unsigned int const height,
+ unsigned int const width);
+
+ int get_pixel(unsigned int const row,
+ unsigned int const column) const;
+
+ void print() const;
+
+ void render(N5110 &lcd,
+ unsigned int const x0,
+ unsigned int const y0) const;
+};
+
+#endif // BITMAP_H
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/N5110.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,530 @@
+#include "mbed.h"
+#include "N5110.h"
+
+// overloaded constructor includes power pin - LCD Vcc connected to GPIO pin
+// this constructor works fine with LPC1768 - enough current sourced from GPIO
+// to power LCD. Doesn't work well with K64F.
+N5110::N5110(PinName const pwrPin,
+ PinName const scePin,
+ PinName const rstPin,
+ PinName const dcPin,
+ PinName const mosiPin,
+ PinName const sclkPin,
+ PinName const ledPin)
+ :
+ _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
+ _led(new PwmOut(ledPin)),
+ _pwr(new DigitalOut(pwrPin)),
+ _sce(new DigitalOut(scePin)),
+ _rst(new DigitalOut(rstPin)),
+ _dc(new DigitalOut(dcPin))
+{}
+
+// overloaded constructor does not include power pin - LCD Vcc must be tied to +3V3
+// Best to use this with K64F as the GPIO hasn't sufficient output current to reliably
+// drive the LCD.
+N5110::N5110(PinName const scePin,
+ PinName const rstPin,
+ PinName const dcPin,
+ PinName const mosiPin,
+ PinName const sclkPin,
+ PinName const ledPin)
+ :
+ _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
+ _led(new PwmOut(ledPin)),
+ _pwr(NULL), // pwr not needed so null it to be safe
+ _sce(new DigitalOut(scePin)),
+ _rst(new DigitalOut(rstPin)),
+ _dc(new DigitalOut(dcPin))
+{}
+
+N5110::~N5110()
+{
+ delete _spi;
+
+ if(_pwr) {
+ delete _pwr;
+ }
+
+ delete _led;
+ delete _sce;
+ delete _rst;
+ delete _dc;
+}
+
+// initialise function - powers up and sends the initialisation commands
+void N5110::init()
+{
+ turnOn(); // power up
+ reset(); // reset LCD - must be done within 100 ms
+ initSPI();
+
+ setContrast(0.55); // this may need tuning (say 0.4 to 0.6)
+ setBias(3); // datasheet - 48:1 mux - don't mess with if you don't know what you're doing! (0 to 7)
+ setTempCoefficient(0); // datasheet - may need increasing (range 0 to 3) at very low temperatures
+ normalMode(); // normal video mode by default
+
+ clearRAM(); // RAM is undefined at power-up so clear to be sure
+ clear(); // clear buffer
+ setBrightness(0.5);
+}
+
+// sets normal video mode (black on white)
+void N5110::normalMode()
+{
+ sendCommand(0b00100000); // basic instruction
+ sendCommand(0b00001100); // normal video mode- datasheet
+}
+
+// sets normal video mode (white on black)
+void N5110::inverseMode()
+{
+ sendCommand(0b00100000); // basic instruction
+ sendCommand(0b00001101); // inverse video mode - datasheet
+}
+
+// function to power up the LCD and backlight - only works when using GPIO to power
+void N5110::turnOn()
+{
+ if (_pwr != NULL) {
+ _pwr->write(1); // apply power
+ }
+}
+
+// function to power down LCD
+void N5110::turnOff()
+{
+ clear(); // clear buffer
+ refresh();
+ setBrightness(0.0); // turn backlight off
+ clearRAM(); // clear RAM to ensure specified current consumption
+ // send command to ensure we are in basic mode
+
+ sendCommand(0b00100000); // basic mode
+ sendCommand(0b00001000); // clear display
+ sendCommand(0b00100001); // extended mode
+ sendCommand(0b00100100); // power down
+
+ // if we are powering the LCD using the GPIO then make it low to turn off
+ if (_pwr != NULL) {
+ wait_ms(10); // small delay and then turn off the power pin
+ _pwr->write(0); // turn off power
+ }
+
+}
+
+// function to change LED backlight brightness
+void N5110::setBrightness(float brightness)
+{
+ // check whether brightness is within range
+ if (brightness < 0.0f)
+ brightness = 0.0f;
+ if (brightness > 1.0f)
+ brightness = 1.0f;
+ // set PWM duty cycle
+ _led->write(brightness);
+}
+
+void N5110::setContrast(float contrast) {
+
+ // enforce limits
+ if (contrast > 1.0f)
+ contrast = 1.0f;
+ else if (contrast < 0.0f)
+ contrast = 0.0;
+
+ // convert to char in range 0 to 127 (i.e. 6 bits)
+ char ic = char(contrast*127.0f);
+
+ sendCommand(0b00100001); // extended instruction set
+ sendCommand(0b10000000 | ic); // set Vop (which controls contrast)
+ sendCommand(0b00100000); // back to basic instruction set
+}
+
+void N5110::setTempCoefficient(char tc) {
+
+ // enforce limits
+ if (tc>3) {
+ tc=3;
+ }
+
+ // temperature coefficient may need increasing at low temperatures
+
+ sendCommand(0b00100001); // extended instruction set
+ sendCommand(0b00000100 | tc);
+ sendCommand(0b00100000); // back to basic instruction set
+}
+
+void N5110::setBias(char bias) {
+
+ // from data sheet
+ // bias mux rate
+ // 0 1:100
+ // 1 1:80
+ // 2 1:65
+ // 3 1:48 (default)
+ // 4 1:40/1:34
+ // 5 1:24
+ // 6 1:18/1:16
+ // 7 1:10/1:9/1:8
+
+ // enforce limits
+ if (bias>7) {
+ bias=7;
+ }
+
+ sendCommand(0b00100001); // extended mode instruction
+ sendCommand(0b00010000 | bias);
+ sendCommand(0b00100000); // end of extended mode instruction
+}
+
+// pulse the active low reset line
+void N5110::reset()
+{
+ _rst->write(0); // reset the LCD
+ _rst->write(1);
+}
+
+// function to initialise SPI peripheral
+void N5110::initSPI()
+{
+ _spi->format(8,1); // 8 bits, Mode 1 - polarity 0, phase 1 - base value of clock is 0, data captured on falling edge/propagated on rising edge
+ _spi->frequency(4000000); // maximum of screen is 4 MHz
+}
+
+// send a command to the display
+void N5110::sendCommand(unsigned char command)
+{
+ _dc->write(0); // set DC low for command
+ _sce->write(0); // set CE low to begin frame
+ _spi->write(command); // send command
+ _dc->write(1); // turn back to data by default
+ _sce->write(1); // set CE high to end frame (expected for transmission of single byte)
+}
+
+// send data to the display at the current XY address
+// dc is set to 1 (i.e. data) after sending a command and so should
+// be the default mode.
+void N5110::sendData(unsigned char data)
+{
+ _sce->write(0); // set CE low to begin frame
+ _spi->write(data);
+ _sce->write(1); // set CE high to end frame (expected for transmission of single byte)
+}
+
+// this function writes 0 to the 504 bytes to clear the RAM
+void N5110::clearRAM()
+{
+ _sce->write(0); //set CE low to begin frame
+ for(int i = 0; i < WIDTH * HEIGHT; i++) { // 48 x 84 bits = 504 bytes
+ _spi->write(0x00); // send 0's
+ }
+ _sce->write(1); // set CE high to end frame
+}
+
+// function to set the XY address in RAM for subsequenct data write
+void N5110::setXYAddress(unsigned int const x,
+ unsigned int const y)
+{
+ if (x<WIDTH && y<HEIGHT) { // check within range
+ sendCommand(0b00100000); // basic instruction
+ sendCommand(0b10000000 | x); // send addresses to display with relevant mask
+ sendCommand(0b01000000 | y);
+ }
+}
+
+// These functions are used to set, clear and get the value of pixels in the display
+// Pixels are addressed in the range of 0 to 47 (y) and 0 to 83 (x). The refresh()
+// function must be called after set and clear in order to update the display
+void N5110::setPixel(unsigned int const x,
+ unsigned int const y,
+ bool const state)
+{
+ if (x<WIDTH && y<HEIGHT) { // check within range
+ // calculate bank and shift 1 to required position in the data byte
+ if(state) buffer[x][y/8] |= (1 << y%8);
+ else buffer[x][y/8] &= ~(1 << y%8);
+ }
+}
+
+void N5110::clearPixel(unsigned int const x,
+ unsigned int const y)
+{
+ if (x<WIDTH && y<HEIGHT) { // check within range
+ // calculate bank and shift 1 to required position (using bit clear)
+ buffer[x][y/8] &= ~(1 << y%8);
+ }
+}
+
+int N5110::getPixel(unsigned int const x,
+ unsigned int const y) const
+{
+ if (x<WIDTH && y<HEIGHT) { // check within range
+ // return relevant bank and mask required bit
+
+ int pixel = (int) buffer[x][y/8] & (1 << y%8);
+
+ if (pixel)
+ return 1;
+ else
+ return 0;
+ }
+
+ return 0;
+
+}
+
+// function to refresh the display
+void N5110::refresh()
+{
+ setXYAddress(0,0); // important to set address back to 0,0 before refreshing display
+ // address auto increments after printing string, so buffer[0][0] will not coincide
+ // with top-left pixel after priting string
+
+ _sce->write(0); //set CE low to begin frame
+
+ for(int j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing
+ for(int i = 0; i < WIDTH; i++) {
+ _spi->write(buffer[i][j]); // send buffer
+ }
+ }
+ _sce->write(1); // set CE high to end frame
+
+}
+
+// fills the buffer with random bytes. Can be used to test the display.
+// The rand() function isn't seeded so it probably creates the same pattern everytime
+void N5110::randomiseBuffer()
+{
+ int i,j;
+ for(j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing
+ for(i = 0; i < WIDTH; i++) {
+ buffer[i][j] = rand()%256; // generate random byte
+ }
+ }
+
+}
+
+// function to print 5x7 font
+void N5110::printChar(char const c,
+ unsigned int const x,
+ unsigned int const y)
+{
+ if (y<BANKS) { // check if printing in range of y banks
+
+ for (int i = 0; i < 5 ; i++ ) {
+ int pixel_x = x+i;
+ if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83)
+ break;
+ buffer[pixel_x][y] = font5x7[(c - 32)*5 + i];
+ // array is offset by 32 relative to ASCII, each character is 5 pixels wide
+ }
+
+ }
+}
+
+// function to print string at specified position
+void N5110::printString(const char *str,
+ unsigned int const x,
+ unsigned int const y)
+{
+ if (y<BANKS) { // check if printing in range of y banks
+
+ int n = 0 ; // counter for number of characters in string
+ // loop through string and print character
+ while(*str) {
+
+ // writes the character bitmap data to the buffer, so that
+ // text and pixels can be displayed at the same time
+ for (int i = 0; i < 5 ; i++ ) {
+ int pixel_x = x+i+n*6;
+ if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83)
+ break;
+ buffer[pixel_x][y] = font5x7[(*str - 32)*5 + i];
+ }
+ str++; // go to next character in string
+ n++; // increment index
+ }
+ }
+}
+
+// function to clear the screen buffer
+void N5110::clear()
+{
+ memset(buffer,0,sizeof(buffer));
+}
+
+// function to plot array on display
+void N5110::plotArray(float const array[])
+{
+ for (int i=0; i<WIDTH; i++) { // loop through array
+ // elements are normalised from 0.0 to 1.0, so multiply
+ // by 47 to convert to pixel range, and subtract from 47
+ // since top-left is 0,0 in the display geometry
+ setPixel(i,47 - int(array[i]*47.0f),true);
+ }
+
+}
+
+// function to draw circle
+void N5110:: drawCircle(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const radius,
+ FillType const fill)
+{
+ // from http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
+ int x = radius;
+ int y = 0;
+ int radiusError = 1-x;
+
+ while(x >= y) {
+
+ // if transparent, just draw outline
+ if (fill == FILL_TRANSPARENT) {
+ setPixel( x + x0, y + y0,true);
+ setPixel(-x + x0, y + y0,true);
+ setPixel( y + x0, x + y0,true);
+ setPixel(-y + x0, x + y0,true);
+ setPixel(-y + x0, -x + y0,true);
+ setPixel( y + x0, -x + y0,true);
+ setPixel( x + x0, -y + y0,true);
+ setPixel(-x + x0, -y + y0,true);
+ } else { // drawing filled circle, so draw lines between points at same y value
+
+ int type = (fill==FILL_BLACK) ? 1:0; // black or white fill
+
+ drawLine(x+x0,y+y0,-x+x0,y+y0,type);
+ drawLine(y+x0,x+y0,-y+x0,x+y0,type);
+ drawLine(y+x0,-x+y0,-y+x0,-x+y0,type);
+ drawLine(x+x0,-y+y0,-x+x0,-y+y0,type);
+ }
+
+ y++;
+ if (radiusError<0) {
+ radiusError += 2 * y + 1;
+ } else {
+ x--;
+ radiusError += 2 * (y - x) + 1;
+ }
+ }
+
+}
+
+void N5110::drawLine(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const x1,
+ unsigned int const y1,
+ unsigned int const type)
+{
+ // Note that the ranges can be negative so we have to turn the input values
+ // into signed integers first
+ int const y_range = static_cast<int>(y1) - static_cast<int>(y0);
+ int const x_range = static_cast<int>(x1) - static_cast<int>(x0);
+
+ // if dotted line, set step to 2, else step is 1
+ unsigned int const step = (type==2) ? 2:1;
+
+ // make sure we loop over the largest range to get the most pixels on the display
+ // for instance, if drawing a vertical line (x_range = 0), we need to loop down the y pixels
+ // or else we'll only end up with 1 pixel in the x column
+ if ( abs(x_range) > abs(y_range) ) {
+
+ // ensure we loop from smallest to largest or else for-loop won't run as expected
+ unsigned int const start = x_range > 0 ? x0:x1;
+ unsigned int const stop = x_range > 0 ? x1:x0;
+
+ // loop between x pixels
+ for (unsigned int x = start; x<= stop ; x+=step) {
+ // do linear interpolation
+ int const dx = static_cast<int>(x)-static_cast<int>(x0);
+ unsigned int const y = y0 + y_range * dx / x_range;
+
+ // If the line type is '0', this will clear the pixel
+ // If it is '1' or '2', the pixel will be set
+ setPixel(x,y, type);
+ }
+ } else {
+
+ // ensure we loop from smallest to largest or else for-loop won't run as expected
+ unsigned int const start = y_range > 0 ? y0:y1;
+ unsigned int const stop = y_range > 0 ? y1:y0;
+
+ for (unsigned int y = start; y<= stop ; y+=step) {
+ // do linear interpolation
+ int const dy = static_cast<int>(y)-static_cast<int>(y0);
+ unsigned int const x = x0 + x_range * dy / y_range;
+
+ // If the line type is '0', this will clear the pixel
+ // If it is '1' or '2', the pixel will be set
+ setPixel(x,y, type);
+ }
+ }
+
+}
+
+void N5110::drawRect(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const width,
+ unsigned int const height,
+ FillType const fill)
+{
+ if (fill == FILL_TRANSPARENT) { // transparent, just outline
+ drawLine(x0,y0,x0+(width-1),y0,1); // top
+ drawLine(x0,y0+(height-1),x0+(width-1),y0+(height-1),1); // bottom
+ drawLine(x0,y0,x0,y0+(height-1),1); // left
+ drawLine(x0+(width-1),y0,x0+(width-1),y0+(height-1),1); // right
+ } else { // filled rectangle
+ int type = (fill==FILL_BLACK) ? 1:0; // black or white fill
+ for (int y = y0; y<y0+height; y++) { // loop through rows of rectangle
+ drawLine(x0,y,x0+(width-1),y,type); // draw line across screen
+ }
+ }
+}
+
+void N5110::drawSprite(int x0,
+ int y0,
+ int nrows,
+ int ncols,
+ char *sprite)
+{
+ for (int i = 0; i < nrows; i++) {
+ for (int j = 0 ; j < ncols ; j++) {
+
+ int pixel = (int)*((sprite+i*ncols)+j);
+ if (pixel == 2) {
+ pixel = 0;
+ }
+ setPixel(x0+j,y0+i, pixel);
+ }
+ }
+}
+
+void N5110::drawSpriteTransparent(int x0,
+ int y0,
+ int nrows,
+ int ncols,
+ char *sprite)
+{
+ for (int i = 0; i < nrows; i++) {
+ for (int j = 0 ; j < ncols ; j++) {
+
+ int pixel = (int)*((sprite+i*ncols)+j);
+ if (pixel != 0) {
+ if (pixel == 2) {
+ pixel = 0;
+ }
+ setPixel(x0+j,y0+i, pixel);
+ }
+ }
+ }
+}
+
+char * N5110::readScreen()
+{
+ for (unsigned int i = 0; i < WIDTH; i++) {
+ for (unsigned int j = 0; j < HEIGHT; j++) {
+ screen_array[j][i] = getPixel(i, j);
+ }
+ }
+ return * screen_array;
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/N5110/N5110.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,543 @@
+#ifndef N5110_H
+#define N5110_H
+
+#include "mbed.h"
+
+// number of pixels on display
+#define WIDTH 84
+#define HEIGHT 48
+#define BANKS 6
+
+/// Fill types for 2D shapes
+enum FillType {
+ FILL_TRANSPARENT, ///< Transparent with outline
+ FILL_BLACK, ///< Filled black
+ FILL_WHITE, ///< Filled white (no outline)
+};
+
+/** N5110 Class
+@brief Library for interfacing with Nokia 5110 LCD display (https://www.sparkfun.com/products/10168) using the hardware SPI on the mbed.
+@brief The display is powered from a GPIO pin meaning it can be controlled via software. The LED backlight is also software-controllable (via PWM pin).
+@brief Can print characters and strings to the display using the included 5x7 font.
+@brief The library also implements a screen buffer so that individual pixels on the display (84 x 48) can be set, cleared and read.
+@brief The library can print primitive shapes (lines, circles, rectangles)
+@brief Acknowledgements to Chris Yan's Nokia_5110 Library.
+
+@brief Revision 1.3
+
+@author Craig A. Evans
+@date 7th February 2017
+
+@code
+
+#include "mbed.h"
+#include "N5110.h"
+
+// rows,cols
+int sprite[8][5] = {
+ { 0,0,1,0,0 },
+ { 0,1,1,1,0 },
+ { 0,0,1,0,0 },
+ { 0,1,1,1,0 },
+ { 1,1,1,1,1 },
+ { 1,1,1,1,1 },
+ { 1,1,0,1,1 },
+ { 1,1,0,1,1 },
+};
+
+// VCC,SCE,RST,D/C,MOSI,SCLK,LED
+//N5110 lcd(p7,p8,p9,p10,p11,p13,p21); // LPC1768 - pwr from GPIO
+N5110 lcd(p8,p9,p10,p11,p13,p21); // LPC1768 - powered from +3V3 - JP1 in 2/3 position
+//N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); // K64F - pwr from 3V3
+
+int main()
+{
+ // first need to initialise display
+ lcd.init();
+
+ // change set contrast in range 0.0 to 1.0
+ // 0.4 appears to be a good starting point
+ lcd.setContrast(0.4);
+
+ while(1) {
+
+ // these are default settings so not strictly needed
+ lcd.normalMode(); // normal colour mode
+ lcd.setBrightness(0.5); // put LED backlight on 50%
+
+ lcd.clear();
+ // x origin, y origin, rows, cols, sprite
+ lcd.drawSprite(20,6,8,5,(int *)sprite);
+ lcd.refresh();
+ wait(5.0);
+
+ lcd.clear(); // clear buffer at start of every loop
+ // can directly print strings at specified co-ordinates (must be less than 84 pixels to fit on display)
+ lcd.printString("Hello, World!",0,0);
+
+ char buffer[14]; // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14)
+ // so can display a string of a maximum 14 characters in length
+ // or create formatted strings - ensure they aren't more than 14 characters long
+ int temperature = 27;
+ int length = sprintf(buffer,"T = %2d C",temperature); // print formatted data to buffer
+ // it is important the format specifier ensures the length will fit in the buffer
+ if (length <= 14) // if string will fit on display (assuming printing at x=0)
+ lcd.printString(buffer,0,1); // display on screen
+
+ float pressure = 1012.3; // same idea with floats
+ length = sprintf(buffer,"P = %.2f mb",pressure);
+ if (length <= 14)
+ lcd.printString(buffer,0,2);
+
+ // can also print individual characters at specified place
+ lcd.printChar('X',5,3);
+
+ // draw a line across the display at y = 40 pixels (origin top-left)
+ for (int i = 0; i < WIDTH; i++) {
+ lcd.setPixel(i,40,true);
+ }
+ // need to refresh display after setting pixels or writing strings
+ lcd.refresh();
+ wait(5.0);
+
+ // can check status of pixel using getPixel(x,y);
+ lcd.clear(); // clear buffer
+ lcd.setPixel(2,2,true); // set random pixel in buffer
+ lcd.refresh();
+ wait(1.0);
+
+ int pixel_to_test = lcd.getPixel(2,2);
+
+ if ( pixel_to_test ) {
+ lcd.printString("2,2 is set",0,4);
+ }
+
+ // this one shouldn't be set
+ lcd.setPixel(3,3,false); // clear random pixel in buffer
+ lcd.refresh();
+ pixel_to_test = lcd.getPixel(3,3);
+
+ if ( pixel_to_test == 0 ) {
+ lcd.printString("3,3 is clear",0,5);
+ }
+
+ lcd.refresh();
+ wait(4.0);
+
+ lcd.clear(); // clear buffer
+ lcd.inverseMode(); // invert colours
+ lcd.setBrightness(1.0); // put LED backlight on full
+
+ float array[84];
+
+ for (int i = 0; i < 84; i++) {
+ array[i] = 0.5 + 0.5*sin(i*2*3.14/84);
+ }
+
+ // can also plot graphs - 84 elements only
+ // values must be in range 0.0 - 1.0
+ lcd.plotArray(array);
+ lcd.refresh();
+ wait(5.0);
+
+ lcd.clear();
+ lcd.normalMode(); // normal colour mode back
+ lcd.setBrightness(0.5); // put LED backlight on 50%
+
+ // example of drawing lines
+ for (int x = 0; x < WIDTH ; x+=10) {
+ // x0,y0,x1,y1,type 0-white,1-black,2-dotted
+ lcd.drawLine(0,0,x,HEIGHT,2);
+ }
+ lcd.refresh(); // refresh after drawing shapes
+ wait(5.0);
+
+
+ lcd.clear();
+ // example of how to draw circles
+ lcd.drawCircle(WIDTH/2,HEIGHT/2,20,FILL_BLACK); // x,y,radius,black fill
+ lcd.drawCircle(WIDTH/2,HEIGHT/2,10,FILL_WHITE); // x,y,radius,white fill
+ lcd.drawCircle(WIDTH/2,HEIGHT/2,30,FILL_TRANSPARENT); // x,y,radius,transparent with outline
+ lcd.refresh(); // refresh after drawing shapes
+ wait(5.0);
+
+ lcd.clear();
+ // example of how to draw rectangles
+ // origin x,y,width,height,type
+ lcd.drawRect(10,10,50,30,FILL_BLACK); // filled black rectangle
+ lcd.drawRect(15,15,20,10,FILL_WHITE); // filled white rectange (no outline)
+ lcd.drawRect(2,2,70,40,FILL_TRANSPARENT); // transparent, just outline
+ lcd.refresh(); // refresh after drawing shapes
+ wait(5.0);
+
+ }
+}
+
+
+@endcode
+*/
+class N5110
+{
+private:
+// objects
+ SPI *_spi;
+ PwmOut *_led;
+ DigitalOut *_pwr;
+ DigitalOut *_sce;
+ DigitalOut *_rst;
+ DigitalOut *_dc;
+
+// variables
+ unsigned char buffer[84][6]; // screen buffer - the 6 is for the banks - each one is 8 bits;
+ char screen_array[48][84];
+
+public:
+ /** Create a N5110 object connected to the specified pins
+ *
+ * @param pwr Pin connected to Vcc on the LCD display (pin 1)
+ * @param sce Pin connected to chip enable (pin 3)
+ * @param rst Pin connected to reset (pin 4)
+ * @param dc Pin connected to data/command select (pin 5)
+ * @param mosi Pin connected to data input (MOSI) (pin 6)
+ * @param sclk Pin connected to serial clock (SCLK) (pin 7)
+ * @param led Pin connected to LED backlight (must be PWM) (pin 8)
+ *
+ */
+ N5110(PinName const pwrPin,
+ PinName const scePin,
+ PinName const rstPin,
+ PinName const dcPin,
+ PinName const mosiPin,
+ PinName const sclkPin,
+ PinName const ledPin);
+
+ /** Create a N5110 object connected to the specified pins (Vcc to +3V3)
+ *
+ * @param sce Pin connected to chip enable (pin 3)
+ * @param rst Pin connected to reset (pin 4)
+ * @param dc Pin connected to data/command select (pin 5)
+ * @param mosi Pin connected to data input (MOSI) (pin 6)
+ * @param sclk Pin connected to serial clock (SCLK) (pin 7)
+ * @param led Pin connected to LED backlight (must be PWM) (pin 8)
+ *
+ */
+ N5110(PinName const scePin,
+ PinName const rstPin,
+ PinName const dcPin,
+ PinName const mosiPin,
+ PinName const sclkPin,
+ PinName const ledPin);
+
+ /**
+ * Free allocated memory when object goes out of scope
+ */
+ ~N5110();
+
+ /** Initialise display
+ *
+ * Powers up the display and turns on backlight (50% brightness default).
+ * Sets the display up in horizontal addressing mode and with normal video mode.
+ */
+ void init();
+
+ /** Turn off
+ *
+ * Powers down the display and turns of the backlight.
+ * Needs to be reinitialised before being re-used.
+ */
+ void turnOff();
+
+ /** Clear
+ *
+ * Clears the screen buffer.
+ */
+ void clear();
+
+ /** Set screen constrast
+ * @param constrast - float in range 0.0 to 1.0 (0.40 to 0.60 is usually a good value)
+ */
+ void setContrast(float contrast);
+
+ /** Turn on normal video mode (default)
+ * Black on white
+ */
+ void normalMode();
+
+ /** Turn on inverse video mode (default)
+ * White on black
+ */
+ void inverseMode();
+
+ /** Set Brightness
+ *
+ * Sets brightness of LED backlight.
+ * @param brightness - float in range 0.0 to 1.0
+ */
+ void setBrightness(float const brightness);
+
+ /** Print String
+ *
+ * Prints a string of characters to the screen buffer. String is cut-off after the 83rd pixel.
+ * @param x - the column number (0 to 83)
+ * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row
+ */
+ void printString(char const *str,
+ unsigned int const x,
+ unsigned int const y);
+
+ /** Print Character
+ *
+ * Sends a character to the screen buffer. Printed at the specified location. Character is cut-off after the 83rd pixel.
+ * @param c - the character to print. Can print ASCII as so printChar('C').
+ * @param x - the column number (0 to 83)
+ * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row
+ */
+ void printChar(char const c,
+ unsigned int const x,
+ unsigned int const y);
+
+ /**
+ * @brief Set a Pixel
+ *
+ * @param x The x co-ordinate of the pixel (0 to 83)
+ * @param y The y co-ordinate of the pixel (0 to 47)
+ * @param state The state of the pixel [true=black (default), false=white]
+ *
+ * @details This function sets the state of a pixel in the screen buffer.
+ * The third parameter can be omitted,
+ */
+ void setPixel(unsigned int const x,
+ unsigned int const y,
+ bool const state = true);
+
+ /**
+ * @brief Clear a Pixel
+ *
+ * @param x - the x co-ordinate of the pixel (0 to 83)
+ * @param y - the y co-ordinate of the pixel (0 to 47)
+ *
+ * @details This function clears pixel in the screen buffer
+ *
+ * @deprecated Use setPixel(x, y, false) instead
+ */
+ void clearPixel(unsigned int const x,
+ unsigned int const y)
+ __attribute__((deprecated("Use setPixel(x,y,false) instead")));
+
+ /** Get a Pixel
+ *
+ * This function gets the status of a pixel in the screen buffer.
+ * @param x - the x co-ordinate of the pixel (0 to 83)
+ * @param y - the y co-ordinate of the pixel (0 to 47)
+ * @returns
+ * 0 - pixel is clear
+ * 1 - pixel is set
+ */
+ int getPixel(unsigned int const x,
+ unsigned int const y) const;
+
+ /** Refresh display
+ *
+ * This functions sends the screen buffer to the display.
+ */
+ void refresh();
+
+ /** Randomise buffer
+ *
+ * This function fills the buffer with random data. Can be used to test the display.
+ * A call to refresh() must be made to update the display to reflect the change in pixels.
+ * The seed is not set and so the generated pattern will probably be the same each time.
+ * TODO: Randomise the seed - maybe using the noise on the AnalogIn pins.
+ */
+ void randomiseBuffer();
+
+ /** Plot Array
+ *
+ * This function plots a one-dimensional array in the buffer.
+ * @param array[] - y values of the plot. Values should be normalised in the range 0.0 to 1.0. First 84 plotted.
+ */
+ void plotArray(float const array[]);
+
+ /** Draw Circle
+ *
+ * This function draws a circle at the specified origin with specified radius in the screen buffer
+ * Uses the midpoint circle algorithm.
+ * @see http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
+ * @param x0 - x-coordinate of centre
+ * @param y0 - y-coordinate of centre
+ * @param radius - radius of circle in pixels
+ * @param fill - fill-type for the shape
+ */
+ void drawCircle(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const radius,
+ FillType const fill);
+
+ /** Draw Line
+ *
+ * This function draws a line between the specified points using linear interpolation.
+ * @param x0 - x-coordinate of first point
+ * @param y0 - y-coordinate of first point
+ * @param x1 - x-coordinate of last point
+ * @param y1 - y-coordinate of last point
+ * @param type - 0 white,1 black,2 dotted
+ */
+ void drawLine(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const x1,
+ unsigned int const y1,
+ unsigned int const type);
+
+ /** Draw Rectangle
+ *
+ * This function draws a rectangle.
+ * @param x0 - x-coordinate of origin (top-left)
+ * @param y0 - y-coordinate of origin (top-left)
+ * @param width - width of rectangle
+ * @param height - height of rectangle
+ * @param fill - fill-type for the shape
+ */
+ void drawRect(unsigned int const x0,
+ unsigned int const y0,
+ unsigned int const width,
+ unsigned int const height,
+ FillType const fill);
+
+ /** Draw Sprite
+ *
+ * This function draws a sprite as defined in a 2D array
+ * @param x0 - x-coordinate of origin (top-left)
+ * @param y0 - y-coordinate of origin (top-left)
+ * @param nrows - number of rows in sprite
+ * @param ncols - number of columns in sprite
+ * @param sprite - 2D array representing the sprite
+ */
+ void drawSprite(int x0,
+ int y0,
+ int nrows,
+ int ncols,
+ char *sprite);
+
+ void drawSpriteTransparent(int x0,
+ int y0,
+ int nrows,
+ int ncols,
+ char *sprite);
+
+ char * readScreen();
+
+
+private:
+// methods
+ void setXYAddress(unsigned int const x,
+ unsigned int const y);
+ void initSPI();
+ void turnOn();
+ void reset();
+ void clearRAM();
+ void sendCommand(unsigned char command);
+ void sendData(unsigned char data);
+ void setTempCoefficient(char tc); // 0 to 3
+ void setBias(char bias); // 0 to 7
+};
+
+const unsigned char font5x7[480] = {
+ 0x00, 0x00, 0x00, 0x00, 0x00,// (space)
+ 0x00, 0x00, 0x5F, 0x00, 0x00,// !
+ 0x00, 0x07, 0x00, 0x07, 0x00,// "
+ 0x14, 0x7F, 0x14, 0x7F, 0x14,// #
+ 0x24, 0x2A, 0x7F, 0x2A, 0x12,// $
+ 0x23, 0x13, 0x08, 0x64, 0x62,// %
+ 0x36, 0x49, 0x55, 0x22, 0x50,// &
+ 0x00, 0x05, 0x03, 0x00, 0x00,// '
+ 0x00, 0x1C, 0x22, 0x41, 0x00,// (
+ 0x00, 0x41, 0x22, 0x1C, 0x00,// )
+ 0x08, 0x2A, 0x1C, 0x2A, 0x08,// *
+ 0x08, 0x08, 0x3E, 0x08, 0x08,// +
+ 0x00, 0x50, 0x30, 0x00, 0x00,// ,
+ 0x08, 0x08, 0x08, 0x08, 0x08,// -
+ 0x00, 0x60, 0x60, 0x00, 0x00,// .
+ 0x20, 0x10, 0x08, 0x04, 0x02,// /
+ 0x3E, 0x51, 0x49, 0x45, 0x3E,// 0
+ 0x00, 0x42, 0x7F, 0x40, 0x00,// 1
+ 0x42, 0x61, 0x51, 0x49, 0x46,// 2
+ 0x21, 0x41, 0x45, 0x4B, 0x31,// 3
+ 0x18, 0x14, 0x12, 0x7F, 0x10,// 4
+ 0x27, 0x45, 0x45, 0x45, 0x39,// 5
+ 0x3C, 0x4A, 0x49, 0x49, 0x30,// 6
+ 0x01, 0x71, 0x09, 0x05, 0x03,// 7
+ 0x36, 0x49, 0x49, 0x49, 0x36,// 8
+ 0x06, 0x49, 0x49, 0x29, 0x1E,// 9
+ 0x00, 0x36, 0x36, 0x00, 0x00,// :
+ 0x00, 0x56, 0x36, 0x00, 0x00,// ;
+ 0x00, 0x08, 0x14, 0x22, 0x41,// <
+ 0x14, 0x14, 0x14, 0x14, 0x14,// =
+ 0x41, 0x22, 0x14, 0x08, 0x00,// >
+ 0x02, 0x01, 0x51, 0x09, 0x06,// ?
+ 0x32, 0x49, 0x79, 0x41, 0x3E,// @
+ 0x7E, 0x11, 0x11, 0x11, 0x7E,// A
+ 0x7F, 0x49, 0x49, 0x49, 0x36,// B
+ 0x3E, 0x41, 0x41, 0x41, 0x22,// C
+ 0x7F, 0x41, 0x41, 0x22, 0x1C,// D
+ 0x7F, 0x49, 0x49, 0x49, 0x41,// E
+ 0x7F, 0x09, 0x09, 0x01, 0x01,// F
+ 0x3E, 0x41, 0x41, 0x51, 0x32,// G
+ 0x7F, 0x08, 0x08, 0x08, 0x7F,// H
+ 0x00, 0x41, 0x7F, 0x41, 0x00,// I
+ 0x20, 0x40, 0x41, 0x3F, 0x01,// J
+ 0x7F, 0x08, 0x14, 0x22, 0x41,// K
+ 0x7F, 0x40, 0x40, 0x40, 0x40,// L
+ 0x7F, 0x02, 0x04, 0x02, 0x7F,// M
+ 0x7F, 0x04, 0x08, 0x10, 0x7F,// N
+ 0x3E, 0x41, 0x41, 0x41, 0x3E,// O
+ 0x7F, 0x09, 0x09, 0x09, 0x06,// P
+ 0x3E, 0x41, 0x51, 0x21, 0x5E,// Q
+ 0x7F, 0x09, 0x19, 0x29, 0x46,// R
+ 0x46, 0x49, 0x49, 0x49, 0x31,// S
+ 0x01, 0x01, 0x7F, 0x01, 0x01,// T
+ 0x3F, 0x40, 0x40, 0x40, 0x3F,// U
+ 0x1F, 0x20, 0x40, 0x20, 0x1F,// V
+ 0x7F, 0x20, 0x18, 0x20, 0x7F,// W
+ 0x63, 0x14, 0x08, 0x14, 0x63,// X
+ 0x03, 0x04, 0x78, 0x04, 0x03,// Y
+ 0x61, 0x51, 0x49, 0x45, 0x43,// Z
+ 0x00, 0x00, 0x7F, 0x41, 0x41,// [
+ 0x02, 0x04, 0x08, 0x10, 0x20,// "\"
+ 0x41, 0x41, 0x7F, 0x00, 0x00,// ]
+ 0x04, 0x02, 0x01, 0x02, 0x04,// ^
+ 0x40, 0x40, 0x40, 0x40, 0x40,// _
+ 0x00, 0x01, 0x02, 0x04, 0x00,// `
+ 0x20, 0x54, 0x54, 0x54, 0x78,// a
+ 0x7F, 0x48, 0x44, 0x44, 0x38,// b
+ 0x38, 0x44, 0x44, 0x44, 0x20,// c
+ 0x38, 0x44, 0x44, 0x48, 0x7F,// d
+ 0x38, 0x54, 0x54, 0x54, 0x18,// e
+ 0x08, 0x7E, 0x09, 0x01, 0x02,// f
+ 0x08, 0x14, 0x54, 0x54, 0x3C,// g
+ 0x7F, 0x08, 0x04, 0x04, 0x78,// h
+ 0x00, 0x44, 0x7D, 0x40, 0x00,// i
+ 0x20, 0x40, 0x44, 0x3D, 0x00,// j
+ 0x00, 0x7F, 0x10, 0x28, 0x44,// k
+ 0x00, 0x41, 0x7F, 0x40, 0x00,// l
+ 0x7C, 0x04, 0x18, 0x04, 0x78,// m
+ 0x7C, 0x08, 0x04, 0x04, 0x78,// n
+ 0x38, 0x44, 0x44, 0x44, 0x38,// o
+ 0x7C, 0x14, 0x14, 0x14, 0x08,// p
+ 0x08, 0x14, 0x14, 0x18, 0x7C,// q
+ 0x7C, 0x08, 0x04, 0x04, 0x08,// r
+ 0x48, 0x54, 0x54, 0x54, 0x20,// s
+ 0x04, 0x3F, 0x44, 0x40, 0x20,// t
+ 0x3C, 0x40, 0x40, 0x20, 0x7C,// u
+ 0x1C, 0x20, 0x40, 0x20, 0x1C,// v
+ 0x3C, 0x40, 0x30, 0x40, 0x3C,// w
+ 0x44, 0x28, 0x10, 0x28, 0x44,// x
+ 0x0C, 0x50, 0x50, 0x50, 0x3C,// y
+ 0x44, 0x64, 0x54, 0x4C, 0x44,// z
+ 0x00, 0x08, 0x36, 0x41, 0x00,// {
+ 0x00, 0x00, 0x7F, 0x00, 0x00,// |
+ 0x00, 0x41, 0x36, 0x08, 0x00,// }
+ 0x08, 0x08, 0x2A, 0x1C, 0x08,// ->
+ 0x08, 0x1C, 0x2A, 0x08, 0x08 // <-
+};
+
+#endif
\ No newline at end of file
--- a/Peripherals/FXOS8700Q/FXOS8700Q.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,231 +0,0 @@
-/* FXOS8700Q sensor driver
- * Copyright (c) 2014-2015 ARM Limited
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#include "FXOS8700Q.h"
-
-const uint16_t uint14_max = 0x3FFF;
-void static inline normalize_14bits(int16_t &x)
-{
- x = ((x) > (uint14_max/2)) ? (x - uint14_max) : (x);
-}
-
-static int16_t dummy_int16_t = 0;
-static float dummy_float = 0.0f;
-
-FXOS8700Q::FXOS8700Q(I2C &i2c, uint8_t addr)
-{
- _i2c = &i2c;
- _addr = addr;
- // activate the peripheral
- uint8_t data[2] = {FXOS8700Q_CTRL_REG1, 0x00};
- _i2c->frequency(400000);
- writeRegs(data, 2);
- data[0] = FXOS8700Q_M_CTRL_REG1;
- data[1] = 0x1F;
- writeRegs(data, 2);
- data[0] = FXOS8700Q_M_CTRL_REG2;
- data[1] = 0x20;
- writeRegs(data, 2);
- data[0] = FXOS8700Q_XYZ_DATA_CFG;
- data[1] = 0x00;
- writeRegs(data, 2);
- data[0] = FXOS8700Q_CTRL_REG1;
- data[1] = 0x1C;
- writeRegs(data, 2);
-}
-
-FXOS8700Q::~FXOS8700Q()
-{
- _i2c = 0;
- _addr = 0;
-}
-
-void FXOS8700Q::readRegs(uint8_t addr, uint8_t *data, uint32_t len) const
-{
- uint8_t t[1] = {addr};
- _i2c->write(_addr, (char *)t, sizeof(t), true);
- _i2c->read(_addr, (char *)data, len);
-}
-
-uint8_t FXOS8700Q::whoAmI() const
-{
- uint8_t who_am_i = 0;
- readRegs(FXOS8700Q_WHOAMI, &who_am_i, sizeof(who_am_i));
- return who_am_i;
-}
-
-void FXOS8700Q::writeRegs(uint8_t * data, uint32_t len) const
-{
- _i2c->write(_addr, (char *)data, len);
-}
-
-
-int16_t FXOS8700Q::getSensorAxis(uint8_t addr) const
-{
- uint8_t res[2];
- readRegs(addr, res, sizeof(res));
- return static_cast<int16_t>((res[0] << 8) | res[1]);
-}
-
-void FXOS8700Q::enable(void) const
-{
- uint8_t data[2];
- readRegs(FXOS8700Q_CTRL_REG1, &data[1], 1);
- data[1] |= 0x01;
- data[0] = FXOS8700Q_CTRL_REG1;
- writeRegs(data, sizeof(data));
-}
-
-void FXOS8700Q::disable(void) const
-{
- uint8_t data[2];
- readRegs(FXOS8700Q_CTRL_REG1, &data[1], 1);
- data[1] &= 0xFE;
- data[0] = FXOS8700Q_CTRL_REG1;
- writeRegs(data, sizeof(data));
-}
-
-uint32_t FXOS8700Q::dataReady(void) const
-{
- uint8_t stat = 0;
- readRegs(FXOS8700Q_STATUS, &stat, 1);
- return (uint32_t)stat;
-}
-
-uint32_t FXOS8700Q::sampleRate(uint32_t frequency) const
-{
- return(50); // for now sample rate is fixed at 50Hz
-}
-
-int16_t FXOS8700QAccelerometer::getX(int16_t &x = dummy_int16_t) const
-{
- x = getSensorAxis(FXOS8700Q_OUT_X_MSB) >> 2;
- normalize_14bits(x);
- return x;
-}
-
-int16_t FXOS8700QAccelerometer::getY(int16_t &y = dummy_int16_t) const
-{
- y = getSensorAxis(FXOS8700Q_OUT_Y_MSB) >> 2;
- normalize_14bits(y);
- return y;
-}
-
-int16_t FXOS8700QAccelerometer::getZ(int16_t &z = dummy_int16_t) const
-{
- z = getSensorAxis(FXOS8700Q_OUT_Z_MSB) >> 2;
- normalize_14bits(z);
- return z;
-}
-
-float FXOS8700QAccelerometer::getX(float &x = dummy_float) const
-{
- int16_t val = getSensorAxis(FXOS8700Q_OUT_X_MSB) >> 2;
- normalize_14bits(val);
- x = val / 4096.0f;
- return x;
-}
-
-float FXOS8700QAccelerometer::getY(float &y = dummy_float) const
-{
- int16_t val = getSensorAxis(FXOS8700Q_OUT_Y_MSB) >> 2;
- normalize_14bits(val);
- y = val / 4096.0f;
- return y;
-}
-
-float FXOS8700QAccelerometer::getZ(float &z = dummy_float) const
-{
- int16_t val = getSensorAxis(FXOS8700Q_OUT_Z_MSB) >> 2;
- normalize_14bits(val);
- z = val / 4096.0f;
- return z;
-}
-
-void FXOS8700QAccelerometer::getAxis(motion_data_counts_t &xyz) const
-{
- uint8_t res[6];
- readRegs(FXOS8700Q_OUT_X_MSB, res, sizeof(res));
- xyz.x = static_cast<int16_t>((res[0] << 8) | res[1]) >> 2;
- xyz.y = static_cast<int16_t>((res[2] << 8) | res[3]) >> 2;
- xyz.z = static_cast<int16_t>((res[4] << 8) | res[5]) >> 2;
- normalize_14bits(xyz.x);
- normalize_14bits(xyz.y);
- normalize_14bits(xyz.z);
-}
-
-void FXOS8700QAccelerometer::getAxis(motion_data_units_t &xyz) const
-{
- motion_data_counts_t _xyz;
- FXOS8700QAccelerometer::getAxis(_xyz);
- xyz.x = _xyz.x / 4096.0f;
- xyz.y = _xyz.y / 4096.0f;
- xyz.z = _xyz.z / 4096.0f;
-}
-
-int16_t FXOS8700QMagnetometer::getX(int16_t &x = dummy_int16_t) const
-{
- x = getSensorAxis(FXOS8700Q_M_OUT_X_MSB);
- return x;
-}
-
-int16_t FXOS8700QMagnetometer::getY(int16_t &y = dummy_int16_t) const
-{
- y = getSensorAxis(FXOS8700Q_M_OUT_Y_MSB);
- return y;
-}
-
-int16_t FXOS8700QMagnetometer::getZ(int16_t &z = dummy_int16_t) const
-{
- z = getSensorAxis(FXOS8700Q_M_OUT_Z_MSB);
- return z;
-}
-
-float FXOS8700QMagnetometer::getX(float &x = dummy_float) const
-{
- x = static_cast<float>(getSensorAxis(FXOS8700Q_M_OUT_X_MSB)) * 0.1f;
- return x;
-}
-
-float FXOS8700QMagnetometer::getY(float &y = dummy_float) const
-{
- y = static_cast<float>(getSensorAxis(FXOS8700Q_M_OUT_Y_MSB)) * 0.1f;
- return y;
-}
-
-float FXOS8700QMagnetometer::getZ(float &z = dummy_float) const
-{
- z = static_cast<float>(getSensorAxis(FXOS8700Q_M_OUT_Z_MSB)) * 0.1f;
- return z;
-}
-
-void FXOS8700QMagnetometer::getAxis(motion_data_counts_t &xyz) const
-{
- uint8_t res[6];
- readRegs(FXOS8700Q_M_OUT_X_MSB, res, sizeof(res));
- xyz.x = (res[0] << 8) | res[1];
- xyz.y = (res[2] << 8) | res[3];
- xyz.z = (res[4] << 8) | res[5];
-}
-
-void FXOS8700QMagnetometer::getAxis(motion_data_units_t &xyz) const
-{
- motion_data_counts_t _xyz;
- FXOS8700QMagnetometer::getAxis(_xyz);
- xyz.x = static_cast<float>(_xyz.x * 0.1f);
- xyz.y = static_cast<float>(_xyz.y * 0.1f);
- xyz.z = static_cast<float>(_xyz.z * 0.1f);
-}
--- a/Peripherals/FXOS8700Q/FXOS8700Q.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,164 +0,0 @@
-/* FXOS8700Q sensor driver
- * Copyright (c) 2014-2015 ARM Limited
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-
-#ifndef FXOS8700Q_H
-#define FXOS8700Q_H
-
-#include "mbed.h"
-#include "MotionSensor.h"
-
-// FXOS8700CQ I2C address
-#define FXOS8700CQ_SLAVE_ADDR0 (0x1E<<1) // with pins SA0=0, SA1=0
-#define FXOS8700CQ_SLAVE_ADDR1 (0x1D<<1) // with pins SA0=1, SA1=0
-#define FXOS8700CQ_SLAVE_ADDR2 (0x1C<<1) // with pins SA0=0, SA1=1
-#define FXOS8700CQ_SLAVE_ADDR3 (0x1F<<1) // with pins SA0=1, SA1=1
-// FXOS8700CQ internal register addresses
-#define FXOS8700Q_STATUS 0x00
-#define FXOS8700Q_OUT_X_MSB 0x01
-#define FXOS8700Q_OUT_Y_MSB 0x03
-#define FXOS8700Q_OUT_Z_MSB 0x05
-#define FXOS8700Q_M_OUT_X_MSB 0x33
-#define FXOS8700Q_M_OUT_Y_MSB 0x35
-#define FXOS8700Q_M_OUT_Z_MSB 0x37
-#define FXOS8700Q_WHOAMI 0x0D
-#define FXOS8700Q_XYZ_DATA_CFG 0x0E
-#define FXOS8700Q_CTRL_REG1 0x2A
-#define FXOS8700Q_M_CTRL_REG1 0x5B
-#define FXOS8700Q_M_CTRL_REG2 0x5C
-#define FXOS8700Q_WHOAMI_VAL 0xC7
-
-
-/** FXOS8700Q accelerometer example
- @code
- #include "mbed.h"
- #include "FXOS8700Q.h"
- I2C i2c(PTE25, PTE24);
- FXOS8700QAccelerometer acc(i2c, FXOS8700CQ_SLAVE_ADDR1); // Configured for the FRDM-K64F with onboard sensors
- FXOS8700QMagnetometer mag(i2c, FXOS8700CQ_SLAVE_ADDR1);
- int main(void)
- {
- motion_data_units_t acc_data, mag_data;
- motion_data_counts_t acc_raw, mag_raw;
- float faX, faY, faZ, fmX, fmY, fmZ, tmp_float;
- int16_t raX, raY, raZ, rmX, rmY, rmZ, tmp_int;
- acc.enable();
- mag.enable();
- while (true) {
- // counts based results
- acc.getAxis(acc_raw);
- mag.getAxis(mag_raw);
- acc.getX(raX);
- acc.getY(raY);
- acc.getZ(raZ);
- mag.getX(rmX);
- mag.getY(rmY);
- mag.getZ(rmZ);
- // unit based results
- acc.getAxis(acc_data);
- mag.getAxis(mag_data);
- acc.getX(faX);
- acc.getY(faY);
- acc.getZ(faZ);
- mag.getX(fmX);
- mag.getY(fmY);
- mag.getZ(fmZ);
- wait(0.1f);
- }
- }
- @endcode
- */
-
-/** FXOS8700Q driver class
- */
-class FXOS8700Q : public MotionSensor
-{
-public:
-
- /** Read a device register
- @param addr The address to read from
- @param data The data to read from it
- @param len The amount of data to read from it
- @return 0 if successful, negative number otherwise
- */
- void readRegs(uint8_t addr, uint8_t *data, uint32_t len) const;
-
- /** Read the ID from a whoAmI register
- @return The device whoAmI register contents
- */
- uint8_t whoAmI(void) const;
-
- virtual void enable(void) const;
- virtual void disable(void) const;
- virtual uint32_t sampleRate(uint32_t frequency) const;
- virtual uint32_t dataReady(void) const;
-
-protected:
- I2C *_i2c;
- uint8_t _addr;
-
- /** FXOS8700Q constructor
- @param i2c a configured i2c object
- @param addr addr of the I2C peripheral as wired
- */
- FXOS8700Q(I2C &i2c, uint8_t addr);
-
- /** FXOS8700Q deconstructor
- */
- ~FXOS8700Q();
-
- void writeRegs(uint8_t *data, uint32_t len) const;
- int16_t getSensorAxis(uint8_t addr) const;
-};
-
-/** FXOS8700QAccelerometer interface
- */
-class FXOS8700QAccelerometer : public FXOS8700Q
-{
-public:
-
- FXOS8700QAccelerometer(I2C &i2c, uint8_t addr) : FXOS8700Q(i2c, addr) {}
-
- virtual int16_t getX(int16_t &x) const;
- virtual int16_t getY(int16_t &y) const;
- virtual int16_t getZ(int16_t &z) const;
- virtual float getX(float &x) const;
- virtual float getY(float &y) const;
- virtual float getZ(float &z) const;
- virtual void getAxis(motion_data_counts_t &xyz) const;
- virtual void getAxis(motion_data_units_t &xyz) const;
-
-};
-
-/** FXOS8700QMagnetometer interface
- */
-class FXOS8700QMagnetometer : public FXOS8700Q
-{
-public:
-
- FXOS8700QMagnetometer(I2C &i2c, uint8_t addr) : FXOS8700Q(i2c, addr) {}
-
- virtual int16_t getX(int16_t &x) const;
- virtual int16_t getY(int16_t &y) const;
- virtual int16_t getZ(int16_t &z) const;
- virtual float getX(float &x) const;
- virtual float getY(float &y) const;
- virtual float getZ(float &z) const;
- virtual void getAxis(motion_data_counts_t &xyz) const;
- virtual void getAxis(motion_data_units_t &xyz) const;
-
-};
-
-#endif
--- a/Peripherals/FXOS8700Q/MotionSensor.lib Thu May 09 14:49:27 2019 +0000 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,1 +0,0 @@ -http://mbed.org/teams/components/code/MotionSensor/#226520fc09bf
--- a/Peripherals/Gamepad/Gamepad.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,391 +0,0 @@
-#include "Gamepad.h"
-
-#include "mbed.h"
-
-//////////// constructor/destructor ////////////
-Gamepad::Gamepad()
- :
- _led1(new PwmOut(PTA1)),
- _led2(new PwmOut(PTA2)),
- _led3(new PwmOut(PTC2)),
- _led4(new PwmOut(PTC3)),
- _led5(new PwmOut(PTC4)),
- _led6(new PwmOut(PTD3)),
-
- _button_A(new InterruptIn(PTB9)),
- _button_B(new InterruptIn(PTD0)),
- _button_X(new InterruptIn(PTC17)),
- _button_Y(new InterruptIn(PTC12)),
- _button_L(new InterruptIn(PTB18)),
- _button_R(new InterruptIn(PTB3)),
- _button_back(new InterruptIn(PTB19)),
- _button_start(new InterruptIn(PTC5)),
- _button_joystick(new InterruptIn(PTC16)),
-
- _vert(new AnalogIn(PTB10)),
- _horiz(new AnalogIn(PTB11)),
-
- _buzzer(new PwmOut(PTC10)),
- _pot(new AnalogIn(PTB2)),
-
- _timeout(new Timeout()),
-
- _event_state(0),
-
- _x0(0),
- _y0(0)
-{}
-
-Gamepad::~Gamepad()
-{
- delete _led1,_led2,_led3,_led4,_led5,_led6;
- delete _button_A,_button_B,_button_joystick,_vert,_horiz;
- delete _button_X,_button_Y,_button_back,_button_start;
- delete _button_L,_button_R, _buzzer, _pot, _timeout;
-}
-
-///////////////// public methods /////////////////
-
-void Gamepad::init()
-{
- leds_off();
- init_buttons();
-
- // read centred values of joystick
- _x0 = _horiz->read();
- _y0 = _vert->read();
-
- // clear all flags
- _event_state = 0;
-}
-
-void Gamepad::leds_off()
-{
- leds(0.0);
-}
-
-void Gamepad::leds_on()
-{
- leds(1.0);
-}
-
-void Gamepad::leds(float val) const
-{
- if (val < 0.0f) {
- val = 0.0f;
- }
- if (val > 1.0f) {
- val = 1.0f;
- }
-
- // leds are active-low, so subtract from 1.0
- // 0.0 corresponds to fully-off, 1.0 to fully-on
- val = 1.0f - val;
-
- _led1->write(val);
- _led2->write(val);
- _led3->write(val);
- _led4->write(val);
- _led5->write(val);
- _led6->write(val);
-}
-
-void Gamepad::led(int n,float val) const
-{
- // ensure they are within vlaid range
- if (val < 0.0f) {
- val = 0.0f;
- }
- if (val > 1.0f) {
- val = 1.0f;
- }
-
- switch (n) {
-
- // check for valid LED number and set value
-
- case 1:
- _led1->write(1.0f-val); // active-low so subtract from 1
- break;
- case 2:
- _led2->write(1.0f-val); // active-low so subtract from 1
- break;
- case 3:
- _led3->write(1.0f-val); // active-low so subtract from 1
- break;
- case 4:
- _led4->write(1.0f-val); // active-low so subtract from 1
- break;
- case 5:
- _led5->write(1.0f-val); // active-low so subtract from 1
- break;
- case 6:
- _led6->write(1.0f-val); // active-low so subtract from 1
- break;
-
- }
-}
-
-float Gamepad::read_pot() const
-{
- return _pot->read();
-}
-
-void Gamepad::tone(float frequency, float duration)
-{
- _buzzer->period(1.0f/frequency);
- _buzzer->write(0.5); // 50% duty cycle - square wave
- _timeout->attach(callback(this, &Gamepad::tone_off), duration );
-}
-
-bool Gamepad::check_event(GamepadEvent const id)
-{
- // Check whether event flag is set
- if (_event_state[id]) {
-// _event_state.reset(id); // clear flag
- return true;
- } else {
- return false;
- }
-}
-
-// this method gets the magnitude of the joystick movement
-float Gamepad::get_mag()
-{
- Polar p = get_polar();
- return p.mag;
-}
-
-// this method gets the angle of joystick movement (0 to 360, 0 North)
-float Gamepad::get_angle()
-{
- Polar p = get_polar();
- return p.angle;
-}
-
-Direction Gamepad::get_direction()
-{
- float angle = get_angle(); // 0 to 360, -1 for centred
-
- Direction d;
- // partition 360 into segments and check which segment the angle is in
- if (angle < 0.0f) {
- d = CENTRE; // check for -1.0 angle
- } else if (angle < 22.5f) { // then keep going in 45 degree increments
- d = N;
- } else if (angle < 67.5f) {
- d = NE;
- } else if (angle < 112.5f) {
- d = E;
- } else if (angle < 157.5f) {
- d = SE;
- } else if (angle < 202.5f) {
- d = S;
- } else if (angle < 247.5f) {
- d = SW;
- } else if (angle < 292.5f) {
- d = W;
- } else if (angle < 337.5f) {
- d = NW;
- } else {
- d = N;
- }
-
- return d;
-}
-
-///////////////////// private methods ////////////////////////
-
-void Gamepad::tone_off()
-{
- // called after timeout
- _buzzer->write(0.0);
-}
-
-void Gamepad::init_buttons()
-{
- // turn on pull-downs as other side of button is connected to 3V3
- // button is 0 when not pressed and 1 when pressed
- _button_A->mode(PullDown);
- _button_B->mode(PullDown);
- _button_X->mode(PullDown);
- _button_Y->mode(PullDown);
- _button_back->mode(PullDown);
- _button_start->mode(PullDown);
- _button_L->mode(PullDown);
- _button_R->mode(PullDown);
- _button_joystick->mode(PullDown);
- // therefore setup rising edge interrupts
- _button_A->rise(callback(this,&Gamepad::a_isr));
- _button_B->rise(callback(this,&Gamepad::b_isr));
- _button_X->rise(callback(this,&Gamepad::x_isr));
- _button_Y->rise(callback(this,&Gamepad::y_isr));
- _button_L->rise(callback(this,&Gamepad::l_isr));
- _button_R->rise(callback(this,&Gamepad::r_isr));
- _button_start->rise(callback(this,&Gamepad::start_isr));
- _button_back->rise(callback(this,&Gamepad::back_isr));
- _button_joystick->rise(callback(this,&Gamepad::joy_isr));
- // therefore setup falling edge interrupts
- _button_A->fall(callback(this,&Gamepad::a_reset_isr));
- _button_B->fall(callback(this,&Gamepad::b_reset_isr));
- _button_X->fall(callback(this,&Gamepad::x_reset_isr));
- _button_Y->fall(callback(this,&Gamepad::y_reset_isr));
- _button_L->fall(callback(this,&Gamepad::l_reset_isr));
- _button_R->fall(callback(this,&Gamepad::r_reset_isr));
- _button_start->fall(callback(this,&Gamepad::start_reset_isr));
- _button_back->fall(callback(this,&Gamepad::back_reset_isr));
- _button_joystick->fall(callback(this,&Gamepad::joy_reset_isr));
-}
-
-// button interrupts ISRs
-// Each of these simply sets the appropriate event bit in the _event_state
-// variable
-void Gamepad::a_isr()
-{
- _event_state.set(A_PRESSED);
-}
-void Gamepad::b_isr()
-{
- _event_state.set(B_PRESSED);
-}
-void Gamepad::x_isr()
-{
- _event_state.set(X_PRESSED);
-}
-void Gamepad::y_isr()
-{
- _event_state.set(Y_PRESSED);
-}
-void Gamepad::l_isr()
-{
- _event_state.set(L_PRESSED);
-}
-void Gamepad::r_isr()
-{
- _event_state.set(R_PRESSED);
-}
-void Gamepad::back_isr()
-{
- _event_state.set(BACK_PRESSED);
-}
-void Gamepad::start_isr()
-{
- _event_state.set(START_PRESSED);
-}
-void Gamepad::joy_isr()
-{
- _event_state.set(JOY_PRESSED);
-}
-
-// button interrupts ISRs
-// Each of these simply resets the appropriate event bit in the _event_state
-// variable
-void Gamepad::a_reset_isr()
-{
- _event_state.reset(A_PRESSED);
-}
-void Gamepad::b_reset_isr()
-{
- _event_state.reset(B_PRESSED);
-}
-void Gamepad::x_reset_isr()
-{
- _event_state.reset(X_PRESSED);
-}
-void Gamepad::y_reset_isr()
-{
- _event_state.reset(Y_PRESSED);
-}
-void Gamepad::l_reset_isr()
-{
- _event_state.reset(L_PRESSED);
-}
-void Gamepad::r_reset_isr()
-{
- _event_state.reset(R_PRESSED);
-}
-void Gamepad::back_reset_isr()
-{
- _event_state.reset(BACK_PRESSED);
-}
-void Gamepad::start_reset_isr()
-{
- _event_state.reset(START_PRESSED);
-}
-void Gamepad::joy_reset_isr()
-{
- _event_state.reset(JOY_PRESSED);
-}
-
-// get raw joystick coordinate in range -1 to 1
-// Direction (x,y)
-// North (0,1)
-// East (1,0)
-// South (0,-1)
-// West (-1,0)
-Vector2D Gamepad::get_coord()
-{
- // read() returns value in range 0.0 to 1.0 so is scaled and centre value
- // substracted to get values in the range -1.0 to 1.0
- float x = 2.0f*( _horiz->read() - _x0 );
- float y = 2.0f*( _vert->read() - _y0 );
-
- // Note: the x value here is inverted to ensure the positive x is to the
- // right. This is simply due to how the potentiometer on the joystick
- // I was using was connected up. It could have been corrected in hardware
- // by swapping the power supply pins. Instead it is done in software so may
- // need to be changed depending on your wiring setup
-
- Vector2D coord = {-x,y};
- return coord;
-}
-
-// This maps the raw x,y coord onto a circular grid.
-// See: http://mathproofs.blogspot.co.uk/2005/07/mapping-square-to-circle.html
-Vector2D Gamepad::get_mapped_coord()
-{
- Vector2D coord = get_coord();
-
- // do the transformation
- float x = coord.x*sqrt(1.0f-pow(coord.y,2.0f)/2.0f);
- float y = coord.y*sqrt(1.0f-pow(coord.x,2.0f)/2.0f);
-
- Vector2D mapped_coord = {x,y};
- return mapped_coord;
-}
-
-// this function converts the mapped coordinates into polar form
-Polar Gamepad::get_polar()
-{
- // get the mapped coordinate
- Vector2D coord = get_mapped_coord();
-
- // at this point, 0 degrees (i.e. x-axis) will be defined to the East.
- // We want 0 degrees to correspond to North and increase clockwise to 359
- // like a compass heading, so we need to swap the axis and invert y
- float x = coord.y;
- float y = coord.x;
-
- float mag = sqrt(x*x+y*y); // pythagoras
- float angle = RAD2DEG*atan2(y,x);
- // angle will be in range -180 to 180, so add 360 to negative angles to
- // move to 0 to 360 range
- if (angle < 0.0f) {
- angle+=360.0f;
- }
-
- // the noise on the ADC causes the values of x and y to fluctuate slightly
- // around the centred values. This causes the random angle values to get
- // calculated when the joystick is centred and untouched. This is also when
- // the magnitude is very small, so we can check for a small magnitude and then
- // set the angle to -1. This will inform us when the angle is invalid and the
- // joystick is centred
-
- if (mag < TOL) {
- mag = 0.0f;
- angle = -1.0f;
- }
-
- Polar p = {mag,angle};
- return p;
-}
\ No newline at end of file
--- a/Peripherals/Gamepad/Gamepad.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,216 +0,0 @@
-#ifndef GAMEPAD_H
-#define GAMEPAD_H
-
-#include <bitset>
-
-// Forward declaration of the classes that we use from the mbed library
-// This avoids the need for us to include the huge mbed.h header inside our
-// own library API
-namespace mbed
-{
-class AnalogIn;
-class InterruptIn;
-class PwmOut;
-class Timeout;
-}
-
-#define TOL 0.1f
-#define RAD2DEG 57.2957795131f
-
-/** Enum for direction */
-enum Direction {
- CENTRE, /**< joystick centred */
- N, /**< pushed North (0)*/
- NE, /**< pushed North-East (45) */
- E, /**< pushed East (90) */
- SE, /**< pushed South-East (135) */
- S, /**< pushed South (180) */
- SW, /**< pushed South-West (225) */
- W, /**< pushed West (270) */
- NW /**< pushed North-West (315) */
-};
-
-/** Vector 2D struct */
-struct Vector2D {
- float x; /**< float for x value */
- float y; /**< float for y value */
-};
-
-/** Polar coordinate struct */
-struct Polar {
- float mag; /**< float for magnitude */
- float angle; /**< float for angle (in degrees) */
-};
-
-/** Gamepad Class
- * @brief Library for interfacing with ELEC2645 Gamepad PCB, University of Leeds
- * @author Dr Craig A. Evans
- * @author Dr Alex Valavanis
- */
-class Gamepad
-{
-public:
- /** Gamepad events
- * @brief List of events that can be registered on the gamepad
- */
- enum GamepadEvent {
- A_PRESSED, ///< Button A has been pressed
- B_PRESSED, ///< Button B has been pressed
- X_PRESSED, ///< Button X has been pressed
- Y_PRESSED, ///< Button Y has been pressed
- L_PRESSED, ///< Button L has been pressed
- R_PRESSED, ///< Button R has been pressed
- BACK_PRESSED, ///< Button "Back" has been pressed
- START_PRESSED, ///< Button "Start" has been pressed
- JOY_PRESSED, ///< Joystick button has been pressed
- N_EVENTS ///< A dummy flag that marks the end of the list
- };
-
-private:
- mbed::PwmOut *_led1;
- mbed::PwmOut *_led2;
- mbed::PwmOut *_led3;
- mbed::PwmOut *_led4;
- mbed::PwmOut *_led5;
- mbed::PwmOut *_led6;
-
- mbed::InterruptIn *_button_A;
- mbed::InterruptIn *_button_B;
- mbed::InterruptIn *_button_X;
- mbed::InterruptIn *_button_Y;
- mbed::InterruptIn *_button_L;
- mbed::InterruptIn *_button_R;
- mbed::InterruptIn *_button_back;
- mbed::InterruptIn *_button_start;
- mbed::InterruptIn *_button_joystick;
-
- mbed::AnalogIn *_vert;
- mbed::AnalogIn *_horiz;
-
- mbed::PwmOut *_buzzer;
- mbed::AnalogIn *_pot;
-
- mbed::Timeout *_timeout;
-
- std::bitset<N_EVENTS> _event_state; ///< A binary list of buttons that has been pressed
-
- // centred x,y values
- float _x0;
- float _y0;
-
-public:
- /** Constructor */
- Gamepad();
-
- /** Destructor */
- ~Gamepad();
-
- /** Initialise all peripherals and configure interrupts */
- void init();
-
- /** Turn all LEDs on */
- void leds_on();
-
- /** Turn all LEDs off */
- void leds_off();
-
- /** Set all LEDs to duty-cycle
- *@param value in range 0.0 to 1.0
- */
- void leds(float val) const;
-
- /** Set LED to duty-cycle
- *@param led number (0 to 5)
- *@param value in range 0.0 to 1.0
- */
- void led(int n,float val) const;
-
- /** Read potentiometer
- *@returns potentiometer value in range 0.0 to 1.0
- */
- float read_pot() const;
-
- /** Play tone on piezo
- * @param frequency in Hz
- * @param duration of tone in seconds
- */
- void tone(float frequency, float duration);
-
- /**
- * @brief Check whether an event flag has been set and clear it
- * @param id[in] The ID of the event to test
- * @return true if the event occurred
- */
- bool check_event(GamepadEvent const id);
-
- /**
- * @brief Get the raw binary event state
- * @return The event state as a binary code
- * @details The check_event() function is likely to be more useful than
- * this, for testing whether a given event has occurred. It can be
- * useful for debugging via the terminal, however, for example:
- * @code
- * std::cout << gamepad.get_raw_event_state() << std::endl;
- * @endcode
- */
- inline std::bitset<N_EVENTS> get_raw_event_state() const
- {
- return _event_state;
- }
-
- /** Get magnitude of joystick movement
- * @returns value in range 0.0 to 1.0
- */
- float get_mag();
-
- /** Get angle of joystick movement
- * @returns value in range 0.0 to 359.9. 0.0 corresponds to N, 180.0 to S. -1.0 is central
- */
- float get_angle();
-
- /** Gets joystick direction
- * @returns an enum: CENTRE, N, NE, E, SE, S, SW, W, NW,
- */
- Direction get_direction(); // N,NE,E,SE etc.
-
- /** Gets raw cartesian co-ordinates of joystick
- * @returns a struct with x,y members, each in the range 0.0 to 1.0
- */
- Vector2D get_coord(); // cartesian co-ordinates x,y
-
- /** Gets cartesian coordinates mapped to circular grid
- * @returns a struct with x,y members, each in the range 0.0 to 1.0
- */
- Vector2D get_mapped_coord(); // x,y mapped to circle
-
- /** Gets polar coordinates of the joystick
- * @returns a struct contains mag and angle
- */
- Polar get_polar(); // mag and angle in struct form
-
-private:
- void init_buttons();
- void tone_off();
-
- void a_reset_isr();
- void b_reset_isr();
- void x_reset_isr();
- void y_reset_isr();
- void l_reset_isr();
- void r_reset_isr();
- void back_reset_isr();
- void start_reset_isr();
- void joy_reset_isr();
-
- void a_isr();
- void b_isr();
- void x_isr();
- void y_isr();
- void l_isr();
- void r_isr();
- void back_isr();
- void start_isr();
- void joy_isr();
-};
-
-#endif
\ No newline at end of file
--- a/Peripherals/N5110/Bitmap.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,96 +0,0 @@
-#include "Bitmap.h"
-
-#include <iostream>
-
-#include "N5110.h"
-
-Bitmap::Bitmap(int const *contents,
- unsigned int const height,
- unsigned int const width)
- :
- _contents(std::vector<int>(height*width)),
- _height(height),
- _width(width)
-{
- // Perform a quick sanity check of the dimensions
- if (_contents.size() != height * width) {
- std::cerr << "Contents of bitmap has size " << _contents.size()
- << " pixels, but its dimensions were specified as "
- << width << " * " << height << " = " << width * height << std::endl;
- }
-
- for(unsigned int i = 0; i < height*width; ++i) _contents[i] = contents[i];
-}
-
-/**
- * @returns the value of the pixel at the given position
- */
-int Bitmap::get_pixel(unsigned int const row,
- unsigned int const column) const
-{
- // First check that row and column indices are within bounds
- if(column >= _width || row >= _height)
- {
- std::cerr << "The requested pixel with index " << row << "," << column
- << "is outside the bitmap dimensions: " << _width << ","
- << _height << std::endl;
- }
-
- // Now return the pixel value, using row-major indexing
- return _contents[row * _width + column];
-}
-
-/**
- * @brief Prints the contents of the bitmap to the terminal
- */
-void Bitmap::print() const
-{
- for (unsigned int row = 0; row < _height; ++row)
- {
- // Print each element of the row
- for (unsigned int column = 0; column < _width; ++column)
- {
- int pixel = get_pixel(row, column);
- std::cout << pixel;
- }
-
- // And then terminate with a new-line character
- std::cout << std::endl;
- }
-}
-
-/**
- * @brief Renders the contents of the bitmap onto an N5110 screen
- *
- * @param[in] lcd The screen to use for rendering
- * @param[in] x0 The horizontal position in pixels at which to render the bitmap
- * @param[in] y0 The vertical position in pixels at which to render the bitmap
- *
- * @details Note that x0, y0 gives the location of the top-left of the bitmap on
- * the screen.
- * This function only updates the buffer on the screen. You still need
- * to refresh the screen in order to actually see the bitmap.
- */
-void Bitmap::render(N5110 &lcd,
- unsigned int const x0,
- unsigned int const y0) const
-{
- // Loop through each row of the bitmap image
- for (unsigned int bitmap_row = 0; bitmap_row < _height; ++bitmap_row)
- {
- // Row index on the screen for rendering the row of pixels
- unsigned int screen_row = y0 + bitmap_row;
-
- // Render each pixel in the row
- for (unsigned int bitmap_col = 0; bitmap_col < _width; ++bitmap_col)
- {
- // Column index on the screen for rendering this pixel
- int screen_col = x0 + bitmap_col;
-
- // Find the required value of the pixel at the given location within
- // the bitmap data and then write it to the LCD screen
- int pixel = get_pixel(bitmap_row, bitmap_col);
- lcd.setPixel(screen_col, screen_row, pixel);
- }
- }
-}
\ No newline at end of file
--- a/Peripherals/N5110/Bitmap.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,65 +0,0 @@
-#ifndef BITMAP_H
-#define BITMAP_H
-
-#include <vector>
-
-// Forward declarations
-class N5110;
-
-/**
- * @brief A black & white bitmap that can be rendered on an N5110 screen
- * @author Alex Valavanis <a.valavanis@leeds.ac.uk>
- *
- * @code
- // First declare the pixel map data using '1' for black,
- // or '0' for white pixels
- static int sprite_data[] = {
- 0,0,1,0,0,
- 0,1,1,1,0,
- 0,0,1,0,0,
- 0,1,1,1,0,
- 1,1,1,1,1,
- 1,1,1,1,1,
- 1,1,0,1,1,
- 1,1,0,1,1
- };
-
- // Instantiate the Bitmap object using the data above
- Bitmap sprite(sprite_data, 8, 5); // Specify rows and columns in sprite
-
- // We can render the bitmap wherever we want on the screen
- sprite.render(lcd, 20, 6); // x and y locations for rendering
- sprite.render(lcd, 30, 10);
-
- // We can also print its values to the terminal
- sprite.print();
- * @endcode
- */
-class Bitmap
-{
-private:
- /**
- * @brief The contents of the drawing, with pixels stored in row-major order
- * @details '1' represents a black pixel; '0' represents white
- */
- std::vector<int> _contents;
-
- unsigned int _height; ///< The height of the drawing in pixels
- unsigned int _width; ///< The width of the drawing in pixels
-
-public:
- Bitmap(int const *contents,
- unsigned int const height,
- unsigned int const width);
-
- int get_pixel(unsigned int const row,
- unsigned int const column) const;
-
- void print() const;
-
- void render(N5110 &lcd,
- unsigned int const x0,
- unsigned int const y0) const;
-};
-
-#endif // BITMAP_H
\ No newline at end of file
--- a/Peripherals/N5110/N5110.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,530 +0,0 @@
-#include "mbed.h"
-#include "N5110.h"
-
-// overloaded constructor includes power pin - LCD Vcc connected to GPIO pin
-// this constructor works fine with LPC1768 - enough current sourced from GPIO
-// to power LCD. Doesn't work well with K64F.
-N5110::N5110(PinName const pwrPin,
- PinName const scePin,
- PinName const rstPin,
- PinName const dcPin,
- PinName const mosiPin,
- PinName const sclkPin,
- PinName const ledPin)
- :
- _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
- _led(new PwmOut(ledPin)),
- _pwr(new DigitalOut(pwrPin)),
- _sce(new DigitalOut(scePin)),
- _rst(new DigitalOut(rstPin)),
- _dc(new DigitalOut(dcPin))
-{}
-
-// overloaded constructor does not include power pin - LCD Vcc must be tied to +3V3
-// Best to use this with K64F as the GPIO hasn't sufficient output current to reliably
-// drive the LCD.
-N5110::N5110(PinName const scePin,
- PinName const rstPin,
- PinName const dcPin,
- PinName const mosiPin,
- PinName const sclkPin,
- PinName const ledPin)
- :
- _spi(new SPI(mosiPin,NC,sclkPin)), // create new SPI instance and initialise
- _led(new PwmOut(ledPin)),
- _pwr(NULL), // pwr not needed so null it to be safe
- _sce(new DigitalOut(scePin)),
- _rst(new DigitalOut(rstPin)),
- _dc(new DigitalOut(dcPin))
-{}
-
-N5110::~N5110()
-{
- delete _spi;
-
- if(_pwr) {
- delete _pwr;
- }
-
- delete _led;
- delete _sce;
- delete _rst;
- delete _dc;
-}
-
-// initialise function - powers up and sends the initialisation commands
-void N5110::init()
-{
- turnOn(); // power up
- reset(); // reset LCD - must be done within 100 ms
- initSPI();
-
- setContrast(0.55); // this may need tuning (say 0.4 to 0.6)
- setBias(3); // datasheet - 48:1 mux - don't mess with if you don't know what you're doing! (0 to 7)
- setTempCoefficient(0); // datasheet - may need increasing (range 0 to 3) at very low temperatures
- normalMode(); // normal video mode by default
-
- clearRAM(); // RAM is undefined at power-up so clear to be sure
- clear(); // clear buffer
- setBrightness(0.5);
-}
-
-// sets normal video mode (black on white)
-void N5110::normalMode()
-{
- sendCommand(0b00100000); // basic instruction
- sendCommand(0b00001100); // normal video mode- datasheet
-}
-
-// sets normal video mode (white on black)
-void N5110::inverseMode()
-{
- sendCommand(0b00100000); // basic instruction
- sendCommand(0b00001101); // inverse video mode - datasheet
-}
-
-// function to power up the LCD and backlight - only works when using GPIO to power
-void N5110::turnOn()
-{
- if (_pwr != NULL) {
- _pwr->write(1); // apply power
- }
-}
-
-// function to power down LCD
-void N5110::turnOff()
-{
- clear(); // clear buffer
- refresh();
- setBrightness(0.0); // turn backlight off
- clearRAM(); // clear RAM to ensure specified current consumption
- // send command to ensure we are in basic mode
-
- sendCommand(0b00100000); // basic mode
- sendCommand(0b00001000); // clear display
- sendCommand(0b00100001); // extended mode
- sendCommand(0b00100100); // power down
-
- // if we are powering the LCD using the GPIO then make it low to turn off
- if (_pwr != NULL) {
- wait_ms(10); // small delay and then turn off the power pin
- _pwr->write(0); // turn off power
- }
-
-}
-
-// function to change LED backlight brightness
-void N5110::setBrightness(float brightness)
-{
- // check whether brightness is within range
- if (brightness < 0.0f)
- brightness = 0.0f;
- if (brightness > 1.0f)
- brightness = 1.0f;
- // set PWM duty cycle
- _led->write(brightness);
-}
-
-void N5110::setContrast(float contrast) {
-
- // enforce limits
- if (contrast > 1.0f)
- contrast = 1.0f;
- else if (contrast < 0.0f)
- contrast = 0.0;
-
- // convert to char in range 0 to 127 (i.e. 6 bits)
- char ic = char(contrast*127.0f);
-
- sendCommand(0b00100001); // extended instruction set
- sendCommand(0b10000000 | ic); // set Vop (which controls contrast)
- sendCommand(0b00100000); // back to basic instruction set
-}
-
-void N5110::setTempCoefficient(char tc) {
-
- // enforce limits
- if (tc>3) {
- tc=3;
- }
-
- // temperature coefficient may need increasing at low temperatures
-
- sendCommand(0b00100001); // extended instruction set
- sendCommand(0b00000100 | tc);
- sendCommand(0b00100000); // back to basic instruction set
-}
-
-void N5110::setBias(char bias) {
-
- // from data sheet
- // bias mux rate
- // 0 1:100
- // 1 1:80
- // 2 1:65
- // 3 1:48 (default)
- // 4 1:40/1:34
- // 5 1:24
- // 6 1:18/1:16
- // 7 1:10/1:9/1:8
-
- // enforce limits
- if (bias>7) {
- bias=7;
- }
-
- sendCommand(0b00100001); // extended mode instruction
- sendCommand(0b00010000 | bias);
- sendCommand(0b00100000); // end of extended mode instruction
-}
-
-// pulse the active low reset line
-void N5110::reset()
-{
- _rst->write(0); // reset the LCD
- _rst->write(1);
-}
-
-// function to initialise SPI peripheral
-void N5110::initSPI()
-{
- _spi->format(8,1); // 8 bits, Mode 1 - polarity 0, phase 1 - base value of clock is 0, data captured on falling edge/propagated on rising edge
- _spi->frequency(4000000); // maximum of screen is 4 MHz
-}
-
-// send a command to the display
-void N5110::sendCommand(unsigned char command)
-{
- _dc->write(0); // set DC low for command
- _sce->write(0); // set CE low to begin frame
- _spi->write(command); // send command
- _dc->write(1); // turn back to data by default
- _sce->write(1); // set CE high to end frame (expected for transmission of single byte)
-}
-
-// send data to the display at the current XY address
-// dc is set to 1 (i.e. data) after sending a command and so should
-// be the default mode.
-void N5110::sendData(unsigned char data)
-{
- _sce->write(0); // set CE low to begin frame
- _spi->write(data);
- _sce->write(1); // set CE high to end frame (expected for transmission of single byte)
-}
-
-// this function writes 0 to the 504 bytes to clear the RAM
-void N5110::clearRAM()
-{
- _sce->write(0); //set CE low to begin frame
- for(int i = 0; i < WIDTH * HEIGHT; i++) { // 48 x 84 bits = 504 bytes
- _spi->write(0x00); // send 0's
- }
- _sce->write(1); // set CE high to end frame
-}
-
-// function to set the XY address in RAM for subsequenct data write
-void N5110::setXYAddress(unsigned int const x,
- unsigned int const y)
-{
- if (x<WIDTH && y<HEIGHT) { // check within range
- sendCommand(0b00100000); // basic instruction
- sendCommand(0b10000000 | x); // send addresses to display with relevant mask
- sendCommand(0b01000000 | y);
- }
-}
-
-// These functions are used to set, clear and get the value of pixels in the display
-// Pixels are addressed in the range of 0 to 47 (y) and 0 to 83 (x). The refresh()
-// function must be called after set and clear in order to update the display
-void N5110::setPixel(unsigned int const x,
- unsigned int const y,
- bool const state)
-{
- if (x<WIDTH && y<HEIGHT) { // check within range
- // calculate bank and shift 1 to required position in the data byte
- if(state) buffer[x][y/8] |= (1 << y%8);
- else buffer[x][y/8] &= ~(1 << y%8);
- }
-}
-
-void N5110::clearPixel(unsigned int const x,
- unsigned int const y)
-{
- if (x<WIDTH && y<HEIGHT) { // check within range
- // calculate bank and shift 1 to required position (using bit clear)
- buffer[x][y/8] &= ~(1 << y%8);
- }
-}
-
-int N5110::getPixel(unsigned int const x,
- unsigned int const y) const
-{
- if (x<WIDTH && y<HEIGHT) { // check within range
- // return relevant bank and mask required bit
-
- int pixel = (int) buffer[x][y/8] & (1 << y%8);
-
- if (pixel)
- return 1;
- else
- return 0;
- }
-
- return 0;
-
-}
-
-// function to refresh the display
-void N5110::refresh()
-{
- setXYAddress(0,0); // important to set address back to 0,0 before refreshing display
- // address auto increments after printing string, so buffer[0][0] will not coincide
- // with top-left pixel after priting string
-
- _sce->write(0); //set CE low to begin frame
-
- for(int j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing
- for(int i = 0; i < WIDTH; i++) {
- _spi->write(buffer[i][j]); // send buffer
- }
- }
- _sce->write(1); // set CE high to end frame
-
-}
-
-// fills the buffer with random bytes. Can be used to test the display.
-// The rand() function isn't seeded so it probably creates the same pattern everytime
-void N5110::randomiseBuffer()
-{
- int i,j;
- for(j = 0; j < BANKS; j++) { // be careful to use correct order (j,i) for horizontal addressing
- for(i = 0; i < WIDTH; i++) {
- buffer[i][j] = rand()%256; // generate random byte
- }
- }
-
-}
-
-// function to print 5x7 font
-void N5110::printChar(char const c,
- unsigned int const x,
- unsigned int const y)
-{
- if (y<BANKS) { // check if printing in range of y banks
-
- for (int i = 0; i < 5 ; i++ ) {
- int pixel_x = x+i;
- if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83)
- break;
- buffer[pixel_x][y] = font5x7[(c - 32)*5 + i];
- // array is offset by 32 relative to ASCII, each character is 5 pixels wide
- }
-
- }
-}
-
-// function to print string at specified position
-void N5110::printString(const char *str,
- unsigned int const x,
- unsigned int const y)
-{
- if (y<BANKS) { // check if printing in range of y banks
-
- int n = 0 ; // counter for number of characters in string
- // loop through string and print character
- while(*str) {
-
- // writes the character bitmap data to the buffer, so that
- // text and pixels can be displayed at the same time
- for (int i = 0; i < 5 ; i++ ) {
- int pixel_x = x+i+n*6;
- if (pixel_x > WIDTH-1) // ensure pixel isn't outside the buffer size (0 - 83)
- break;
- buffer[pixel_x][y] = font5x7[(*str - 32)*5 + i];
- }
- str++; // go to next character in string
- n++; // increment index
- }
- }
-}
-
-// function to clear the screen buffer
-void N5110::clear()
-{
- memset(buffer,0,sizeof(buffer));
-}
-
-// function to plot array on display
-void N5110::plotArray(float const array[])
-{
- for (int i=0; i<WIDTH; i++) { // loop through array
- // elements are normalised from 0.0 to 1.0, so multiply
- // by 47 to convert to pixel range, and subtract from 47
- // since top-left is 0,0 in the display geometry
- setPixel(i,47 - int(array[i]*47.0f),true);
- }
-
-}
-
-// function to draw circle
-void N5110:: drawCircle(unsigned int const x0,
- unsigned int const y0,
- unsigned int const radius,
- FillType const fill)
-{
- // from http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
- int x = radius;
- int y = 0;
- int radiusError = 1-x;
-
- while(x >= y) {
-
- // if transparent, just draw outline
- if (fill == FILL_TRANSPARENT) {
- setPixel( x + x0, y + y0,true);
- setPixel(-x + x0, y + y0,true);
- setPixel( y + x0, x + y0,true);
- setPixel(-y + x0, x + y0,true);
- setPixel(-y + x0, -x + y0,true);
- setPixel( y + x0, -x + y0,true);
- setPixel( x + x0, -y + y0,true);
- setPixel(-x + x0, -y + y0,true);
- } else { // drawing filled circle, so draw lines between points at same y value
-
- int type = (fill==FILL_BLACK) ? 1:0; // black or white fill
-
- drawLine(x+x0,y+y0,-x+x0,y+y0,type);
- drawLine(y+x0,x+y0,-y+x0,x+y0,type);
- drawLine(y+x0,-x+y0,-y+x0,-x+y0,type);
- drawLine(x+x0,-y+y0,-x+x0,-y+y0,type);
- }
-
- y++;
- if (radiusError<0) {
- radiusError += 2 * y + 1;
- } else {
- x--;
- radiusError += 2 * (y - x) + 1;
- }
- }
-
-}
-
-void N5110::drawLine(unsigned int const x0,
- unsigned int const y0,
- unsigned int const x1,
- unsigned int const y1,
- unsigned int const type)
-{
- // Note that the ranges can be negative so we have to turn the input values
- // into signed integers first
- int const y_range = static_cast<int>(y1) - static_cast<int>(y0);
- int const x_range = static_cast<int>(x1) - static_cast<int>(x0);
-
- // if dotted line, set step to 2, else step is 1
- unsigned int const step = (type==2) ? 2:1;
-
- // make sure we loop over the largest range to get the most pixels on the display
- // for instance, if drawing a vertical line (x_range = 0), we need to loop down the y pixels
- // or else we'll only end up with 1 pixel in the x column
- if ( abs(x_range) > abs(y_range) ) {
-
- // ensure we loop from smallest to largest or else for-loop won't run as expected
- unsigned int const start = x_range > 0 ? x0:x1;
- unsigned int const stop = x_range > 0 ? x1:x0;
-
- // loop between x pixels
- for (unsigned int x = start; x<= stop ; x+=step) {
- // do linear interpolation
- int const dx = static_cast<int>(x)-static_cast<int>(x0);
- unsigned int const y = y0 + y_range * dx / x_range;
-
- // If the line type is '0', this will clear the pixel
- // If it is '1' or '2', the pixel will be set
- setPixel(x,y, type);
- }
- } else {
-
- // ensure we loop from smallest to largest or else for-loop won't run as expected
- unsigned int const start = y_range > 0 ? y0:y1;
- unsigned int const stop = y_range > 0 ? y1:y0;
-
- for (unsigned int y = start; y<= stop ; y+=step) {
- // do linear interpolation
- int const dy = static_cast<int>(y)-static_cast<int>(y0);
- unsigned int const x = x0 + x_range * dy / y_range;
-
- // If the line type is '0', this will clear the pixel
- // If it is '1' or '2', the pixel will be set
- setPixel(x,y, type);
- }
- }
-
-}
-
-void N5110::drawRect(unsigned int const x0,
- unsigned int const y0,
- unsigned int const width,
- unsigned int const height,
- FillType const fill)
-{
- if (fill == FILL_TRANSPARENT) { // transparent, just outline
- drawLine(x0,y0,x0+(width-1),y0,1); // top
- drawLine(x0,y0+(height-1),x0+(width-1),y0+(height-1),1); // bottom
- drawLine(x0,y0,x0,y0+(height-1),1); // left
- drawLine(x0+(width-1),y0,x0+(width-1),y0+(height-1),1); // right
- } else { // filled rectangle
- int type = (fill==FILL_BLACK) ? 1:0; // black or white fill
- for (int y = y0; y<y0+height; y++) { // loop through rows of rectangle
- drawLine(x0,y,x0+(width-1),y,type); // draw line across screen
- }
- }
-}
-
-void N5110::drawSprite(int x0,
- int y0,
- int nrows,
- int ncols,
- char *sprite)
-{
- for (int i = 0; i < nrows; i++) {
- for (int j = 0 ; j < ncols ; j++) {
-
- int pixel = (int)*((sprite+i*ncols)+j);
- if (pixel == 2) {
- pixel = 0;
- }
- setPixel(x0+j,y0+i, pixel);
- }
- }
-}
-
-void N5110::drawSpriteTransparent(int x0,
- int y0,
- int nrows,
- int ncols,
- char *sprite)
-{
- for (int i = 0; i < nrows; i++) {
- for (int j = 0 ; j < ncols ; j++) {
-
- int pixel = (int)*((sprite+i*ncols)+j);
- if (pixel != 0) {
- if (pixel == 2) {
- pixel = 0;
- }
- setPixel(x0+j,y0+i, pixel);
- }
- }
- }
-}
-
-char * N5110::readScreen()
-{
- for (unsigned int i = 0; i < WIDTH; i++) {
- for (unsigned int j = 0; j < HEIGHT; j++) {
- screen_array[j][i] = getPixel(i, j);
- }
- }
- return * screen_array;
-}
\ No newline at end of file
--- a/Peripherals/N5110/N5110.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,543 +0,0 @@
-#ifndef N5110_H
-#define N5110_H
-
-#include "mbed.h"
-
-// number of pixels on display
-#define WIDTH 84
-#define HEIGHT 48
-#define BANKS 6
-
-/// Fill types for 2D shapes
-enum FillType {
- FILL_TRANSPARENT, ///< Transparent with outline
- FILL_BLACK, ///< Filled black
- FILL_WHITE, ///< Filled white (no outline)
-};
-
-/** N5110 Class
-@brief Library for interfacing with Nokia 5110 LCD display (https://www.sparkfun.com/products/10168) using the hardware SPI on the mbed.
-@brief The display is powered from a GPIO pin meaning it can be controlled via software. The LED backlight is also software-controllable (via PWM pin).
-@brief Can print characters and strings to the display using the included 5x7 font.
-@brief The library also implements a screen buffer so that individual pixels on the display (84 x 48) can be set, cleared and read.
-@brief The library can print primitive shapes (lines, circles, rectangles)
-@brief Acknowledgements to Chris Yan's Nokia_5110 Library.
-
-@brief Revision 1.3
-
-@author Craig A. Evans
-@date 7th February 2017
-
-@code
-
-#include "mbed.h"
-#include "N5110.h"
-
-// rows,cols
-int sprite[8][5] = {
- { 0,0,1,0,0 },
- { 0,1,1,1,0 },
- { 0,0,1,0,0 },
- { 0,1,1,1,0 },
- { 1,1,1,1,1 },
- { 1,1,1,1,1 },
- { 1,1,0,1,1 },
- { 1,1,0,1,1 },
-};
-
-// VCC,SCE,RST,D/C,MOSI,SCLK,LED
-//N5110 lcd(p7,p8,p9,p10,p11,p13,p21); // LPC1768 - pwr from GPIO
-N5110 lcd(p8,p9,p10,p11,p13,p21); // LPC1768 - powered from +3V3 - JP1 in 2/3 position
-//N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); // K64F - pwr from 3V3
-
-int main()
-{
- // first need to initialise display
- lcd.init();
-
- // change set contrast in range 0.0 to 1.0
- // 0.4 appears to be a good starting point
- lcd.setContrast(0.4);
-
- while(1) {
-
- // these are default settings so not strictly needed
- lcd.normalMode(); // normal colour mode
- lcd.setBrightness(0.5); // put LED backlight on 50%
-
- lcd.clear();
- // x origin, y origin, rows, cols, sprite
- lcd.drawSprite(20,6,8,5,(int *)sprite);
- lcd.refresh();
- wait(5.0);
-
- lcd.clear(); // clear buffer at start of every loop
- // can directly print strings at specified co-ordinates (must be less than 84 pixels to fit on display)
- lcd.printString("Hello, World!",0,0);
-
- char buffer[14]; // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14)
- // so can display a string of a maximum 14 characters in length
- // or create formatted strings - ensure they aren't more than 14 characters long
- int temperature = 27;
- int length = sprintf(buffer,"T = %2d C",temperature); // print formatted data to buffer
- // it is important the format specifier ensures the length will fit in the buffer
- if (length <= 14) // if string will fit on display (assuming printing at x=0)
- lcd.printString(buffer,0,1); // display on screen
-
- float pressure = 1012.3; // same idea with floats
- length = sprintf(buffer,"P = %.2f mb",pressure);
- if (length <= 14)
- lcd.printString(buffer,0,2);
-
- // can also print individual characters at specified place
- lcd.printChar('X',5,3);
-
- // draw a line across the display at y = 40 pixels (origin top-left)
- for (int i = 0; i < WIDTH; i++) {
- lcd.setPixel(i,40,true);
- }
- // need to refresh display after setting pixels or writing strings
- lcd.refresh();
- wait(5.0);
-
- // can check status of pixel using getPixel(x,y);
- lcd.clear(); // clear buffer
- lcd.setPixel(2,2,true); // set random pixel in buffer
- lcd.refresh();
- wait(1.0);
-
- int pixel_to_test = lcd.getPixel(2,2);
-
- if ( pixel_to_test ) {
- lcd.printString("2,2 is set",0,4);
- }
-
- // this one shouldn't be set
- lcd.setPixel(3,3,false); // clear random pixel in buffer
- lcd.refresh();
- pixel_to_test = lcd.getPixel(3,3);
-
- if ( pixel_to_test == 0 ) {
- lcd.printString("3,3 is clear",0,5);
- }
-
- lcd.refresh();
- wait(4.0);
-
- lcd.clear(); // clear buffer
- lcd.inverseMode(); // invert colours
- lcd.setBrightness(1.0); // put LED backlight on full
-
- float array[84];
-
- for (int i = 0; i < 84; i++) {
- array[i] = 0.5 + 0.5*sin(i*2*3.14/84);
- }
-
- // can also plot graphs - 84 elements only
- // values must be in range 0.0 - 1.0
- lcd.plotArray(array);
- lcd.refresh();
- wait(5.0);
-
- lcd.clear();
- lcd.normalMode(); // normal colour mode back
- lcd.setBrightness(0.5); // put LED backlight on 50%
-
- // example of drawing lines
- for (int x = 0; x < WIDTH ; x+=10) {
- // x0,y0,x1,y1,type 0-white,1-black,2-dotted
- lcd.drawLine(0,0,x,HEIGHT,2);
- }
- lcd.refresh(); // refresh after drawing shapes
- wait(5.0);
-
-
- lcd.clear();
- // example of how to draw circles
- lcd.drawCircle(WIDTH/2,HEIGHT/2,20,FILL_BLACK); // x,y,radius,black fill
- lcd.drawCircle(WIDTH/2,HEIGHT/2,10,FILL_WHITE); // x,y,radius,white fill
- lcd.drawCircle(WIDTH/2,HEIGHT/2,30,FILL_TRANSPARENT); // x,y,radius,transparent with outline
- lcd.refresh(); // refresh after drawing shapes
- wait(5.0);
-
- lcd.clear();
- // example of how to draw rectangles
- // origin x,y,width,height,type
- lcd.drawRect(10,10,50,30,FILL_BLACK); // filled black rectangle
- lcd.drawRect(15,15,20,10,FILL_WHITE); // filled white rectange (no outline)
- lcd.drawRect(2,2,70,40,FILL_TRANSPARENT); // transparent, just outline
- lcd.refresh(); // refresh after drawing shapes
- wait(5.0);
-
- }
-}
-
-
-@endcode
-*/
-class N5110
-{
-private:
-// objects
- SPI *_spi;
- PwmOut *_led;
- DigitalOut *_pwr;
- DigitalOut *_sce;
- DigitalOut *_rst;
- DigitalOut *_dc;
-
-// variables
- unsigned char buffer[84][6]; // screen buffer - the 6 is for the banks - each one is 8 bits;
- char screen_array[48][84];
-
-public:
- /** Create a N5110 object connected to the specified pins
- *
- * @param pwr Pin connected to Vcc on the LCD display (pin 1)
- * @param sce Pin connected to chip enable (pin 3)
- * @param rst Pin connected to reset (pin 4)
- * @param dc Pin connected to data/command select (pin 5)
- * @param mosi Pin connected to data input (MOSI) (pin 6)
- * @param sclk Pin connected to serial clock (SCLK) (pin 7)
- * @param led Pin connected to LED backlight (must be PWM) (pin 8)
- *
- */
- N5110(PinName const pwrPin,
- PinName const scePin,
- PinName const rstPin,
- PinName const dcPin,
- PinName const mosiPin,
- PinName const sclkPin,
- PinName const ledPin);
-
- /** Create a N5110 object connected to the specified pins (Vcc to +3V3)
- *
- * @param sce Pin connected to chip enable (pin 3)
- * @param rst Pin connected to reset (pin 4)
- * @param dc Pin connected to data/command select (pin 5)
- * @param mosi Pin connected to data input (MOSI) (pin 6)
- * @param sclk Pin connected to serial clock (SCLK) (pin 7)
- * @param led Pin connected to LED backlight (must be PWM) (pin 8)
- *
- */
- N5110(PinName const scePin,
- PinName const rstPin,
- PinName const dcPin,
- PinName const mosiPin,
- PinName const sclkPin,
- PinName const ledPin);
-
- /**
- * Free allocated memory when object goes out of scope
- */
- ~N5110();
-
- /** Initialise display
- *
- * Powers up the display and turns on backlight (50% brightness default).
- * Sets the display up in horizontal addressing mode and with normal video mode.
- */
- void init();
-
- /** Turn off
- *
- * Powers down the display and turns of the backlight.
- * Needs to be reinitialised before being re-used.
- */
- void turnOff();
-
- /** Clear
- *
- * Clears the screen buffer.
- */
- void clear();
-
- /** Set screen constrast
- * @param constrast - float in range 0.0 to 1.0 (0.40 to 0.60 is usually a good value)
- */
- void setContrast(float contrast);
-
- /** Turn on normal video mode (default)
- * Black on white
- */
- void normalMode();
-
- /** Turn on inverse video mode (default)
- * White on black
- */
- void inverseMode();
-
- /** Set Brightness
- *
- * Sets brightness of LED backlight.
- * @param brightness - float in range 0.0 to 1.0
- */
- void setBrightness(float const brightness);
-
- /** Print String
- *
- * Prints a string of characters to the screen buffer. String is cut-off after the 83rd pixel.
- * @param x - the column number (0 to 83)
- * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row
- */
- void printString(char const *str,
- unsigned int const x,
- unsigned int const y);
-
- /** Print Character
- *
- * Sends a character to the screen buffer. Printed at the specified location. Character is cut-off after the 83rd pixel.
- * @param c - the character to print. Can print ASCII as so printChar('C').
- * @param x - the column number (0 to 83)
- * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row
- */
- void printChar(char const c,
- unsigned int const x,
- unsigned int const y);
-
- /**
- * @brief Set a Pixel
- *
- * @param x The x co-ordinate of the pixel (0 to 83)
- * @param y The y co-ordinate of the pixel (0 to 47)
- * @param state The state of the pixel [true=black (default), false=white]
- *
- * @details This function sets the state of a pixel in the screen buffer.
- * The third parameter can be omitted,
- */
- void setPixel(unsigned int const x,
- unsigned int const y,
- bool const state = true);
-
- /**
- * @brief Clear a Pixel
- *
- * @param x - the x co-ordinate of the pixel (0 to 83)
- * @param y - the y co-ordinate of the pixel (0 to 47)
- *
- * @details This function clears pixel in the screen buffer
- *
- * @deprecated Use setPixel(x, y, false) instead
- */
- void clearPixel(unsigned int const x,
- unsigned int const y)
- __attribute__((deprecated("Use setPixel(x,y,false) instead")));
-
- /** Get a Pixel
- *
- * This function gets the status of a pixel in the screen buffer.
- * @param x - the x co-ordinate of the pixel (0 to 83)
- * @param y - the y co-ordinate of the pixel (0 to 47)
- * @returns
- * 0 - pixel is clear
- * 1 - pixel is set
- */
- int getPixel(unsigned int const x,
- unsigned int const y) const;
-
- /** Refresh display
- *
- * This functions sends the screen buffer to the display.
- */
- void refresh();
-
- /** Randomise buffer
- *
- * This function fills the buffer with random data. Can be used to test the display.
- * A call to refresh() must be made to update the display to reflect the change in pixels.
- * The seed is not set and so the generated pattern will probably be the same each time.
- * TODO: Randomise the seed - maybe using the noise on the AnalogIn pins.
- */
- void randomiseBuffer();
-
- /** Plot Array
- *
- * This function plots a one-dimensional array in the buffer.
- * @param array[] - y values of the plot. Values should be normalised in the range 0.0 to 1.0. First 84 plotted.
- */
- void plotArray(float const array[]);
-
- /** Draw Circle
- *
- * This function draws a circle at the specified origin with specified radius in the screen buffer
- * Uses the midpoint circle algorithm.
- * @see http://en.wikipedia.org/wiki/Midpoint_circle_algorithm
- * @param x0 - x-coordinate of centre
- * @param y0 - y-coordinate of centre
- * @param radius - radius of circle in pixels
- * @param fill - fill-type for the shape
- */
- void drawCircle(unsigned int const x0,
- unsigned int const y0,
- unsigned int const radius,
- FillType const fill);
-
- /** Draw Line
- *
- * This function draws a line between the specified points using linear interpolation.
- * @param x0 - x-coordinate of first point
- * @param y0 - y-coordinate of first point
- * @param x1 - x-coordinate of last point
- * @param y1 - y-coordinate of last point
- * @param type - 0 white,1 black,2 dotted
- */
- void drawLine(unsigned int const x0,
- unsigned int const y0,
- unsigned int const x1,
- unsigned int const y1,
- unsigned int const type);
-
- /** Draw Rectangle
- *
- * This function draws a rectangle.
- * @param x0 - x-coordinate of origin (top-left)
- * @param y0 - y-coordinate of origin (top-left)
- * @param width - width of rectangle
- * @param height - height of rectangle
- * @param fill - fill-type for the shape
- */
- void drawRect(unsigned int const x0,
- unsigned int const y0,
- unsigned int const width,
- unsigned int const height,
- FillType const fill);
-
- /** Draw Sprite
- *
- * This function draws a sprite as defined in a 2D array
- * @param x0 - x-coordinate of origin (top-left)
- * @param y0 - y-coordinate of origin (top-left)
- * @param nrows - number of rows in sprite
- * @param ncols - number of columns in sprite
- * @param sprite - 2D array representing the sprite
- */
- void drawSprite(int x0,
- int y0,
- int nrows,
- int ncols,
- char *sprite);
-
- void drawSpriteTransparent(int x0,
- int y0,
- int nrows,
- int ncols,
- char *sprite);
-
- char * readScreen();
-
-
-private:
-// methods
- void setXYAddress(unsigned int const x,
- unsigned int const y);
- void initSPI();
- void turnOn();
- void reset();
- void clearRAM();
- void sendCommand(unsigned char command);
- void sendData(unsigned char data);
- void setTempCoefficient(char tc); // 0 to 3
- void setBias(char bias); // 0 to 7
-};
-
-const unsigned char font5x7[480] = {
- 0x00, 0x00, 0x00, 0x00, 0x00,// (space)
- 0x00, 0x00, 0x5F, 0x00, 0x00,// !
- 0x00, 0x07, 0x00, 0x07, 0x00,// "
- 0x14, 0x7F, 0x14, 0x7F, 0x14,// #
- 0x24, 0x2A, 0x7F, 0x2A, 0x12,// $
- 0x23, 0x13, 0x08, 0x64, 0x62,// %
- 0x36, 0x49, 0x55, 0x22, 0x50,// &
- 0x00, 0x05, 0x03, 0x00, 0x00,// '
- 0x00, 0x1C, 0x22, 0x41, 0x00,// (
- 0x00, 0x41, 0x22, 0x1C, 0x00,// )
- 0x08, 0x2A, 0x1C, 0x2A, 0x08,// *
- 0x08, 0x08, 0x3E, 0x08, 0x08,// +
- 0x00, 0x50, 0x30, 0x00, 0x00,// ,
- 0x08, 0x08, 0x08, 0x08, 0x08,// -
- 0x00, 0x60, 0x60, 0x00, 0x00,// .
- 0x20, 0x10, 0x08, 0x04, 0x02,// /
- 0x3E, 0x51, 0x49, 0x45, 0x3E,// 0
- 0x00, 0x42, 0x7F, 0x40, 0x00,// 1
- 0x42, 0x61, 0x51, 0x49, 0x46,// 2
- 0x21, 0x41, 0x45, 0x4B, 0x31,// 3
- 0x18, 0x14, 0x12, 0x7F, 0x10,// 4
- 0x27, 0x45, 0x45, 0x45, 0x39,// 5
- 0x3C, 0x4A, 0x49, 0x49, 0x30,// 6
- 0x01, 0x71, 0x09, 0x05, 0x03,// 7
- 0x36, 0x49, 0x49, 0x49, 0x36,// 8
- 0x06, 0x49, 0x49, 0x29, 0x1E,// 9
- 0x00, 0x36, 0x36, 0x00, 0x00,// :
- 0x00, 0x56, 0x36, 0x00, 0x00,// ;
- 0x00, 0x08, 0x14, 0x22, 0x41,// <
- 0x14, 0x14, 0x14, 0x14, 0x14,// =
- 0x41, 0x22, 0x14, 0x08, 0x00,// >
- 0x02, 0x01, 0x51, 0x09, 0x06,// ?
- 0x32, 0x49, 0x79, 0x41, 0x3E,// @
- 0x7E, 0x11, 0x11, 0x11, 0x7E,// A
- 0x7F, 0x49, 0x49, 0x49, 0x36,// B
- 0x3E, 0x41, 0x41, 0x41, 0x22,// C
- 0x7F, 0x41, 0x41, 0x22, 0x1C,// D
- 0x7F, 0x49, 0x49, 0x49, 0x41,// E
- 0x7F, 0x09, 0x09, 0x01, 0x01,// F
- 0x3E, 0x41, 0x41, 0x51, 0x32,// G
- 0x7F, 0x08, 0x08, 0x08, 0x7F,// H
- 0x00, 0x41, 0x7F, 0x41, 0x00,// I
- 0x20, 0x40, 0x41, 0x3F, 0x01,// J
- 0x7F, 0x08, 0x14, 0x22, 0x41,// K
- 0x7F, 0x40, 0x40, 0x40, 0x40,// L
- 0x7F, 0x02, 0x04, 0x02, 0x7F,// M
- 0x7F, 0x04, 0x08, 0x10, 0x7F,// N
- 0x3E, 0x41, 0x41, 0x41, 0x3E,// O
- 0x7F, 0x09, 0x09, 0x09, 0x06,// P
- 0x3E, 0x41, 0x51, 0x21, 0x5E,// Q
- 0x7F, 0x09, 0x19, 0x29, 0x46,// R
- 0x46, 0x49, 0x49, 0x49, 0x31,// S
- 0x01, 0x01, 0x7F, 0x01, 0x01,// T
- 0x3F, 0x40, 0x40, 0x40, 0x3F,// U
- 0x1F, 0x20, 0x40, 0x20, 0x1F,// V
- 0x7F, 0x20, 0x18, 0x20, 0x7F,// W
- 0x63, 0x14, 0x08, 0x14, 0x63,// X
- 0x03, 0x04, 0x78, 0x04, 0x03,// Y
- 0x61, 0x51, 0x49, 0x45, 0x43,// Z
- 0x00, 0x00, 0x7F, 0x41, 0x41,// [
- 0x02, 0x04, 0x08, 0x10, 0x20,// "\"
- 0x41, 0x41, 0x7F, 0x00, 0x00,// ]
- 0x04, 0x02, 0x01, 0x02, 0x04,// ^
- 0x40, 0x40, 0x40, 0x40, 0x40,// _
- 0x00, 0x01, 0x02, 0x04, 0x00,// `
- 0x20, 0x54, 0x54, 0x54, 0x78,// a
- 0x7F, 0x48, 0x44, 0x44, 0x38,// b
- 0x38, 0x44, 0x44, 0x44, 0x20,// c
- 0x38, 0x44, 0x44, 0x48, 0x7F,// d
- 0x38, 0x54, 0x54, 0x54, 0x18,// e
- 0x08, 0x7E, 0x09, 0x01, 0x02,// f
- 0x08, 0x14, 0x54, 0x54, 0x3C,// g
- 0x7F, 0x08, 0x04, 0x04, 0x78,// h
- 0x00, 0x44, 0x7D, 0x40, 0x00,// i
- 0x20, 0x40, 0x44, 0x3D, 0x00,// j
- 0x00, 0x7F, 0x10, 0x28, 0x44,// k
- 0x00, 0x41, 0x7F, 0x40, 0x00,// l
- 0x7C, 0x04, 0x18, 0x04, 0x78,// m
- 0x7C, 0x08, 0x04, 0x04, 0x78,// n
- 0x38, 0x44, 0x44, 0x44, 0x38,// o
- 0x7C, 0x14, 0x14, 0x14, 0x08,// p
- 0x08, 0x14, 0x14, 0x18, 0x7C,// q
- 0x7C, 0x08, 0x04, 0x04, 0x08,// r
- 0x48, 0x54, 0x54, 0x54, 0x20,// s
- 0x04, 0x3F, 0x44, 0x40, 0x20,// t
- 0x3C, 0x40, 0x40, 0x20, 0x7C,// u
- 0x1C, 0x20, 0x40, 0x20, 0x1C,// v
- 0x3C, 0x40, 0x30, 0x40, 0x3C,// w
- 0x44, 0x28, 0x10, 0x28, 0x44,// x
- 0x0C, 0x50, 0x50, 0x50, 0x3C,// y
- 0x44, 0x64, 0x54, 0x4C, 0x44,// z
- 0x00, 0x08, 0x36, 0x41, 0x00,// {
- 0x00, 0x00, 0x7F, 0x00, 0x00,// |
- 0x00, 0x41, 0x36, 0x08, 0x00,// }
- 0x08, 0x08, 0x2A, 0x1C, 0x08,// ->
- 0x08, 0x1C, 0x2A, 0x08, 0x08 // <-
-};
-
-#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Player/Player.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,203 @@
+#include "Player.h"
+#include "math.h"
+
+// Constructor
+Player::Player(float pos_x, float pos_y)
+{
+ _hp = 3;
+ _attack = 1;
+ _face = 2;
+
+ _hitbox.width = 6;
+ _hitbox.height = 5;
+
+ _position.x = pos_x;
+ _position.y = pos_y;
+
+ _sprite_size.width = 6;
+ _sprite_size.height = 12;
+ _sprite_size.offset_x = 0;
+ _sprite_size.offset_y = -7;
+
+ _frame.count = 0;
+ _frame.number = 0;
+ _frame.max = 4;
+
+ for (int i = 0; i < bullets_max; i++) {
+ valid_bullets[i] = false;
+ }
+
+ _invulnerability_counter = INVULNERABILITY_PERIOD;
+
+ // Upgradable status
+ _fire_rate_delay = 30;
+ _fire_rate_counter = _fire_rate_delay;
+ _velocity = 0.7;
+ _bullet_speed = 1;
+}
+
+Player::~Player()
+{
+ delete_bullets();
+}
+
+// Accessors
+int Player::get_bullet_speed()
+{
+ return _bullet_speed;
+}
+int Player::get_hearts_width()
+{
+ return 9;
+}
+int Player::get_hearts_height()
+{
+ return 9;
+}
+char * Player::get_hearts_sprite()
+{
+ return (char *) sprite_heart;
+}
+
+// Functions
+void Player::move(float mapped_x, float mapped_y, char * map, bool * doorways) // Update all bullet movement and player movement, also takes care of animation
+{
+ move_player(mapped_x, mapped_y, map, doorways);
+ move_bullets();
+ increment_frames(mapped_x, mapped_y); // Sets the face of the person, and increment frame count
+ _invulnerability_counter++; // for damage checking
+}
+
+void Player::move_player(float mapped_x, float mapped_y, char * map, bool * doorways) // Moves the player unless if the player walks onto a wall
+{
+ update_prev_pos();
+ _position.y -= _velocity*mapped_y;
+ _position.x += _velocity*mapped_x;
+
+ undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
+ undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
+}
+
+void Player::move_bullets() // For each bullet, move them
+{
+ for (int i = 0; i < bullets_max; i++) {
+ if (valid_bullets[i]) {
+ bullets_array[i]->move(get_bullet_speed(), 0, 0, (bool *) 0);
+ }
+ }
+}
+
+void Player::increment_frames(float mapped_x, float mapped_y)
+{
+ if (abs(mapped_x) + abs(mapped_y) > 0.1f) { // If player is moving
+ if (mapped_y < 0 && abs(mapped_y) > abs(mapped_x)) {
+ _face = 2;
+ } else if (mapped_y > 0 && abs(mapped_y) > abs(mapped_x)) {
+ _face = 0;
+ } else if (mapped_x > 0 && abs(mapped_x) > abs(mapped_y)) {
+ _face = 1;
+ } else if (mapped_x < 0 && abs(mapped_x) > abs(mapped_y)) {
+ _face = 3;
+ }
+ if (_frame.number < _frame.max) { // Animate frames by incrementing and reseting frames
+ _frame.count++;
+ } else {
+ _frame.count = 0;
+ }
+ } else {
+ _frame.count = 0; // If the player is not moving, don't animate
+ }
+ _frame.number = (_frame.count/8) % _frame.max; // Frame number is used in chosing sprite-frame for animation; the constant 8 is the number of frames per sprite-frame
+}
+
+void Player::take_damage(int damage) // Takes damage unless if player just got damaged within invulnerability period
+{
+ if (damage < 0){
+ _hp -= damage;
+ }
+ else if (_invulnerability_counter >= INVULNERABILITY_PERIOD) {
+ _hp -= damage;
+ _invulnerability_counter = 0;
+ }
+ if (_hp > 5) { // Max HP is a constant 5, this might be an upgradable status later
+ _hp = 5;
+ }
+}
+
+bool Player::delete_out_of_bounds_bullets(char * map, bool * doorways) // Attempts to delete bullets that are out of bounds or colliding with the wall, returns true if any bullets are deleted
+{
+ bool result = false;
+ for (int i = 0; i < bullets_max; i++) {
+ if((valid_bullets[i]) && (bullets_array[i]->out_of_bounds_check(map, doorways))) {
+ valid_bullets[i] = false;
+ delete bullets_array[i];
+ result = true;
+ }
+ }
+ return result;
+}
+
+void Player::draw(N5110 &lcd)
+{
+ draw_player(lcd);
+}
+
+void Player::draw_player(N5110 &lcd)
+{
+ lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+ _position.y+_sprite_size.offset_y,
+ _sprite_size.height,
+ _sprite_size.width,
+ get_frame());
+}
+
+void Player::draw_bullets(N5110 &lcd, int j)
+{
+ for (int i = 0; i < bullets_max; i++) {
+ if ((valid_bullets[i]) && (bullets_array[i]->get_pos_y() == j)) {
+ bullets_array[i]->draw(lcd);
+ }
+ }
+}
+
+void Player::delete_bullets() // Delete all bullets, normally used in unloading
+{
+ for (int i = 0; i < bullets_max; i++) {
+ if (valid_bullets[i]) {
+ delete bullets_array[i];
+ valid_bullets[i] = false;
+ }
+ }
+}
+
+char * Player::get_frame() // Returns the current frame's sprite pointer
+{
+ if ((_invulnerability_counter < INVULNERABILITY_PERIOD) && (_invulnerability_counter % 10 <= 4)) {
+ return (char*) sprite_transparent_player;
+ }
+ return (char *) sprite_player[_face][_frame.number];
+}
+
+void Player::buttons(bool button_A, bool button_B, bool button_Y, bool button_X) // Summons new bullets and overloads the player face when buttons are pressed
+{
+ _fire_rate_counter++;
+ if (button_Y) {
+ _face = 0;
+ } else if (button_B) {
+ _face = 1;
+ } else if (button_A) {
+ _face = 2;
+ } else if (button_X) {
+ _face = 3;
+ }
+ if (button_Y || button_B || button_A || button_X) {
+ for (int i = 0; i < bullets_max; i++) {
+ if (!valid_bullets[i] && (_fire_rate_counter >= _fire_rate_delay)) { // waits until _fire_rate_delay is done before creating a bullet in an invalid slot of bullet_array
+ bullets_array[i] = new Bullets(_position.x+2, _position.y+2, _face);
+ valid_bullets[i] = true;
+ _fire_rate_counter = 0;
+ break;
+ }
+ }
+ }
+}
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Player/Player.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,495 @@
+#ifndef PLAYER_H
+#define PLAYER_H
+#include "Entity.h"
+#include "Bullets.h"
+#define INVULNERABILITY_PERIOD 50
+
+const int bullets_max = 20;
+/**Player Class
+*@author Steven Mahasin
+*@brief Creates a Player which inherits the Entity class, contains functions that accepts all user interractions (buttons, joystick, etc)
+*@date May 2019
+*/
+class Player : public Entity
+{
+private:
+
+ // Member Variables
+ /**
+ * @brief a counter that increments to give a delay to the fire rate of player
+ */
+ int _fire_rate_counter;
+ /**
+ * @brief a delay between each shot
+ */
+ int _fire_rate_delay;
+ /**
+ * @brief the speed of the bullets created by this player
+ */
+ int _bullet_speed;
+ /**
+ * @brief a counter that increments, allowing player to be invulnerable to a certain period defined
+ */
+ int _invulnerability_counter;
+
+ // Private Functions
+ /**
+ * @brief movement of the player
+ * @param mapped_x - joystick x
+ * @param mapped_y - joystick y
+ * @param map - the 2d map array that dictates where there are walls or empty space
+ * @param doorways - an array that dictates which side of the wall has a doorway
+ */
+ void move_player(float mapped_x, float mapped_y, char * map, bool * doorways);
+ /**
+ * @brief movement of the bullets shot by this player
+ */
+ void move_bullets();
+ /**
+ * @brief to increment the _frame protected variable, for animation of player
+ * @param mapped_x - joystick x
+ * @param mapped_y - joystick y
+ */
+ void increment_frames(float mapped_x, float mapped_y);
+ /**
+ * @brief getting the needed frame of animation of player
+ * @return char pointer array to the corresponding player frame
+ */
+ char * get_frame();
+ /**
+ * @brief draws the player onto the screen
+ * @param lcd - the screen the player is drawn onto
+ */
+ void draw_player(N5110 &lcd);
+
+public:
+ /** Constructor
+ * @brief creates a player at positions pos_x and pos_y
+ * @param pos_x - initialise _position.x
+ * @param pos_y - initialise _position.y
+ */
+ Player(float pos_x, float pos_y);
+ /** Deconstructors */
+ ~Player();
+
+ // Accessors
+ /**
+ * @brief getting the player's bullet speed
+ * @return _bullet_speed
+ */
+ int get_bullet_speed();
+ /**
+ * @brief getting the heart sprite's width
+ * @return width of the heart sprite
+ */
+ int get_hearts_width();
+ /**
+ * @brief getting the heart sprite's height
+ * @return height of the heart sprite
+ */
+ int get_hearts_height();
+ /**
+ * @brief getting the heart sprite char array
+ * @return char pointer array to the heart sprite
+ */
+ char * get_hearts_sprite();
+
+ // Functions
+ /**
+ * @brief function calls both movement of player and movement of bullets
+ * @param x_value - joystick x
+ * @param y_value - joystick y
+ * @param map - the 2d map array that dictates where there are walls or empty space
+ * @param doorways - an array that dictates which side of the wall has a doorway
+ */
+ virtual void move(float x_value, float y_value, char * map, bool * doorways);
+ /**
+ * @brief reduce _hp by damage
+ * @param damage - the amount of damage to be taken
+ */
+ virtual void take_damage(int damage);
+ /**
+ * @brief a virtual function of drawing the player onto the screen
+ * @param lcd - the screen where the player is drawn on
+ */
+ virtual void draw(N5110 &lcd);
+ /**
+ * @brief a virtual function of drawing the bullets the player shot onto the screen if j is the correct y-position of the bullets
+ * @param lcd - the screen where the bullets is drawn on
+ * @param j - which y-position hitboxes are currently being printed
+ */
+ void draw_bullets(N5110 &lcd, int j);
+ /**
+ * @brief attempts to delete any bullets that goes out of bounds (out of screen or onto a wall)
+ * @param map - the 2d map array that dictates where there are walls or empty space
+ * @param doorawys - an array that dictates which side of the wall has a doorway
+ * @return true if any bullets is successfully deleted
+ */
+ bool delete_out_of_bounds_bullets(char * map, bool * doorways);
+ /**
+ * @brief deletes any existing bullets
+ */
+ void delete_bullets();
+ /**
+ * @brief shoots bullets at the direction of the buttons
+ * @param button_A - button down
+ * @param button_B - button right
+ * @param button_Y - button up
+ * @param button_X - button left
+ */
+ void buttons(bool button_A, bool button_B, bool button_Y, bool button_X);
+
+ // Variables
+ /**
+ * @brief a bullets pointer array that holds all the possible bullets the player can shoot
+ */
+ Bullets *bullets_array[bullets_max];
+ /**
+ * @brief a boolean array that dictates which bullets in the bullets array exist
+ */
+ bool valid_bullets[bullets_max];
+
+};
+
+// Sprite
+const char sprite_heart[9][9] = {
+ {0,1,1,0,0,0,1,1,0,},
+ {1,1,1,1,0,1,1,1,1,},
+ {1,2,1,1,1,1,1,1,1,},
+ {1,2,1,1,1,1,1,1,1,},
+ {1,2,1,1,1,1,1,1,1,},
+ {0,1,2,1,1,1,1,1,0,},
+ {0,0,1,1,1,1,1,0,0,},
+ {0,0,0,1,1,1,0,0,0,},
+ {0,0,0,0,1,0,0,0,0,}
+};
+
+const char sprite_dying_player [5][12][12] = { // sprite_dying_player [Frame][Size_Y][Size_X]
+ {
+ {0,1,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,1,0,0,0,0,0,0,},
+ {1,2,1,1,1,1,0,0,0,0,0,0,},
+ {1,1,1,1,1,1,0,0,0,0,0,0,},
+ {0,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,0,0,0,0,0,0,0,0,},
+ {0,0,1,1,0,0,0,0,0,0,0,0,},
+ {0,0,1,1,0,0,0,0,0,0,0,0,},
+ {0,0,1,1,0,0,0,0,0,0,0,0,},
+ {0,0,0,1,0,0,0,0,0,0,0,0,},
+ {0,0,0,1,0,0,0,0,0,0,0,0,},
+ {0,0,1,1,0,0,0,0,0,0,0,0,},
+ },
+ {
+ {0,0,0,0,1,1,1,0,0,0,0,0,},
+ {0,0,0,1,2,1,1,1,0,0,0,0,},
+ {0,0,0,1,1,1,1,1,0,0,0,0,},
+ {0,0,0,1,1,1,1,1,0,0,0,0,},
+ {0,0,0,0,1,1,1,0,0,0,0,0,},
+ {0,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,0,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {0,1,0,1,0,0,0,0,0,0,0,0,},
+ {1,0,0,1,0,0,0,0,0,0,0,0,},
+ {0,0,1,1,0,0,0,0,0,0,0,0,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,1,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,1,0,1,1,2,1,1,},
+ {0,0,0,0,0,1,1,1,1,1,1,1,},
+ {0,0,0,1,1,1,1,1,1,1,1,1,},
+ {0,1,1,1,1,1,1,0,1,1,1,0,},
+ {1,0,0,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,0,0,0,0,0,0,0,0,0,},
+ {0,1,0,0,0,0,0,0,0,0,0,0,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {1,0,0,0,1,0,0,0,1,1,1,0,},
+ {0,1,1,0,0,1,1,1,1,2,1,1,},
+ {1,0,0,1,1,1,1,1,1,1,1,1,},
+ {1,1,1,1,1,1,1,1,1,1,1,1,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {1,0,0,1,1,1,1,1,1,1,1,1,},
+ {1,1,1,1,1,1,1,1,1,1,1,1,},
+ }
+};
+
+
+const char sprite_transparent_player[12][6] = {
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,},
+ {0,0,0,0,0,0,}
+};
+
+const char sprite_player [4][4][12][6] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+ {
+ // Up
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,0,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {1,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,0,0,0,1,0,}
+ }
+ },
+ {
+ // Right
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,2,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,1,0,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,2,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,0,1,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,2,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,0,0,0,},
+ {0,0,1,1,0,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,2,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,0,1,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,0,1,}
+ }
+ },
+ {
+ // Down
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {1,1,2,2,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {1,1,2,2,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,0,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {1,1,2,2,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {1,0,1,1,0,1,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,1,0,0,1,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {1,1,2,2,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,0,1,1,0,1,},
+ {1,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,1,0,},
+ {0,0,0,0,1,0,}
+ }
+ },
+ {
+ // Left
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,1,1,0,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,1,0,0,},
+ {0,1,0,0,1,0,},
+ {1,0,0,0,1,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,0,1,0,0,},
+ {0,0,1,1,0,0,}
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,1,0,0,},
+ {0,1,0,0,1,0,},
+ {1,0,0,0,1,0,}
+ }
+ }
+};
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Room/Room.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,281 @@
+#include "Room.h"
+
+// Constructor
+Room::Room(int no_of_enemies, int room_type)
+{
+ _before_boss_room = 4;
+
+ _room_type = room_type;
+
+ for(int side = 0; side < 4; side++) {
+ _doorways[side] = false;
+ }
+ for(int id = 0; id < MAX_ENEMIES; id++) {
+ valid_collectibles[id] = false;
+ }
+
+ if(room_type >= 10) { // Special Case for Boss rooms
+ init_boss_room();
+ } else {
+ for (int id = 0; id < MAX_ENEMIES; id++) {
+ valid_enemies[id] = id < no_of_enemies;
+ if (id < no_of_enemies) { // For every undefined valid enemy, define:
+ enemies_type[id] = (int)(rand() % 3)/2; // 2/3 chance headless 1/3 chance snake
+ rand_enemy_coordinate(id); // define random spawn coordinate
+ }
+ }
+ if (room_type == 0){
+ init_normal_room();
+ } else if (room_type == 1){
+ init_middle_walled_room();
+ } else if (room_type == 2){
+ init_side_walled_room();
+ }
+ }
+}
+
+void Room::init_boss_room()
+{
+ valid_walls[0] = false;
+ valid_walls[1] = false;
+ valid_enemies[0] = true;
+ for (int id = 1; id < MAX_ENEMIES; id++) { // Updating valid_enemies to be false for all the others
+ valid_enemies[id] = false;
+ }
+}
+
+void Room::init_normal_room()
+{
+ valid_walls[0] = false;
+ valid_walls[1] = false;
+}
+
+void Room::init_middle_walled_room()
+{
+ valid_walls[0] = true;
+ _wall_stat[0][0] = 14;
+ _wall_stat[0][1] = 22;
+ _wall_stat[0][2] = 56;
+ _wall_stat[0][3] = 12;
+
+ valid_walls[1] = false;
+}
+
+void Room::init_side_walled_room()
+{
+ valid_walls[0] = true;
+ _wall_stat[0][0] = 16;
+ _wall_stat[0][1] = 18;
+ _wall_stat[0][2] = 7;
+ _wall_stat[0][3] = 19;
+
+ valid_walls[1] = true;
+ _wall_stat[1][0] = 61;
+ _wall_stat[1][1] = 18;
+ _wall_stat[1][2] = 7;
+ _wall_stat[1][3] = 19;
+}
+
+// Deconstructor
+Room::~Room()
+{
+
+}
+
+// Mutator
+void Room::set_doorway(int index, bool doorway_value) // Sets doorways to the needed value at index
+{
+ _doorways[index] = doorway_value;
+}
+
+void Room::set_boss_doorway(int before_boss_room) // Sets the boss doorway
+{
+ _before_boss_room = before_boss_room;
+}
+
+// Accessors
+char * Room::get_current_map_2d(){
+ return ((char *)level_map[0][0]);
+}
+
+bool * Room::get_doorways()
+{
+ return (bool *)_doorways;
+}
+
+bool Room::get_doorway(int index)
+{
+ return _doorways[index];
+}
+
+char Room::get_room_type()
+{
+ return _room_type;
+}
+
+int Room::get_boss_doorway()
+{
+ return _before_boss_room;
+}
+
+// Functions
+void Room::rand_enemy_coordinate(int id)
+{
+ _spawn_point_coord = rand() % n_spawn_points[_room_type]; // Random available spawning coordinate ID
+ _spawn_point_counter = 0;
+ for(int i = 0; i < WIDTH; i++) {
+ for(int j = 0; j < HEIGHT; j++) {
+ if(spawn_area[_room_type][j][i] == 0){ // Locate available spawning coordinate
+ _spawn_point_counter++; // Increment counter ID
+ }
+ if(_spawn_point_counter >= _spawn_point_coord){ // If counter ID reaches the random coordinate ID
+ _enemy_coord[id][0] = i; // Set the random coordinate
+ _enemy_coord[id][1] = j;
+ goto enemy_coord_set;
+ }
+ }
+ }
+ enemy_coord_set:{} // Acts as a break since there are two for loops
+}
+
+void Room::load() // Spawns all Mobs and Walls with reset status (HP, Attack etc) given that they have not died yet (still valid)
+{
+ if(_room_type == 10) {
+ if (valid_enemies[0]) {
+ enemies[0] = new Skull(33, 23);
+ }
+ } else {
+ for (int id = 0; id < MAX_ENEMIES; id++) {
+ if (valid_enemies[id]) {
+ switch(enemies_type[id]){
+ case 0 :
+ enemies[id] = new Headless(_enemy_coord[id][0], _enemy_coord[id][1]); break;
+ case 1 :
+ enemies[id] = new Snake(_enemy_coord[id][0], _enemy_coord[id][1]); break;
+ }
+ }
+ }
+ for (int id = 0; id < 2; id++) {
+ if (valid_walls[id]) {
+ walls[id] = new Walls(_wall_stat[id][0], _wall_stat[id][1], _wall_stat[id][2], _wall_stat[id][3]);
+ }
+ }
+ }
+}
+
+void Room::unload() // Delete existing enemies and walls
+{
+ for (int i = 0; i < MAX_ENEMIES; i++) {
+ if (valid_enemies[i]) {
+ delete enemies[i];
+ }
+ }
+ for (int i = 0; i < 2; i++){
+ if (valid_walls[i]) {
+ delete walls[i];
+ }
+ }
+}
+
+void Room::update_doorways() // If it's a boss, close the doorways, else,
+{
+ if(_room_type == 10) {
+ _doorways[0] = false;
+ _doorways[1] = false;
+ _doorways[2] = false;
+ _doorways[3] = false;
+ }
+}
+
+void Room::draw(N5110 &lcd, int j)
+{
+ draw_enemies(lcd, j);
+ draw_collectibles(lcd, j);
+ draw_walls(lcd, j);
+}
+
+void Room::draw_enemies(N5110 &lcd, int j)
+{
+ for (int i = 0; i < MAX_ENEMIES; i++) {
+ if (valid_enemies[i]) {
+ if (enemies[i]->get_pos_y() == j) {
+ enemies[i]->draw(lcd);
+ }
+ }
+ }
+}
+
+void Room::draw_collectibles(N5110 &lcd, int j)
+{
+ for (int i = 0; i < MAX_ENEMIES; i++) {
+ if (valid_collectibles[i]) {
+ if (collectibles[i]->get_pos_y() == j) {
+ collectibles[i]->draw(lcd);
+ }
+ }
+ }
+}
+
+void Room::draw_walls(N5110 &lcd, int j)
+{
+ for (int i = 0; i < 2; i++) {
+ if (valid_walls[i]) {
+ if (walls[i]->get_pos_y() == j) {
+ walls[i]->draw(lcd);
+ }
+ }
+ }
+}
+void Room::draw_room(N5110 &lcd)
+{
+ lcd.drawSprite(0, 0, screen_height, screen_width, (char *)level_map[1]); // drawing 3d map
+ draw_doorways(lcd); // Draw walls that are behind the player
+ if (_before_boss_room == 0) { // Displaying Special Doorway to Boss room
+ lcd.drawSprite(35, 0, 12, 14, (char *)boss_doorway_n[0]);
+ }
+}
+
+void Room::draw_doorways(N5110 &lcd)
+{
+ if(!_doorways[0]) { // N
+ lcd.drawSprite(36, 0, 10, 12, (char *)wall_n);
+ }
+}
+
+void Room::draw_room_overlay(N5110 &lcd)
+{
+ lcd.drawSpriteTransparent(0, 0, screen_height, screen_width, (char *)level_map[2]); // drawing 3d map overlay
+ draw_doorways_overlay(lcd);
+ if (_before_boss_room == 0) { // Displaying Special Doorway to Boss room
+ lcd.drawSpriteTransparent(35, 0, 12, 14, (char *)boss_doorway_n[1]);
+ } else if (_before_boss_room == 1) {
+ lcd.drawSpriteTransparent(79, 14, 19, 5, (char *)boss_doorway_e);
+ } else if (_before_boss_room == 2) {
+ lcd.drawSpriteTransparent(35, 41, 7, 14, (char *)boss_doorway_s);
+ } else if (_before_boss_room == 3) {
+ lcd.drawSpriteTransparent(0, 14, 19, 5, (char *)boss_doorway_w);
+ }
+}
+
+void Room::draw_doorways_overlay(N5110 &lcd) // Draw walls that are in front of the player
+{
+ if(!_doorways[1]) { // E
+ lcd.drawSpriteTransparent(81, 15, 11, 3, (char *)wall_x[0]);
+ }
+ if(!_doorways[2]) { // S
+ lcd.drawSpriteTransparent(36, 45, 3, 12, (char *)wall_s);
+ }
+ if(!_doorways[3]) { // W
+ lcd.drawSpriteTransparent(0, 15, 11, 3, (char *)wall_x[1]);
+ }
+}
+
+bool Room::enemies_exist() // Returns true if valid enemies exist
+{
+ for (int i = 0; i < MAX_ENEMIES; i++) {
+ if (valid_enemies[i]) {
+ return true;
+ }
+ }
+ return false;
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Room/Room.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,512 @@
+#ifndef ROOM_H
+#define ROOM_H
+#include "sprites.h"
+
+#include "Entity.h"
+#include "Player.h"
+#include "Headless.h"
+#include "Snake.h"
+#include "Skull.h"
+#include "Walls.h"
+
+#include "N5110.h"
+
+#define MAX_ENEMIES 10
+/**Room Class
+*@author Steven Mahasin
+*@brief Create a Room which holds the enemies, collectibles and doorways
+*@date May 2019
+*/
+class Room // contains the type of room, number of enemies inside it, the doorways existing in the room, functions to spawn enemies
+{
+private:
+ /**
+ * @brief an array that dictates which side of the wall has a doorway
+ */
+ bool _doorways[4];
+ /**
+ * @brief states the type of room (boss, normal, walled)
+ */
+ int _room_type;
+ /**
+ * @brief the coordinates of enemies to be spawned
+ */
+ int _enemy_coord[MAX_ENEMIES][2]; // _enemy_coord[EnemyID][x/y]
+ /**
+ * @brief the status of the walls, used to construct a wall at any x, y, width and height
+ */
+ char _wall_stat[2][4]; // _wall_coord[WallID][x/y/width/height]
+ /**
+ * @brief the special boss doorway is held in this member variable (0-3); if no boss doorway, it is default to 4
+ */
+ int _before_boss_room;
+ /**
+ * @brief a counter integer to increment through the spawn points in the spawn_area array and id each point
+ */
+ short int _spawn_point_counter;
+ /**
+ * @brief a variable to hold the decided randomised spawn point id to spawn an enemy
+ */
+ short int _spawn_point_coord;
+
+ // Functions
+ /**
+ * @brief initialisation of boss room
+ */
+ void init_boss_room();
+ /**
+ * @brief initialisation of normal rooms
+ */
+ void init_normal_room();
+ /**
+ * @brief initialisation of middle walled rooms (not used in this version, in progress)
+ */
+ void init_middle_walled_room();
+ /**
+ * @brief initialisation of side walled rooms (not used in this version, in progress)
+ */
+ void init_side_walled_room();
+
+ /**
+ * @brief set the _enemy_coord of index id to a random valid spawn area x and y
+ * @param id - the index of the enemy to be given a random coord
+ */
+ void rand_enemy_coordinate(int id);
+
+ /**
+ * @brief draws the doorways that are behind the player
+ * @param lcd - the screen where the doorway is drawn
+ */
+ void draw_doorways(N5110 &lcd);
+ /**
+ * @brief draws overlayed doorways, these doorways are in front of the player
+ * @param lcd - the screen where the doorway_overlay is drawn
+ */
+ void draw_doorways_overlay(N5110 &lcd);
+ /**
+ * @brief draws enemies onto the screen
+ * @param lcd - the screen where the enemies are drawn
+ * @param j - the current y-position of entities that are being drawn
+ */
+ void draw_enemies(N5110 &lcd, int j);
+ /**
+ * @brief draws collectibles onto the screen
+ * @param lcd - the screen where the collectibles is drawn
+ * @param j - the current y-position of entities that are being drawn
+ */
+ void draw_collectibles(N5110 &lcd, int j);
+ /**
+ * @brief draws walls entity onto the screen
+ * @param lcd - the screen where the walls is drawn
+ * @param j - the current y-position of entities that are being drawn
+ */
+ void draw_walls(N5110 &lcd, int j);
+
+
+public:
+ /** Constructors
+ * @brief create a room with a set number of enemies and a set room type
+ * @param no_of_enemies - the number of enemies to be spawned in the room
+ * @param room_type - the type of room to be initialised with
+ */
+ Room(int no_of_enemies, int room_type);
+ /** Destructors */
+ ~Room();
+
+ // Mutators
+ /**
+ * @brief sets _doorway at index "index" with the value of "doorway_value"
+ * @param index - the index of the mutated doorway
+ * @param doorway_value - the value of the mutated doorway
+ */
+ void set_doorway(int index, bool doorway_value);
+ /**
+ * @brief sets the position of boss doorway on this room
+ * @param before_boss_room - the side in which boss doorway exists (0-3 = sides, 4 = doesn't exist)
+ */
+ void set_boss_doorway(int before_boss_room);
+
+ // Accessors
+ /**
+ * @brief get the 2d map array that dictates where there are walls or empty space
+ * @return the char pointer array of the 2d level map
+ */
+ char * get_current_map_2d();
+ /**
+ * @brief get the doorways of the room
+ * @return boolean pointer array of the _doorways member variable
+ */
+ bool * get_doorways();
+ /**
+ * @brief get the doorway status of the room at index "index"
+ * @return _doorway[index]
+ */
+ bool get_doorway(int index);
+ /**
+ * @brief get the type of room
+ * @return _room_type
+ */
+ char get_room_type();
+ /**
+ * @brief get the boss doorway status
+ * @return _before_boss_room
+ */
+ int get_boss_doorway();
+
+ // Functions
+ /**
+ * @brief loads all the entities in the room
+ */
+ void load();
+ /**
+ * @brief deletes all entities in the room
+ */
+ void unload();
+ /**
+ * @brief close all doorways if the room is a boss room
+ */
+ void update_doorways();
+ /**
+ * @brief draws the room including enemies
+ * @param lcd - the screen in which the room is being drawn in
+ * @param j - the current y-position of entities that are being drawn
+ */
+ void draw(N5110 &lcd, int j);
+ /**
+ * @brief draws the room
+ * @param lcd - the screen in which the room is being drawn in
+ */
+ void draw_room(N5110 &lcd);
+ /**
+ * @brief draws the room_overlay
+ * @param lcd - the screen in which the room_overlay is being drawn in
+ */
+ void draw_room_overlay(N5110 &lcd);
+
+ /**
+ * @brief checks if there is any valid enemies in the room
+ * @return true if there is any valid enemies in the room
+ */
+ bool enemies_exist();
+
+ // Variables
+ /**
+ * @brief A pointer to an array of Entities where all the possible enemies in the room are stored
+ */
+ Entity *enemies[MAX_ENEMIES];
+ /**
+ * @brief A boolean array to dictate which enemies exist
+ */
+ bool valid_enemies[MAX_ENEMIES];
+ /**
+ * @brief A pointer to an array of Entities where all the possible collectibles in the room are stored
+ */
+ Entity *collectibles[MAX_ENEMIES];
+ /**
+ * @brief A boolean array to dictate which collectibles exist
+ */
+ bool valid_collectibles[MAX_ENEMIES];
+ /**
+ * @brief A pointer to an array of Entities where all the possible walls in the room are stored
+ */
+ Entity *walls[2];
+ /**
+ * @brief A boolean array to dictate which walls exist
+ */
+ bool valid_walls[2];
+ /**
+ * @brief An array of enemy types for each enemy in the room
+ * @note currently only snake and headless
+ */
+ int enemies_type[MAX_ENEMIES];
+};
+
+const char spawn_area[3][48][84] = { // [Room_Type][Size_Y][Size_X]
+ {
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ },
+ {
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
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+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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+ },
+ {
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ }
+};
+
+const short int n_spawn_points[3] = {1547, 502, 972}; // [room_type]
+
+const char boss_doorway_n[2][12][14] = { // [Level/Overlay][Size_Y][Size_X]
+ {
+ {1,0,1,1,0,0,0,0,0,0,1,1,0,1},
+ {1,1,0,0,0,1,1,1,1,0,0,0,1,1},
+ {1,0,0,1,1,0,0,0,0,1,1,0,0,1},
+ {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+ {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+ {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+ {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+ {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+ {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+ {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+ {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
+ {1,1,1,0,0,0,0,0,0,0,0,1,1,1}
+ },
+ {
+ {0,0,1,1,2,2,2,2,2,2,1,1,0,0},
+ {0,0,2,2,2,1,1,1,1,2,2,2,0,0},
+ {0,0,0,1,1,0,0,0,0,1,1,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0}
+ }
+};
+
+const char boss_doorway_e[19][5] = {
+ {1,1,1,1,1},
+ {1,1,1,1,1},
+ {1,2,2,2,2},
+ {1,2,2,2,2},
+ {1,2,2,2,2},
+ {1,2,2,2,2},
+ {1,1,1,1,1},
+ {1,2,2,2,2},
+ {1,2,2,2,2},
+ {1,1,1,1,1},
+ {1,2,2,2,2},
+ {1,1,1,1,1},
+ {1,2,1,2,2},
+ {1,2,1,2,2},
+ {1,2,1,2,2},
+ {1,2,1,2,2},
+ {1,2,1,2,2},
+ {1,2,1,2,2},
+ {1,1,1,2,2}
+};
+
+const char boss_doorway_s[7][14] = {
+ {0,0,0,0,1,1,1,1,1,1,0,0,0,0},
+ {0,0,1,1,1,2,2,2,2,1,1,1,0,0},
+ {1,1,2,2,1,2,2,2,2,1,2,2,1,1},
+ {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
+ {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
+ {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
+ {1,2,2,2,1,2,2,2,2,1,2,2,2,1}
+};
+
+const char boss_doorway_w[19][5] = {
+ {1,1,1,1,1},
+ {1,1,1,1,1},
+ {2,2,2,2,1},
+ {2,2,2,2,1},
+ {2,2,2,2,1},
+ {2,2,2,2,1},
+ {1,1,1,1,1},
+ {2,2,2,2,1},
+ {2,2,2,2,1},
+ {1,1,1,1,1},
+ {2,2,2,2,1},
+ {1,1,1,1,1},
+ {2,2,1,2,1},
+ {2,2,1,2,1},
+ {2,2,1,2,1},
+ {2,2,1,2,1},
+ {2,2,1,2,1},
+ {2,2,1,2,1},
+ {2,2,1,1,1}
+};
+
+const char wall_x[2][11][3] = { // [E/W][Size_Y][Size_X]
+ { // E
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ {1,2,2},
+ },
+ { // W
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ {2,2,1},
+ }
+};
+
+const char wall_n[10][12] = { // [Size_Y][Size_X]
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,1,1,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {0,0,0,0,0,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,1,1,1,1,1,1,1,},
+};
+
+const char wall_s[3][12] = { // [Size_Y][Size_X]
+ {1,1,1,1,1,1,1,1,1,1,1,1,},
+ {2,2,2,2,2,2,2,2,2,2,2,2,},
+ {2,2,2,2,2,2,2,2,2,2,2,2,},
+};
+
+#endif
\ No newline at end of file
--- a/RoomEngine/Room/Room.cpp Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,281 +0,0 @@
-#include "Room.h"
-
-// Constructor
-Room::Room(int no_of_enemies, int room_type)
-{
- _before_boss_room = 4;
-
- _room_type = room_type;
-
- for(int side = 0; side < 4; side++) {
- _doorways[side] = false;
- }
- for(int id = 0; id < MAX_ENEMIES; id++) {
- valid_collectibles[id] = false;
- }
-
- if(room_type >= 10) { // Special Case for Boss rooms
- init_boss_room();
- } else {
- for (int id = 0; id < MAX_ENEMIES; id++) {
- valid_enemies[id] = id < no_of_enemies;
- if (id < no_of_enemies) { // For every undefined valid enemy, define:
- enemies_type[id] = (int)(rand() % 3)/2; // 2/3 chance headless 1/3 chance snake
- rand_enemy_coordinate(id); // define random spawn coordinate
- }
- }
- if (room_type == 0){
- init_normal_room();
- } else if (room_type == 1){
- init_middle_walled_room();
- } else if (room_type == 2){
- init_side_walled_room();
- }
- }
-}
-
-void Room::init_boss_room()
-{
- valid_walls[0] = false;
- valid_walls[1] = false;
- valid_enemies[0] = true;
- for (int id = 1; id < MAX_ENEMIES; id++) { // Updating valid_enemies to be false for all the others
- valid_enemies[id] = false;
- }
-}
-
-void Room::init_normal_room()
-{
- valid_walls[0] = false;
- valid_walls[1] = false;
-}
-
-void Room::init_middle_walled_room()
-{
- valid_walls[0] = true;
- _wall_stat[0][0] = 14;
- _wall_stat[0][1] = 22;
- _wall_stat[0][2] = 56;
- _wall_stat[0][3] = 12;
-
- valid_walls[1] = false;
-}
-
-void Room::init_side_walled_room()
-{
- valid_walls[0] = true;
- _wall_stat[0][0] = 16;
- _wall_stat[0][1] = 18;
- _wall_stat[0][2] = 7;
- _wall_stat[0][3] = 19;
-
- valid_walls[1] = true;
- _wall_stat[1][0] = 61;
- _wall_stat[1][1] = 18;
- _wall_stat[1][2] = 7;
- _wall_stat[1][3] = 19;
-}
-
-// Deconstructor
-Room::~Room()
-{
-
-}
-
-// Mutator
-void Room::set_doorway(int index, bool doorway_value) // Sets doorways to the needed value at index
-{
- _doorways[index] = doorway_value;
-}
-
-void Room::set_boss_doorway(int before_boss_room) // Sets the boss doorway
-{
- _before_boss_room = before_boss_room;
-}
-
-// Accessors
-char * Room::get_current_map_2d(){
- return ((char *)level_map[0][0]);
-}
-
-bool * Room::get_doorways()
-{
- return (bool *)_doorways;
-}
-
-bool Room::get_doorway(int index)
-{
- return _doorways[index];
-}
-
-char Room::get_room_type()
-{
- return _room_type;
-}
-
-int Room::get_boss_doorway()
-{
- return _before_boss_room;
-}
-
-// Functions
-void Room::rand_enemy_coordinate(int id)
-{
- _spawn_point_coord = rand() % n_spawn_points[_room_type]; // Random available spawning coordinate ID
- _spawn_point_counter = 0;
- for(int i = 0; i < WIDTH; i++) {
- for(int j = 0; j < HEIGHT; j++) {
- if(spawn_area[_room_type][j][i] == 0){ // Locate available spawning coordinate
- _spawn_point_counter++; // Increment counter ID
- }
- if(_spawn_point_counter >= _spawn_point_coord){ // If counter ID reaches the random coordinate ID
- _enemy_coord[id][0] = i; // Set the random coordinate
- _enemy_coord[id][1] = j;
- goto enemy_coord_set;
- }
- }
- }
- enemy_coord_set:{} // Acts as a break since there are two for loops
-}
-
-void Room::load() // Spawns all Mobs and Walls with reset status (HP, Attack etc) given that they have not died yet (still valid)
-{
- if(_room_type == 10) {
- if (valid_enemies[0]) {
- enemies[0] = new Skull(33, 23);
- }
- } else {
- for (int id = 0; id < MAX_ENEMIES; id++) {
- if (valid_enemies[id]) {
- switch(enemies_type[id]){
- case 0 :
- enemies[id] = new Headless(_enemy_coord[id][0], _enemy_coord[id][1]); break;
- case 1 :
- enemies[id] = new Snake(_enemy_coord[id][0], _enemy_coord[id][1]); break;
- }
- }
- }
- for (int id = 0; id < 2; id++) {
- if (valid_walls[id]) {
- walls[id] = new Walls(_wall_stat[id][0], _wall_stat[id][1], _wall_stat[id][2], _wall_stat[id][3]);
- }
- }
- }
-}
-
-void Room::unload() // Delete existing enemies and walls
-{
- for (int i = 0; i < MAX_ENEMIES; i++) {
- if (valid_enemies[i]) {
- delete enemies[i];
- }
- }
- for (int i = 0; i < 2; i++){
- if (valid_walls[i]) {
- delete walls[i];
- }
- }
-}
-
-void Room::update_doorways() // If it's a boss, close the doorways, else,
-{
- if(_room_type == 10) {
- _doorways[0] = false;
- _doorways[1] = false;
- _doorways[2] = false;
- _doorways[3] = false;
- }
-}
-
-void Room::draw(N5110 &lcd, int j)
-{
- draw_enemies(lcd, j);
- draw_collectibles(lcd, j);
- draw_walls(lcd, j);
-}
-
-void Room::draw_enemies(N5110 &lcd, int j)
-{
- for (int i = 0; i < MAX_ENEMIES; i++) {
- if (valid_enemies[i]) {
- if (enemies[i]->get_pos_y() == j) {
- enemies[i]->draw(lcd);
- }
- }
- }
-}
-
-void Room::draw_collectibles(N5110 &lcd, int j)
-{
- for (int i = 0; i < MAX_ENEMIES; i++) {
- if (valid_collectibles[i]) {
- if (collectibles[i]->get_pos_y() == j) {
- collectibles[i]->draw(lcd);
- }
- }
- }
-}
-
-void Room::draw_walls(N5110 &lcd, int j)
-{
- for (int i = 0; i < 2; i++) {
- if (valid_walls[i]) {
- if (walls[i]->get_pos_y() == j) {
- walls[i]->draw(lcd);
- }
- }
- }
-}
-void Room::draw_room(N5110 &lcd)
-{
- lcd.drawSprite(0, 0, screen_height, screen_width, (char *)level_map[1]); // drawing 3d map
- draw_doorways(lcd); // Draw walls that are behind the player
- if (_before_boss_room == 0) { // Displaying Special Doorway to Boss room
- lcd.drawSprite(35, 0, 12, 14, (char *)boss_doorway_n[0]);
- }
-}
-
-void Room::draw_doorways(N5110 &lcd)
-{
- if(!_doorways[0]) { // N
- lcd.drawSprite(36, 0, 10, 12, (char *)wall_n);
- }
-}
-
-void Room::draw_room_overlay(N5110 &lcd)
-{
- lcd.drawSpriteTransparent(0, 0, screen_height, screen_width, (char *)level_map[2]); // drawing 3d map overlay
- draw_doorways_overlay(lcd);
- if (_before_boss_room == 0) { // Displaying Special Doorway to Boss room
- lcd.drawSpriteTransparent(35, 0, 12, 14, (char *)boss_doorway_n[1]);
- } else if (_before_boss_room == 1) {
- lcd.drawSpriteTransparent(79, 14, 19, 5, (char *)boss_doorway_e);
- } else if (_before_boss_room == 2) {
- lcd.drawSpriteTransparent(35, 41, 7, 14, (char *)boss_doorway_s);
- } else if (_before_boss_room == 3) {
- lcd.drawSpriteTransparent(0, 14, 19, 5, (char *)boss_doorway_w);
- }
-}
-
-void Room::draw_doorways_overlay(N5110 &lcd) // Draw walls that are in front of the player
-{
- if(!_doorways[1]) { // E
- lcd.drawSpriteTransparent(81, 15, 11, 3, (char *)wall_x[0]);
- }
- if(!_doorways[2]) { // S
- lcd.drawSpriteTransparent(36, 45, 3, 12, (char *)wall_s);
- }
- if(!_doorways[3]) { // W
- lcd.drawSpriteTransparent(0, 15, 11, 3, (char *)wall_x[1]);
- }
-}
-
-bool Room::enemies_exist() // Returns true if valid enemies exist
-{
- for (int i = 0; i < MAX_ENEMIES; i++) {
- if (valid_enemies[i]) {
- return true;
- }
- }
- return false;
-}
\ No newline at end of file
--- a/RoomEngine/Room/Room.h Thu May 09 14:49:27 2019 +0000
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,512 +0,0 @@
-#ifndef ROOM_H
-#define ROOM_H
-#include "sprites.h"
-
-#include "Entity.h"
-#include "Player.h"
-#include "Headless.h"
-#include "Snake.h"
-#include "Skull.h"
-#include "Walls.h"
-
-#include "N5110.h"
-
-#define MAX_ENEMIES 10
-/**Room Class
-*@author Steven Mahasin
-*@brief Create a Room which holds the enemies, collectibles and doorways
-*@date May 2019
-*/
-class Room // contains the type of room, number of enemies inside it, the doorways existing in the room, functions to spawn enemies
-{
-private:
- /**
- * @brief an array that dictates which side of the wall has a doorway
- */
- bool _doorways[4];
- /**
- * @brief states the type of room (boss, normal, walled)
- */
- int _room_type;
- /**
- * @brief the coordinates of enemies to be spawned
- */
- int _enemy_coord[MAX_ENEMIES][2]; // _enemy_coord[EnemyID][x/y]
- /**
- * @brief the status of the walls, used to construct a wall at any x, y, width and height
- */
- char _wall_stat[2][4]; // _wall_coord[WallID][x/y/width/height]
- /**
- * @brief the special boss doorway is held in this member variable (0-3); if no boss doorway, it is default to 4
- */
- int _before_boss_room;
- /**
- * @brief a counter integer to increment through the spawn points in the spawn_area array and id each point
- */
- short int _spawn_point_counter;
- /**
- * @brief a variable to hold the decided randomised spawn point id to spawn an enemy
- */
- short int _spawn_point_coord;
-
- // Functions
- /**
- * @brief initialisation of boss room
- */
- void init_boss_room();
- /**
- * @brief initialisation of normal rooms
- */
- void init_normal_room();
- /**
- * @brief initialisation of middle walled rooms (not used in this version, in progress)
- */
- void init_middle_walled_room();
- /**
- * @brief initialisation of side walled rooms (not used in this version, in progress)
- */
- void init_side_walled_room();
-
- /**
- * @brief set the _enemy_coord of index id to a random valid spawn area x and y
- * @param id - the index of the enemy to be given a random coord
- */
- void rand_enemy_coordinate(int id);
-
- /**
- * @brief draws the doorways that are behind the player
- * @param lcd - the screen where the doorway is drawn
- */
- void draw_doorways(N5110 &lcd);
- /**
- * @brief draws overlayed doorways, these doorways are in front of the player
- * @param lcd - the screen where the doorway_overlay is drawn
- */
- void draw_doorways_overlay(N5110 &lcd);
- /**
- * @brief draws enemies onto the screen
- * @param lcd - the screen where the enemies are drawn
- * @param j - the current y-position of entities that are being drawn
- */
- void draw_enemies(N5110 &lcd, int j);
- /**
- * @brief draws collectibles onto the screen
- * @param lcd - the screen where the collectibles is drawn
- * @param j - the current y-position of entities that are being drawn
- */
- void draw_collectibles(N5110 &lcd, int j);
- /**
- * @brief draws walls entity onto the screen
- * @param lcd - the screen where the walls is drawn
- * @param j - the current y-position of entities that are being drawn
- */
- void draw_walls(N5110 &lcd, int j);
-
-
-public:
- /** Constructors
- * @brief create a room with a set number of enemies and a set room type
- * @param no_of_enemies - the number of enemies to be spawned in the room
- * @param room_type - the type of room to be initialised with
- */
- Room(int no_of_enemies, int room_type);
- /** Destructors */
- ~Room();
-
- // Mutators
- /**
- * @brief sets _doorway at index "index" with the value of "doorway_value"
- * @param index - the index of the mutated doorway
- * @param doorway_value - the value of the mutated doorway
- */
- void set_doorway(int index, bool doorway_value);
- /**
- * @brief sets the position of boss doorway on this room
- * @param before_boss_room - the side in which boss doorway exists (0-3 = sides, 4 = doesn't exist)
- */
- void set_boss_doorway(int before_boss_room);
-
- // Accessors
- /**
- * @brief get the 2d map array that dictates where there are walls or empty space
- * @return the char pointer array of the 2d level map
- */
- char * get_current_map_2d();
- /**
- * @brief get the doorways of the room
- * @return boolean pointer array of the _doorways member variable
- */
- bool * get_doorways();
- /**
- * @brief get the doorway status of the room at index "index"
- * @return _doorway[index]
- */
- bool get_doorway(int index);
- /**
- * @brief get the type of room
- * @return _room_type
- */
- char get_room_type();
- /**
- * @brief get the boss doorway status
- * @return _before_boss_room
- */
- int get_boss_doorway();
-
- // Functions
- /**
- * @brief loads all the entities in the room
- */
- void load();
- /**
- * @brief deletes all entities in the room
- */
- void unload();
- /**
- * @brief close all doorways if the room is a boss room
- */
- void update_doorways();
- /**
- * @brief draws the room including enemies
- * @param lcd - the screen in which the room is being drawn in
- * @param j - the current y-position of entities that are being drawn
- */
- void draw(N5110 &lcd, int j);
- /**
- * @brief draws the room
- * @param lcd - the screen in which the room is being drawn in
- */
- void draw_room(N5110 &lcd);
- /**
- * @brief draws the room_overlay
- * @param lcd - the screen in which the room_overlay is being drawn in
- */
- void draw_room_overlay(N5110 &lcd);
-
- /**
- * @brief checks if there is any valid enemies in the room
- * @return true if there is any valid enemies in the room
- */
- bool enemies_exist();
-
- // Variables
- /**
- * @brief A pointer to an array of Entities where all the possible enemies in the room are stored
- */
- Entity *enemies[MAX_ENEMIES];
- /**
- * @brief A boolean array to dictate which enemies exist
- */
- bool valid_enemies[MAX_ENEMIES];
- /**
- * @brief A pointer to an array of Entities where all the possible collectibles in the room are stored
- */
- Entity *collectibles[MAX_ENEMIES];
- /**
- * @brief A boolean array to dictate which collectibles exist
- */
- bool valid_collectibles[MAX_ENEMIES];
- /**
- * @brief A pointer to an array of Entities where all the possible walls in the room are stored
- */
- Entity *walls[2];
- /**
- * @brief A boolean array to dictate which walls exist
- */
- bool valid_walls[2];
- /**
- * @brief An array of enemy types for each enemy in the room
- * @note currently only snake and headless
- */
- int enemies_type[MAX_ENEMIES];
-};
-
-const char spawn_area[3][48][84] = { // [Room_Type][Size_Y][Size_X]
- {
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
- {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
- {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
- {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
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- {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
- {1,1,1,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
- {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
- {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
- }
-};
-
-const short int n_spawn_points[3] = {1547, 502, 972}; // [room_type]
-
-const char boss_doorway_n[2][12][14] = { // [Level/Overlay][Size_Y][Size_X]
- {
- {1,0,1,1,0,0,0,0,0,0,1,1,0,1},
- {1,1,0,0,0,1,1,1,1,0,0,0,1,1},
- {1,0,0,1,1,0,0,0,0,1,1,0,0,1},
- {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
- {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
- {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
- {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
- {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
- {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
- {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
- {1,0,1,0,0,0,0,0,0,0,0,1,0,1},
- {1,1,1,0,0,0,0,0,0,0,0,1,1,1}
- },
- {
- {0,0,1,1,2,2,2,2,2,2,1,1,0,0},
- {0,0,2,2,2,1,1,1,1,2,2,2,0,0},
- {0,0,0,1,1,0,0,0,0,1,1,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0},
- {0,0,0,0,0,0,0,0,0,0,0,0,0,0}
- }
-};
-
-const char boss_doorway_e[19][5] = {
- {1,1,1,1,1},
- {1,1,1,1,1},
- {1,2,2,2,2},
- {1,2,2,2,2},
- {1,2,2,2,2},
- {1,2,2,2,2},
- {1,1,1,1,1},
- {1,2,2,2,2},
- {1,2,2,2,2},
- {1,1,1,1,1},
- {1,2,2,2,2},
- {1,1,1,1,1},
- {1,2,1,2,2},
- {1,2,1,2,2},
- {1,2,1,2,2},
- {1,2,1,2,2},
- {1,2,1,2,2},
- {1,2,1,2,2},
- {1,1,1,2,2}
-};
-
-const char boss_doorway_s[7][14] = {
- {0,0,0,0,1,1,1,1,1,1,0,0,0,0},
- {0,0,1,1,1,2,2,2,2,1,1,1,0,0},
- {1,1,2,2,1,2,2,2,2,1,2,2,1,1},
- {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
- {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
- {1,2,2,2,1,2,2,2,2,1,2,2,2,1},
- {1,2,2,2,1,2,2,2,2,1,2,2,2,1}
-};
-
-const char boss_doorway_w[19][5] = {
- {1,1,1,1,1},
- {1,1,1,1,1},
- {2,2,2,2,1},
- {2,2,2,2,1},
- {2,2,2,2,1},
- {2,2,2,2,1},
- {1,1,1,1,1},
- {2,2,2,2,1},
- {2,2,2,2,1},
- {1,1,1,1,1},
- {2,2,2,2,1},
- {1,1,1,1,1},
- {2,2,1,2,1},
- {2,2,1,2,1},
- {2,2,1,2,1},
- {2,2,1,2,1},
- {2,2,1,2,1},
- {2,2,1,2,1},
- {2,2,1,1,1}
-};
-
-const char wall_x[2][11][3] = { // [E/W][Size_Y][Size_X]
- { // E
- {1,2,2},
- {1,2,2},
- {1,2,2},
- {1,2,2},
- {1,2,2},
- {1,2,2},
- {1,2,2},
- {1,2,2},
- {1,2,2},
- {1,2,2},
- {1,2,2},
- },
- { // W
- {2,2,1},
- {2,2,1},
- {2,2,1},
- {2,2,1},
- {2,2,1},
- {2,2,1},
- {2,2,1},
- {2,2,1},
- {2,2,1},
- {2,2,1},
- {2,2,1},
- }
-};
-
-const char wall_n[10][12] = { // [Size_Y][Size_X]
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {1,1,1,1,1,1,1,1,1,1,1,1,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {0,0,0,0,0,0,0,0,0,0,0,0,},
- {1,1,1,1,1,1,1,1,1,1,1,1,},
-};
-
-const char wall_s[3][12] = { // [Size_Y][Size_X]
- {1,1,1,1,1,1,1,1,1,1,1,1,},
- {2,2,2,2,2,2,2,2,2,2,2,2,},
- {2,2,2,2,2,2,2,2,2,2,2,2,},
-};
-
-#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Skull/Skull.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,130 @@
+#include "Skull.h"
+#include <complex>
+Skull::Skull(float pos_x, float pos_y)
+{
+ _hp = 20;
+ _attack = 1;
+
+ _dash = false;
+ _dash_counter = 0;
+
+ _hitbox.width = 19;
+ _hitbox.height = 9;
+
+ _sprite_size.width = 21;
+ _sprite_size.height = 23;
+ _sprite_size.offset_x = -1;
+ _sprite_size.offset_y = -14;
+
+ _shadow.width = 19;
+ _shadow.height = 5;
+ _shadow.offset_x = 0;
+ _shadow.offset_y = 5;
+
+ _position.x = pos_x;
+ _position.y = pos_y;
+ update_prev_pos();
+
+ _frame.count = 0;
+ _frame.number = 0;
+ _frame.max = 2;
+ _face = 2;
+
+ _velocity = 0.2;
+ _hp_drop_chance = 0;
+}
+
+void Skull::move(float player_x, float player_y, char * map, bool * doorways)
+{
+ if (_dash_counter < DASH_DELAY) { // Approaching Movement
+ approaching_movement(player_x, player_y);
+ } else if (_dash_counter < DASH_DELAY + 28){ // Dashing movement; const 28 = 4(velocity_index_increment_delay) * 7 (length of the velocity_pattern)
+ dash_movement();
+ } else {
+ _dash_counter = 0;
+ _velocity = 0.2;
+ }
+ undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
+ undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
+
+ _dash_counter++;
+ increment_frames();
+}
+
+void Skull::approaching_movement(float player_x, float player_y)
+{
+ _dash = false;
+ std::complex<double> pos_diff(player_x - _position.x, player_y - _position.y); // defining difference in position as a vector for simplicity, similar to Headless
+ _position.x += _velocity * pos_diff.real() / std::abs(pos_diff);
+ _position.y += _velocity * pos_diff.imag() / std::abs(pos_diff);
+ // Setting Face
+ if (abs(pos_diff.real()) > abs(pos_diff.imag())) {
+ if (pos_diff.real() > 0) {
+ _face = 1;
+ } else {
+ _face = 3;
+ }
+ } else {
+ if (pos_diff.imag() > 0) {
+ _face = 2;
+ } else {
+ _face = 0;
+ }
+ }
+}
+
+void Skull::dash_movement() // Changes velocity over time using the velocity pattern
+{
+ _dash = true;
+ _velocity = skull_velocity_pattern[(int)((_dash_counter - DASH_DELAY)/4)];
+ if (_face == 0){
+ _position.y -= _velocity;
+ } else if (_face == 1){
+ _position.x += _velocity;
+ } else if (_face == 2){
+ _position.y += _velocity;
+ } else if (_face == 3){
+ _position.x -= _velocity;
+ }
+}
+
+void Skull::draw(N5110 &lcd)
+{
+ update_offsets();
+ lcd.drawSpriteTransparent(_position.x+_shadow.offset_x,
+ _position.y+_shadow.offset_y,
+ _shadow.height,
+ _shadow.width,
+ (char *)skull_shadow_sprite[_frame.number]);
+ lcd.drawSpriteTransparent(_position.x+_sprite_size.offset_x,
+ _position.y+_sprite_size.offset_y,
+ _sprite_size.height,
+ _sprite_size.width,
+ (char *)skull_sprite[_face][_dash]);
+}
+
+void Skull::take_damage(int damage)
+{
+ _hp -= 1;
+}
+
+// Methods
+
+void Skull::increment_frames()
+{
+ if (_frame.number < _frame.max) {
+ _frame.count++;
+ } else {
+ _frame.count = 0;
+ }
+ _frame.number = (_frame.count/20) % _frame.max;
+}
+
+void Skull::update_offsets() // Animates the shadows by offsetting the skull from the shadow periodically
+{
+ if (_frame.number == 0) {
+ _sprite_size.offset_y = -14;
+ } else if (_frame.number == 1) {
+ _sprite_size.offset_y = -15;
+ }
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Skull/Skull.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,309 @@
+#ifndef SKULL_H
+#define SKULL_H
+#include "Entity.h"
+#define DASH_DELAY 120
+
+/**Skull Class
+*@author Steven Mahasin
+*@brief Creates a Skull which inherits the Entity class, this is currently the only boss in the game.
+*@date May 2019
+*/
+class Skull : public Entity {
+private:
+ // Member Variables
+ /**
+ * @brief the shadow of Skull has a separate size and offset, so it has to have such member variable
+ */
+ SpriteSize _shadow;
+ /**
+ * @brief a status of wether the skull is dashing
+ */
+ bool _dash;
+ /**
+ * @brief a counter to let the skull dash periodically
+ */
+ int _dash_counter;
+ /**
+ * @brief an index to choose which velocity the Skull currently has when dashing
+ */
+ int _velocity_index;
+
+ // Member Functions
+ /**
+ * @brief increase _frame.count which increases _frame.number to animate skull
+ */
+ void increment_frames();
+ /**
+ * @brief updates the offset of the skull so that it floats up and down periodically above the shadow (purely graphical)
+ */
+ void update_offsets();
+ /**
+ * @brief moves the skull towards the player, similar to headless
+ * @param player_x - player x-position
+ * @param player_y - player y-position
+ */
+ void approaching_movement(float player_x, float player_y);
+ /**
+ * @brief moves the skull in a dashing manner
+ */
+ void dash_movement();
+
+public:
+ // Constructor
+ Skull(float pos_x, float pos_y);
+
+ // Functions
+ /**
+ * @brief calls the function and conditions to move (both dashing and approaching)
+ * @param x_value - player x-position
+ * @param y_value - player y-position
+ * @param map - the 2d map array that dictates where there are walls or empty space
+ * @param doorways - an array that dictates which side of the wall has a doorway
+ */
+ virtual void move(float x_value, float y_value, char * map, bool * doorways); // movement control and miscellaneous updates
+ /**
+ * @brief reduce _hp by damage
+ * @param damage - the amount of damage to be taken
+ */
+ virtual void take_damage(int);
+ /**
+ * @brief a function of drawing the skull onto the screen
+ * @param lcd - the screen where the skull is drawn on
+ */
+ virtual void draw(N5110 &lcd);
+};
+
+const float skull_velocity_pattern[7] = {0, 0, 0, 0.8, 1.6, 2};
+
+const char skull_sprite[4][2][23][21] = //skull_sprite[Face][mouthclose/mouthopen][Size_Y][Size_X]
+{
+ { // Up
+ {
+ {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+ {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+ {0,0,0,1,1,2,1,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
+ {0,0,1,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,1,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,1,0},
+ {0,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,2,2,1,0},
+ {0,1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0},
+ {1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,1},
+ {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
+ {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
+ {0,0,1,2,1,1,1,1,1,2,2,2,1,1,1,1,1,2,1,0,0},
+ {0,0,1,2,2,1,1,1,2,2,2,2,2,1,1,1,2,2,1,0,0},
+ {0,0,0,1,2,2,1,1,1,2,2,2,1,1,1,2,2,1,0,0,0},
+ {0,0,0,0,1,2,2,1,1,1,1,1,1,1,2,2,1,0,0,0,0},
+ {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+ {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ },
+ {
+ {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+ {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+ {0,0,0,1,1,2,1,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
+ {0,0,1,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,1,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,2,1,0},
+ {0,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,2,2,1,0},
+ {0,1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,1,0},
+ {1,2,2,2,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1},
+ {1,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,1},
+ {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
+ {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
+ {0,0,1,2,1,1,1,1,1,2,2,2,1,1,1,1,1,2,1,0,0},
+ {0,0,1,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,1,0,0},
+ {0,0,1,2,2,1,1,1,1,2,2,2,1,1,1,1,2,2,1,0,0},
+ {0,0,0,1,2,2,1,1,1,1,1,1,1,1,1,2,2,1,0,0,0},
+ {0,0,0,0,1,2,1,1,1,1,1,1,1,1,1,2,1,0,0,0,0},
+ {0,0,0,0,0,1,2,2,1,1,1,1,1,2,2,1,0,0,0,0,0},
+ {0,0,0,0,0,0,1,1,2,2,2,2,2,1,1,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0},
+ }
+ },
+ { // Right
+ {
+ {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},
+ {0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0},
+ {0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {1,2,2,2,2,1,2,2,2,2,2,2,1,1,1,2,1,2,2,1,0},
+ {1,2,2,2,2,2,1,2,2,2,2,1,1,1,1,1,1,2,2,1,0},
+ {1,2,2,2,2,1,1,1,2,2,2,1,1,1,2,2,1,1,2,1,0},
+ {1,2,2,2,1,1,1,1,2,2,2,2,1,1,2,2,1,1,2,1,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,1,0},
+ {0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,0,0,0,0,1,2,2,2,2,1,2,2,2,2,2,2,1,1,0,0},
+ {0,0,0,0,0,0,1,2,2,2,1,1,2,1,2,2,2,1,1,0,0},
+ {0,0,0,0,0,0,1,2,2,2,2,1,1,1,1,1,2,2,1,0,0},
+ {0,0,0,0,0,0,1,1,2,2,2,2,2,1,2,1,1,1,1,0,0},
+ {0,0,0,0,0,0,0,1,1,2,2,2,2,2,2,1,2,1,0,0,0},
+ {0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,2,2,1,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,2,1,1,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ },
+ {
+ {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0},
+ {0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0,0},
+ {0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {1,2,2,2,2,1,2,2,2,2,2,2,1,1,1,2,1,2,2,1,0},
+ {1,2,2,2,2,2,1,2,2,2,2,1,1,1,1,1,1,2,2,1,0},
+ {1,2,2,2,2,1,1,1,2,2,2,1,1,1,1,2,1,1,2,1,0},
+ {1,2,2,2,1,1,1,1,2,2,2,2,1,1,1,1,1,1,2,1,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,1,1,2,2,1,0},
+ {0,0,1,1,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,2,0},
+ {0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0},
+ {0,0,0,0,0,0,1,2,2,1,1,1,2,2,2,2,2,1,1,0,0},
+ {0,0,0,0,0,0,1,2,2,2,1,1,1,2,1,2,2,2,1,0,0},
+ {0,0,0,0,0,0,1,2,2,2,2,1,0,1,2,1,1,2,1,0,0},
+ {0,0,0,0,0,0,1,2,2,2,2,1,0,1,0,0,0,1,0,0,0},
+ {0,0,0,0,0,0,0,1,2,2,2,2,1,2,1,1,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,1,1,2,2,2,2,1,2,1,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,1,1,2,2,2,2,2,1,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,1,2,2,2,2,1,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0},
+ }
+ },
+ { // Down
+ {
+ {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+ {0,0,0,0,0,1,1,2,2,2,2,1,1,2,1,1,0,0,0,0,0},
+ {0,0,0,1,1,2,2,2,2,2,2,2,1,1,2,2,1,1,0,0,0},
+ {0,0,1,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,1,0,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,1,0},
+ {0,1,2,2,2,2,2,1,2,2,2,2,2,1,2,2,2,2,2,1,0},
+ {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
+ {1,2,2,1,1,1,2,1,2,2,2,2,2,1,2,1,1,1,2,2,1},
+ {1,2,2,1,1,2,2,2,1,2,2,2,1,2,2,2,1,1,2,2,1},
+ {1,2,2,1,1,2,2,1,2,2,2,2,2,1,2,2,1,1,2,2,1},
+ {1,2,2,2,1,1,1,2,2,2,1,2,2,2,1,1,1,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,1},
+ {1,2,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,1,2,1},
+ {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
+ {0,1,2,2,1,1,1,2,1,2,1,2,1,2,1,1,1,2,2,1,0},
+ {0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0,0},
+ {0,0,1,2,2,1,1,2,1,2,1,2,1,2,1,1,2,2,1,0,0},
+ {0,0,0,1,2,2,1,2,2,2,2,2,2,2,1,2,2,1,0,0,0},
+ {0,0,0,0,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0,0},
+ {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+ {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ },
+ {
+ {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+ {0,0,0,0,0,1,1,2,2,2,2,1,1,2,1,1,0,0,0,0,0},
+ {0,0,0,1,1,2,2,2,2,2,2,2,1,1,2,2,1,1,0,0,0},
+ {0,0,1,2,2,2,2,2,2,2,2,2,2,1,1,1,2,2,1,0,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,1,2,2,2,2,2,2,1,0},
+ {0,1,2,2,2,2,2,1,2,2,2,2,2,1,2,2,2,2,2,1,0},
+ {0,1,2,2,1,1,1,1,2,2,2,2,2,1,1,1,1,2,2,1,0},
+ {1,2,2,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1},
+ {1,2,2,1,1,1,2,1,1,2,2,2,1,1,2,1,1,1,2,2,1},
+ {1,2,2,1,1,1,1,1,2,2,2,2,2,1,1,1,1,1,2,2,1},
+ {1,2,2,2,1,1,1,2,2,2,1,2,2,2,1,1,1,2,2,2,1},
+ {1,2,2,2,2,2,2,2,2,1,1,1,2,2,2,2,2,2,2,2,1},
+ {1,2,1,2,2,2,2,2,2,1,2,1,2,2,2,2,2,2,1,2,1},
+ {0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,2,1,0},
+ {0,1,2,2,1,1,1,2,2,2,2,2,2,2,1,1,1,2,2,1,0},
+ {0,0,1,2,1,1,1,2,1,2,1,2,1,2,1,1,1,2,1,0,0},
+ {0,0,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,0,0},
+ {0,0,1,2,2,1,1,1,1,1,1,1,1,1,1,1,2,2,1,0,0},
+ {0,0,0,1,2,2,1,1,1,1,1,1,1,1,1,2,2,1,0,0,0},
+ {0,0,0,0,1,2,1,2,1,2,1,2,1,2,1,2,1,0,0,0,0},
+ {0,0,0,0,0,1,2,2,2,2,2,2,2,2,2,1,0,0,0,0,0},
+ {0,0,0,0,0,0,1,1,2,2,2,2,2,1,1,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0},
+ }
+ },
+ { // Left
+ {
+ {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+ {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+ {0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
+ {0,0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,1,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
+ {1,2,2,1,2,1,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0},
+ {1,2,2,1,1,1,1,1,1,2,2,2,2,1,2,2,2,2,2,1,0},
+ {1,2,1,1,2,2,1,1,1,2,2,2,1,1,1,2,2,2,2,1,0},
+ {1,2,1,1,2,2,1,1,2,2,2,2,1,1,1,1,2,2,2,1,0},
+ {1,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,0,0,0},
+ {0,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0,0,0,0,0,0},
+ {0,1,1,2,2,2,1,2,1,1,2,2,2,1,0,0,0,0,0,0,0},
+ {0,1,2,2,1,1,1,1,1,2,2,2,2,1,0,0,0,0,0,0,0},
+ {0,1,1,1,1,2,1,2,2,2,2,2,1,1,0,0,0,0,0,0,0},
+ {0,0,1,2,1,2,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0},
+ {0,0,1,2,2,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0},
+ {0,0,1,1,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ },
+ {
+ {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0},
+ {0,0,0,0,0,1,1,2,2,2,2,2,2,2,1,1,0,0,0,0,0},
+ {0,0,0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,1,0,0,0},
+ {0,0,1,2,1,1,2,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,1,2,2,2,2,1,1,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,1,2,2,2,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,0},
+ {1,2,2,1,2,1,1,1,2,2,2,2,2,2,1,2,2,2,2,1,0},
+ {1,2,2,1,1,1,1,1,1,2,2,2,2,1,2,2,2,2,2,1,0},
+ {1,2,1,1,2,1,1,1,1,2,2,2,1,1,1,2,2,2,2,1,0},
+ {1,2,1,1,1,1,1,1,2,2,2,2,1,1,1,1,2,2,2,1,0},
+ {1,2,2,1,1,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0},
+ {0,1,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,1,0,0,0},
+ {0,1,1,2,2,2,2,2,2,2,2,2,2,2,1,0,0,0,0,0,0},
+ {0,1,1,2,2,2,2,2,1,1,1,2,2,1,0,0,0,0,0,0,0},
+ {0,1,2,2,2,1,2,1,1,1,2,2,2,1,0,0,0,0,0,0,0},
+ {0,1,2,1,1,0,1,0,1,2,2,2,2,1,0,0,0,0,0,0,0},
+ {0,0,1,0,0,0,1,0,1,2,2,2,2,1,0,0,0,0,0,0,0},
+ {0,0,0,0,1,1,2,1,2,2,2,2,1,0,0,0,0,0,0,0,0},
+ {0,0,0,1,2,1,2,2,2,2,1,1,0,0,0,0,0,0,0,0,0},
+ {0,0,1,2,2,2,2,2,1,1,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,1,2,2,2,2,1,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ {0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
+ }
+ },
+
+};
+
+const char skull_shadow_sprite[2][5][19] =
+{
+ {
+ {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0},
+ {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
+ {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+ {0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0}
+ },
+ {
+ {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
+ {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
+ {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0},
+ {0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0},
+ {0,0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,0}
+ }
+};
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Snake/Snake.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,153 @@
+#include "Snake.h"
+#include "math.h"
+#include <complex>
+
+// Constructor
+Snake::Snake(float pos_x, float pos_y)
+{
+ _hp = 4;
+ _attack = 1;
+ _face = 0;
+ _prev_face = 0;
+ _hp_drop_chance = 10; // out of 100
+
+ _hitbox.width = 4;
+ _hitbox.height = 7;
+
+ _position.x = pos_x;
+ _position.y = pos_y;
+
+ _sprite_size.width = 6;
+ _sprite_size.height = 12;
+ _sprite_size.offset_x = -1;
+ _sprite_size.offset_y = -6;
+
+ _frame.count = 0;
+ _frame.number = 0;
+ _frame.max = 6;
+
+ _velocity = 0;
+ _velocity_index = 0;
+}
+// Member Function
+void Snake::update_prev_face()
+{
+ _prev_face = _face;
+}
+
+// Member Mutator
+void Snake::update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame) // Offset, Hitbox and Frame Count update
+{
+ if (_prev_face != _face) {
+ _frame.number = 0; // Resets animation everytime face changes
+ _hitbox.width = _hitbox_width;
+ _hitbox.height = _hitbox_height;
+
+ _sprite_size.width = _sprite_size_width;
+ _sprite_size.height = _sprite_size_height;
+ _sprite_size.offset_x = _sprite_size_offset_x;
+ _sprite_size.offset_y = _sprite_size_offset_y;
+
+ _frame.max = max_frame;
+ }
+}
+
+// Functions
+void Snake::move(float player_x, float player_y, char * map, bool * doorways)
+{
+ float diff_x = player_x - _position.x;
+ float diff_y = player_y - _position.y;
+ _velocity = snake_velocity_pattern[_velocity_index]; // Creating slithering effect, changing velocity of movement
+ update_prev_face();
+
+ // Setting Face
+ update_face(diff_x, diff_y);
+
+ // Movement
+ move_snake(); // Movement and updating _hitboxes
+
+ undo_move_x(entity_to_map_collision_test(_position.x, _prev_pos.y, map, doorways));
+ undo_move_y(entity_to_map_collision_test(_prev_pos.x, _position.y, map, doorways));
+
+ increment_frame();
+}
+
+void Snake::update_face(float diff_x, float diff_y) // Depending on the displacement of player from snake, after a full slither effect, change the face
+{
+ if (_velocity_index == 0) {
+ if (abs(diff_x) > abs(diff_y)) {
+ if (diff_x > 0) {
+ _face = 1;
+ } else {
+ _face = 3;
+ }
+ } else {
+ if (diff_y > 0) {
+ _face = 2;
+ } else {
+ _face = 0;
+ }
+ }
+ }
+}
+
+void Snake::move_snake() // Moves the Snake according to velocity, updates the _hitboxes everytime it changes face
+{
+ if (_face == 0) {
+ _position.y -= _velocity;
+ update_hitbox(4, 7, 6, 12, -1, -6, 6);
+ } else if (_face == 1) {
+ _position.x += _velocity;
+ update_hitbox(7, 4, 12, 7, -6, -4, 4);
+ } else if (_face == 2) {
+ _position.y += _velocity;
+ update_hitbox(4, 7, 6, 12, -1, -5, 6);
+ } else if (_face == 3) {
+ _position.x -= _velocity;
+ update_hitbox(7, 4, 12, 7, 0, -4, 4);
+ }
+}
+
+void Snake::increment_frame() // Frame increment and velocity index increment
+{
+ _frame.count++;
+ if (_frame.count >= 10) { // Every 10 frames, sprite_frames increments and velocity_index increments
+ _frame.count = 0;
+ _velocity_index++;
+ _frame.number++;
+ if (_velocity_index >= 6) { // Velocity_index max; reset
+ _velocity_index = 0;
+ }
+ if (_frame.number >= _frame.max) { // Frame.number max; reset
+ _frame.number = 0;
+ }
+ }
+}
+
+void Snake::take_damage(int damage)
+{
+ _hp -= damage;
+}
+
+char * Snake::get_frame() // Returns the frame needed
+{
+ if(_face == 0) {
+ return (char *) sprite_snake_y[0][_frame.number];
+ } else if(_face == 1) {
+ return (char *) sprite_snake_x[0][_frame.number];
+ } else if(_face == 2) {
+ return (char *) sprite_snake_y[1][_frame.number];
+ } else if(_face == 3) {
+ return (char *) sprite_snake_x[1][_frame.number];
+ }
+ return 0;
+}
+
+void Snake::draw(N5110 &lcd)
+{
+ lcd.drawSpriteTransparent(get_pos_x()+_sprite_size.offset_x,
+ get_pos_y()+_sprite_size.offset_y,
+ _sprite_size.height,
+ _sprite_size.width,
+ get_frame());
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Snake/Snake.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,352 @@
+#ifndef SNAKE_H
+#define SNAKE_H
+#include "Entity.h"
+
+/**Snake Class
+*@author Steven Mahasin
+*@brief Creates a Snake which inherits the Entity class, this is one of the mobs that spawns in the normal rooms.
+*@date May 2019
+*/
+class Snake : public Entity
+{
+
+public:
+ /** Constructor
+ * @brief creates a snake at positions pos_x and pos_y
+ * @param pos_x - initialise _position.x
+ * @param pos_y - initialise _position.y
+ */
+ Snake(float pos_x, float pos_y);
+
+ // Functions
+ /**
+ * @brief calls the movement functions to move the snake in the desired way
+ * @param x_value @details player's x-position
+ * @param y_value @details player's y-position
+ * @param map @details the 2d map array that dictates where there are walls or empty space
+ * @param doorways @details an array that dictates which side of the wall has a doorway
+ */
+ virtual void move(float x_value, float y_value, char * map, bool * doorways);
+ /**
+ * @brief reduce hp by damage
+ * @param damage @details the amount of damage to be taken
+ */
+ virtual void take_damage(int damage);
+ /**
+ * @brief a virtual function of drawing the snake onto the screen
+ * @param lcd @details the screen where the snake is drawn on
+ */
+ virtual void draw(N5110 &lcd);
+
+private:
+ // Member Function
+ /**
+ * @brief updates _prev_face into _face
+ */
+ void update_prev_face();
+ /**
+ * @brief gets the sprite array
+ * @return char pointer array of the corresponding snake sprite frame
+ */
+ char * get_frame();
+ /**
+ * @brief changes the face everytime the snake finish slithering, towards the player
+ * @param diff_x @details the difference between the player x-position and the snake x-position
+ * @param diff_y @details the difference between the player y-position and the snake y-position
+ */
+ void update_face(float diff_x, float diff_y);
+ /**
+ * @brief function moves the snake in a slither effect
+ */
+ void move_snake();
+ /**
+ * @brief increase _frame.count which increases _frame.number to animate snake
+ */
+ void increment_frame();
+
+ // Member Mutator
+ /**
+ * @brief updates the hitbox status and sprite status of the snake since different face has unique hitbox and sprite status
+ * @param _hitbox_width @details the width of the hitbox
+ * @param _hitbox_height @details the height of the hitbox
+ * @param _sprite_size_width @details the width of the sprite
+ * @param _sprite_size_height @details the height of the sprite
+ * @param _sprite_size_offset_x @details the x-offset of the sprite to the hitbox
+ * @param _sprite_size_offset_y @details the y-offset of the sprite to the hitbox
+ * @param max_frame @details the maximum number of frames for animation
+ */
+ void update_hitbox(int _hitbox_width, int _hitbox_height, int _sprite_size_width, int _sprite_size_height, int _sprite_size_offset_x, int _sprite_size_offset_y, int max_frame);
+
+ // Member Variable
+ /**
+ * @brief an index to choose which velocity the snake currently has, this is to add the slither effect
+ */
+ int _velocity_index;
+ /**
+ * @brief the previous face of the snake, to detect change in snake's face
+ */
+ int _prev_face;
+
+};
+
+const float snake_velocity_pattern[6] = {0, 0.15, 0.25, 0.5, 0.1, -0.1};
+
+const char sprite_snake_x[2][4][7][12] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+ {
+ // Right
+ {
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,2,1,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,1,1,1,0,0,},
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,1,1,1,1,0,1,1,1,1,0,},
+ {1,1,1,0,1,1,1,1,1,1,0,0,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,2,1,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,1,1,1,0,0,},
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,1,1,1,1,0,1,1,1,1,1,0,},
+ {1,0,0,1,1,1,1,1,1,1,0,0,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,2,1,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,1,1,1,0,0,},
+ {1,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,1,0,0,1,1,1,1,1,1,1,0,},
+ {0,0,1,1,1,0,1,1,1,1,0,0,},
+ },
+ {
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {0,0,0,0,0,0,0,1,1,1,2,1,},
+ {0,0,0,0,0,0,0,1,1,1,1,1,},
+ {0,0,0,0,0,0,0,1,1,1,0,0,},
+ {0,0,0,0,0,0,0,0,1,1,1,0,},
+ {1,1,0,1,1,1,1,1,1,1,1,0,},
+ {0,0,1,1,0,1,1,1,1,1,0,0,},
+ }
+ },
+ {
+ // Left
+ {
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {1,2,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {0,1,1,1,1,0,1,1,1,1,0,0,},
+ {0,0,1,1,1,1,1,1,0,1,1,1,},
+ },
+ {
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {1,2,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {0,1,1,1,1,1,0,1,1,1,1,0,},
+ {0,0,1,1,1,1,1,1,1,0,0,1,},
+ },
+ {
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {1,2,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,1,},
+ {0,1,1,1,1,1,1,1,0,0,1,0,},
+ {0,0,1,1,1,1,0,1,1,1,0,0,},
+ },
+ {
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {1,2,1,1,1,0,0,0,0,0,0,0,},
+ {1,1,1,1,1,0,0,0,0,0,0,0,},
+ {0,0,1,1,1,0,0,0,0,0,0,0,},
+ {0,1,1,1,0,0,0,0,0,0,0,0,},
+ {0,1,1,1,1,1,1,1,1,0,1,1,},
+ {0,0,1,1,1,1,1,0,1,1,0,0,},
+ }
+ }
+};
+
+const char sprite_snake_y[2][6][12][6] = { // Player [Face][SpriteAnimationFrame][Size_Y][Size_X]
+ {
+ // Up
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,0,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,0,1,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,0,1,0,},
+ {0,0,0,1,0,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,0,1,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,1,1,1,1,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,0,0,0,0,},
+ {0,0,1,0,0,0,},
+ }
+ },
+ {
+ // Down
+ {
+ {0,0,0,0,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,0,1,1,0,0,},
+ {0,1,0,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,0,1,0,0,0,},
+ {0,1,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,1,0,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,0,0,1,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,0,1,1,0,0,},
+ {0,0,0,0,1,0,},
+ {0,0,0,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ },
+ {
+ {0,0,0,1,0,0,},
+ {0,0,0,0,1,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,0,0,0,},
+ {0,1,1,0,0,0,},
+ {0,0,1,1,0,0,},
+ {0,1,1,1,1,0,},
+ {1,1,1,1,1,1,},
+ {1,2,1,1,2,1,},
+ {0,1,1,1,1,0,},
+ {0,0,1,1,0,0,},
+ {0,0,1,1,0,0,},
+ }
+ }
+};
+
+#endif
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Walls/Walls.cpp Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,32 @@
+#include "Walls.h"
+Walls::Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height)
+{
+ _hitbox.width = hitbox_width;
+ _hitbox.height = hitbox_height;
+
+ _sprite_size.width = hitbox_width;
+ _sprite_size.height = hitbox_height + 7;
+ _sprite_size.offset_x = 0;
+ _sprite_size.offset_y = -7;
+
+ _position.x = pos_x;
+ _position.y = pos_y;
+ update_prev_pos();
+}
+
+void Walls::move(float unused, float unused1, char * unused2, bool * unused3) // movement control and miscellaneous updates
+{
+
+}
+
+void Walls::take_damage(int damage)
+{
+
+}
+
+void Walls::draw(N5110 &lcd)
+{
+ lcd.drawRect(_position.x, _position.y + _sprite_size.offset_y, _sprite_size.width, _sprite_size.height, FILL_BLACK);
+ lcd.drawRect(_position.x+1, _position.y + _sprite_size.offset_y+1, _sprite_size.width-2, _sprite_size.height-2, FILL_WHITE);
+ lcd.drawLine(_position.x, _position.y + _sprite_size.offset_y + _hitbox.height - 1, _position.x + _hitbox.width - 1, _position.y + _sprite_size.offset_y + _hitbox.height - 1, 1);
+}
\ No newline at end of file
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/Walls/Walls.h Thu May 09 14:55:43 2019 +0000
@@ -0,0 +1,42 @@
+#ifndef WALLS_H
+#define WALLS_H
+#include "Entity.h"
+/**Walls Class
+*@author Steven Mahasin
+*@brief Creates a Static Wall which inherits the Entity class, not used yet in this version due to bugged spawn areas
+*@date May 2019
+*/
+class Walls : public Entity
+{
+public:
+ /** Constructor
+ * @brief creates a wall at positions pos_x and pos_y
+ * @param pos_x - initialise _position.x
+ * @param pos_y - initialise _position.y
+ * @param hitbox_width - initialise _hitbox.width
+ * @param hitbox_height - initialise _hitbox.height
+ */
+ Walls(int pos_x, int pos_y, int hitbox_width, int hitbox_height);
+
+ // Functions
+ /**
+ * @brief just because entity has a pure virtual function move, the function is of no use in walls as it does not move
+ * @param unused - not used
+ * @param unused1 - not used
+ * @param unused2 - not used
+ * @param unused3 - not used
+ */
+ virtual void move(float unused, float unused1, char * unused2, bool * unused3); // movement control and miscellaneous updates
+ /**
+ * @brief just because entity has a pure virtual function take_damage, the function is of no use in walls as it does take_damage
+ * @param unused - not used
+ */
+ virtual void take_damage(int unused);
+ /**
+ * @brief a virtual function of drawing the walls onto the screen
+ * @param lcd - the screen where the wall is drawn on
+ */
+ virtual void draw(N5110 &lcd);
+};
+
+#endif
\ No newline at end of file