tao lao

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Revision:
1:10330bce85cb
Child:
2:4947d6a82971
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp	Fri Oct 23 16:18:39 2020 -0400
@@ -0,0 +1,226 @@
+// Projet includes
+#include "globals.h"
+#include "hardware.h"
+#include "map.h"
+#include "graphics.h"
+#include "speech.h"
+#include "snake.h"
+
+#include <math.h>
+#include<stdio.h>
+
+#define CITY_HIT_MARGIN 1
+#define CITY_UPPER_BOUND (SIZE_Y-(LANDSCAPE_HEIGHT+MAX_BUILDING_HEIGHT))
+#define FULL_DRAW 1
+// Helper function declarations
+void playSound(char* wav);
+
+/**
+ * The main game state. Must include snake locations and previous locations for
+ * drawing to work properly. Other items can be added as needed.
+ */
+
+/**
+ * Given the game inputs, determine what kind of update needs to happen.
+ * Possbile return values are defined below.
+ */
+Snake snake;
+
+// Function prototypes
+// Get Actions from User (push buttons & accelerometer)
+int get_action(GameInputs inputs)
+{
+    return 0;
+}
+/**
+ * Update the game state based on the user action. For example, if the user
+ * requests GO_UP, then this function should determine if that is possible by
+ * consulting the map, and update the snake position accordingly.
+ *
+ * Return values are defined below. FULL_DRAW indicates that for this frame,
+ * draw_game should not optimize drawing and should draw every tile, even if
+ * the snake has not moved.
+ */
+int update_game(int action)
+{
+    return 0;
+}
+
+/**
+ * Draw the upper status bar.
+ */
+void draw_upper_status()
+{
+    uLCD.line(0, 9, 127, 9, GREEN);
+}
+
+/**
+ * Draw the lower status bar.
+ */
+void draw_lower_status()
+{
+    uLCD.line(0, 118, 127, 118, GREEN);
+}
+
+/**
+ * Draw the border for the map.
+ */
+void draw_border()
+{
+    uLCD.filled_rectangle(0,     9, 127,  14, WHITE); // Top
+    uLCD.filled_rectangle(0,    13,   2, 114, WHITE); // Left
+    uLCD.filled_rectangle(0,   114, 127, 117, WHITE); // Bottom
+    uLCD.filled_rectangle(124,  14, 127, 117, WHITE); // Right
+}
+
+/**
+ * Entry point for frame drawing. This should be called once per iteration of
+ * the game loop. This draws all tiles on the screen, followed by the status
+ * bars. Unless init is nonzero, this function will optimize drawing by only
+ * drawing tiles that have changed from the previous frame.
+ */
+void draw_game(int draw_option)
+{
+    // Draw game border first
+    if(draw_option == FULL_DRAW) 
+    {
+        draw_border();
+        int u = 58;
+        int v = 56;
+        draw_snake_head(u, v);
+        draw_snake_body(u-11, v);
+        draw_snake_tail(u-22, v);
+        return;
+    }
+    // Iterate over all visible map tiles
+    for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles
+        for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles
+            // Here, we have a given (i,j)
+
+            // Compute the current map (x,y) of this tile
+            int x = i + snake.head_x;
+            int y = j + snake.head_y;
+
+            // Compute the previous map (px, py) of this tile
+            int px = i + snake.head_px;
+            int py = j + snake.head_py;
+
+            // Compute u,v coordinates for drawing
+            int u = (i+5)*11 + 3;
+            int v = (j+4)*11 + 15;
+
+            // Figure out what to draw
+            DrawFunc draw = NULL;
+            if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map
+                MapItem* curr_item = get_here(x, y);
+                MapItem* prev_item = get_here(px, py);
+                if (draw_option || curr_item != prev_item) { // Only draw if they're different
+                    if (curr_item) { // There's something here! Draw it
+                        draw = curr_item->draw;
+                    } else { // There used to be something, but now there isn't
+                        draw = draw_nothing;
+                    }
+                } else if (curr_item && curr_item->type == CLEAR) {
+                    // This is a special case for erasing things like doors.
+                    draw = curr_item->draw; // i.e. draw_nothing
+                }
+            } else if (draw_option) { // If doing a full draw, but we're out of bounds, draw the walls.
+                draw = draw_wall;
+            }
+
+            // Actually draw the tile
+            if (draw) draw(u, v);
+        }
+    }
+
+    // Draw status bars
+    draw_upper_status();
+    draw_lower_status();
+}
+
+/**
+ * Initialize the main world map. Add walls around the edges, interior chambers,
+ * and plants in the background so you can see motion.
+ */
+void init_main_map()
+{
+    // "Random" plants
+    Map* map = set_active_map(0);
+    for(int i = map_width() + 3; i < map_area(); i += 39) {
+        add_goodie(i % map_width(), i / map_width());
+    }
+    pc.printf("plants\r\n");
+
+    pc.printf("Adding walls!\r\n");
+    add_wall(0,              0,              HORIZONTAL, map_width());
+    add_wall(0,              map_height()-1, HORIZONTAL, map_width());
+    add_wall(0,              0,              VERTICAL,   map_height());
+    add_wall(map_width()-1,  0,              VERTICAL,   map_height());
+    pc.printf("Walls done!\r\n");
+    
+    add_snake_head(snake.locations[0].x, snake.locations[0].y);
+    add_snake_body(snake.locations[1].x, snake.locations[1].y);
+    add_snake_tail(snake.locations[2].x, snake.locations[2].y);
+    
+    pc.printf("Add extra chamber\r\n");
+    add_wall(30, 0, VERTICAL, 10);
+    add_wall(30, 10, HORIZONTAL, 10);
+    add_wall(39, 0, VERTICAL, 10);
+    pc.printf("Added!\r\n");
+
+
+    // Add stairs to chamber (map 1)
+    //add_stairs(15, 5, 1, 5, 5);
+
+//    profile_hashtable();
+    print_map();
+}
+
+/**
+ * Program entry point! This is where it all begins.
+ * This function or all the parts of the game. Most of your
+ * implementation should be elsewhere - this holds the game loop, and should
+ * read like a road map for the rest of the code.
+ */
+int main()
+{
+    // First things first: initialize hardware
+    ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!");
+
+    snake_init(&snake);
+    // Initialize the maps
+    maps_init();
+    init_main_map();
+
+    // Initialize game state
+    set_active_map(0);
+    snake.head_x = snake.head_y = 5;
+    // Initial drawing
+    draw_game(FULL_DRAW);
+    // Main game loop
+    while(1) {
+        // Timer to measure game update speed
+        Timer t;
+        t.start();
+
+        // 1. Read inputs
+
+        // 2. Determine action (move, act, menu, etc.)
+        // 3. Update game
+        // 3b. Check for game over
+        // 4. Draw screen
+        // Compute update time
+        t.stop();
+        int dt = t.read_ms();
+
+        // Display and wait
+        // NOTE: Text is 8 pixels tall
+        if (dt < 100) wait_ms(100 - dt);
+    }
+}
+
+// Plays a wavfile
+void playSound(char* wav)
+{
+    
+}
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