tao lao
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: main.cpp
- Revision:
- 3:33bf11645fe1
- Parent:
- 2:4947d6a82971
diff -r 4947d6a82971 -r 33bf11645fe1 main.cpp --- a/main.cpp Fri Oct 23 16:30:18 2020 -0400 +++ b/main.cpp Tue Nov 24 05:05:10 2020 +0000 @@ -14,13 +14,18 @@ #include "map.h" #include "graphics.h" #include "snake.h" - +#include "mbed.h" +//#include "wave_player.h" +#include "SDFileSystem.h" #include <math.h> #include<stdio.h> #define CITY_HIT_MARGIN 1 #define CITY_UPPER_BOUND (SIZE_Y-(LANDSCAPE_HEIGHT+MAX_BUILDING_HEIGHT)) - +int go_right(int x, int y); +int go_left(int x, int y); +int go_up(int x, int y); +int go_down(int x, int y); // Helper function declarations void playSound(char* wav); @@ -51,12 +56,28 @@ #define GO_DOWN 6 #define GAME_OVER 7 #define FULL_DRAW 8 +#define WON 9 +#define FOODN 10 +#define FOODS 11 +#define FOODW 12 +#define FOODE 13 + // Get Actions from User (push buttons & accelerometer) // Based on push button and accelerometer inputs, determine which action // needs to be performed (may be no action). int get_action(GameInputs inputs) { - return 0; + MapItem* N=get_north(snake.head_x,snake.head_y); + MapItem* S=get_south(snake.head_x,snake.head_y); + MapItem* W=get_east(snake.head_x, snake.head_y); + MapItem* E=get_west(snake.head_x, snake.head_y); + + if (E->type==WALL || N->type==WALL || S->type==WALL ||W->type==WALL) return GAME_OVER; + if (inputs.ay >= 0.20) return GO_UP; + if (inputs.ay < -0.20) return GO_DOWN; + if (inputs.ax < -0.20) return GO_LEFT; + if (inputs.ax >= 0.20) return GO_RIGHT; + else return NO_ACTION; } /** * Update the game state based on the user action. For example, if the user @@ -69,7 +90,96 @@ */ int update_game(int action) { - return 0; + + snake.head_px = snake.head_x; + snake.head_py = snake.head_y; + + switch(action) { + case GO_UP: + snake.head_y -= 1; + + for (int i = 1; i < snake.length-1; i++){ + int oldx = snake.head_px; + int oldy = snake.head_py; + int temx = snake.locations[i].x; + int temy = snake.locations[i].y; + snake.locations[i].x = oldx; + snake.locations[i].y = oldy; + oldx = temx; + oldy = temy;} + if (get_north(snake.head_x,snake.head_y)->type == GOODIE) + {map_erase(snake.head_x,snake.head_y-1); + return FULL_DRAW;} + break; + case GO_LEFT: + snake.head_x -= 1; + for (int i = 1; i < snake.length-1; i++){ + int oldx = snake.head_px; + int oldy = snake.head_py; + int temx = snake.locations[i].x; + int temy = snake.locations[i].y; + snake.locations[i].x = oldx; + snake.locations[i].y = oldy; + oldx = temx; + oldy = temy;} + if (get_west(snake.head_x-1,snake.head_y)->type == GOODIE) + {map_erase(snake.head_x,snake.head_y); + return FULL_DRAW;} + break; + + + case GO_DOWN: + snake.head_y += 1; + + for (int i = 1; i < snake.length-1; i++){ + int oldx = snake.head_px; + int oldy = snake.head_py; + int temx = snake.locations[i].x; + int temy = snake.locations[i].y; + snake.locations[i].x = oldx; + snake.locations[i].y = oldy; + oldx = temx; + oldy = temy;} + if (get_south(snake.head_x,snake.head_y+1)->type == GOODIE) + {map_erase(snake.head_x,snake.head_y); + return FULL_DRAW;} + break; + case GO_RIGHT: + snake.head_x += 1; + + for (int i = 1; i < snake.length-1; i++){ + int oldx = snake.head_px; + int oldy = snake.head_py; + int temx = snake.locations[i].x; + int temy = snake.locations[i].y; + snake.locations[i].x = oldx; + snake.locations[i].y = oldy; + oldx = temx; + oldy = temy;} + if (get_here(snake.head_x,snake.head_y)->type == GOODIE) + {add_nothing(snake.head_x,snake.head_y); + draw_snake_head(snake.head_x,snake.head_y); + snake.score= snake.score + 1;} + + break; + + case GAME_OVER: + + {uLCD.color(RED); + uLCD.cls(); + uLCD.text_width(3); + uLCD.text_height(3); + uLCD.printf("GAME\nOVER"); + uLCD.color(GREEN); + uLCD.text_width(1); + uLCD.text_height(1); + uLCD.printf("\n\n\n\n\nScore %d", snake.score); + uLCD.color(GREEN);} + while(1 == 1); + + } + return NO_RESULT; + } /** @@ -78,6 +188,7 @@ void draw_upper_status() { uLCD.line(0, 9, 127, 9, GREEN); + } /** @@ -112,7 +223,7 @@ { draw_border(); int u = 58; - int v = 56; + int v = 59; draw_snake_head(u, v); draw_snake_body(u-11, v); draw_snake_tail(u-22, v); @@ -170,6 +281,10 @@ */ void init_main_map() { + uLCD.text_width(1); + uLCD.text_height(1); + uLCD.printf("Score %d", snake.score); + uLCD.color(GREEN); // "Random" plants Map* map = set_active_map(0); for(int i = map_width() + 3; i < map_area(); i += 39) { @@ -194,7 +309,7 @@ add_wall(39, 0, VERTICAL, 10); pc.printf("Added!\r\n"); - + // Add stairs to chamber (map 1) //add_stairs(15, 5, 1, 5, 5); @@ -217,10 +332,11 @@ // 0. Initialize the maps -- implement this function: maps_init(); init_main_map(); + playSound("/sd/wavfiles/track.wav"); // Initialize game state set_active_map(0); - snake.head_x = snake.head_y = 5; + snake.head_x = snake.head_y = 5 ; // Initial drawing draw_game(FULL_DRAW); // Main game loop @@ -257,5 +373,5 @@ // Plays a wavfile void playSound(char* wav) { - + } \ No newline at end of file