A complex 2D-dungeon game on LPC1768 in SWJTU-Leeds Joint School XJEL2645 project. Referenced from the framework contributed by https://os.mbed.com/users/Siriagus/code/SimplePlatformGame/
Dependencies: mbed N5110 ShiftReg PinDetect
Game.cpp@8:9ac6a428fa26, 2015-05-02 (annotated)
- Committer:
- Siriagus
- Date:
- Sat May 02 00:22:43 2015 +0000
- Revision:
- 8:9ac6a428fa26
- Parent:
- 7:678873947b29
- Child:
- 9:da608ae65df9
Added Splash/Title Screen + Prototyping player movement
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
Siriagus | 7:678873947b29 | 1 | #include "Game.h" |
Siriagus | 7:678873947b29 | 2 | |
Siriagus | 8:9ac6a428fa26 | 3 | Serial pc(USBTX, USBRX); // TO DELETE - DEBUGGING ONLY |
Siriagus | 8:9ac6a428fa26 | 4 | |
Siriagus | 8:9ac6a428fa26 | 5 | bool Game::btnAPressed = false; |
Siriagus | 8:9ac6a428fa26 | 6 | bool Game::btnBPressed = false; |
Siriagus | 8:9ac6a428fa26 | 7 | |
Siriagus | 8:9ac6a428fa26 | 8 | void Game::btnAPress() {btnAPressed = true;} |
Siriagus | 8:9ac6a428fa26 | 9 | |
Siriagus | 8:9ac6a428fa26 | 10 | void Game::btnBPress() {btnBPressed = true;} |
Siriagus | 8:9ac6a428fa26 | 11 | |
Siriagus | 8:9ac6a428fa26 | 12 | // BUG: Registrer jo bare btn press, må være en bedre måte, men er trøtt nå |
Siriagus | 8:9ac6a428fa26 | 13 | |
Siriagus | 8:9ac6a428fa26 | 14 | void Game::init() |
Siriagus | 8:9ac6a428fa26 | 15 | { |
Siriagus | 8:9ac6a428fa26 | 16 | input->addBtnPressInterrupt(input->btnA, &btnAPress); |
Siriagus | 8:9ac6a428fa26 | 17 | input->addBtnPressInterrupt(input->btnB, &btnBPress); |
Siriagus | 8:9ac6a428fa26 | 18 | } |
Siriagus | 8:9ac6a428fa26 | 19 | |
Siriagus | 8:9ac6a428fa26 | 20 | // Functions |
Siriagus | 7:678873947b29 | 21 | void Game::update(float dt) |
Siriagus | 7:678873947b29 | 22 | { |
Siriagus | 8:9ac6a428fa26 | 23 | // Handle input, should be its own function |
Siriagus | 8:9ac6a428fa26 | 24 | switch(input->joystick->getDirection()) |
Siriagus | 8:9ac6a428fa26 | 25 | { |
Siriagus | 8:9ac6a428fa26 | 26 | |
Siriagus | 8:9ac6a428fa26 | 27 | case LEFT: |
Siriagus | 8:9ac6a428fa26 | 28 | case UP_LEFT: |
Siriagus | 8:9ac6a428fa26 | 29 | case DOWN_LEFT: |
Siriagus | 8:9ac6a428fa26 | 30 | player.vx = -2; |
Siriagus | 8:9ac6a428fa26 | 31 | break; |
Siriagus | 8:9ac6a428fa26 | 32 | |
Siriagus | 8:9ac6a428fa26 | 33 | case RIGHT: |
Siriagus | 8:9ac6a428fa26 | 34 | case UP_RIGHT: |
Siriagus | 8:9ac6a428fa26 | 35 | case DOWN_RIGHT: |
Siriagus | 8:9ac6a428fa26 | 36 | player.vx = 2; |
Siriagus | 8:9ac6a428fa26 | 37 | break; |
Siriagus | 8:9ac6a428fa26 | 38 | |
Siriagus | 8:9ac6a428fa26 | 39 | |
Siriagus | 8:9ac6a428fa26 | 40 | case UP: |
Siriagus | 8:9ac6a428fa26 | 41 | //player.vy = -4; |
Siriagus | 8:9ac6a428fa26 | 42 | break; |
Siriagus | 8:9ac6a428fa26 | 43 | case DOWN: |
Siriagus | 8:9ac6a428fa26 | 44 | player.vy += 1; |
Siriagus | 8:9ac6a428fa26 | 45 | break; |
Siriagus | 8:9ac6a428fa26 | 46 | |
Siriagus | 8:9ac6a428fa26 | 47 | case CENTER: |
Siriagus | 8:9ac6a428fa26 | 48 | player.vx = 0; |
Siriagus | 8:9ac6a428fa26 | 49 | break; |
Siriagus | 8:9ac6a428fa26 | 50 | } |
Siriagus | 7:678873947b29 | 51 | |
Siriagus | 8:9ac6a428fa26 | 52 | |
Siriagus | 8:9ac6a428fa26 | 53 | |
Siriagus | 8:9ac6a428fa26 | 54 | if (player.y < HEIGHT-10) player.vy += 1; // gravity |
Siriagus | 8:9ac6a428fa26 | 55 | else if (player.vy > 0) {player.vy = 0; player.onGround = true;} |
Siriagus | 8:9ac6a428fa26 | 56 | |
Siriagus | 8:9ac6a428fa26 | 57 | |
Siriagus | 8:9ac6a428fa26 | 58 | if (Game::btnAPressed) // && player.onGround) |
Siriagus | 8:9ac6a428fa26 | 59 | { |
Siriagus | 8:9ac6a428fa26 | 60 | player.vy = -4; |
Siriagus | 8:9ac6a428fa26 | 61 | btnAPressed = player.onGround = false; |
Siriagus | 8:9ac6a428fa26 | 62 | pc.printf("Her er jeg\n"); |
Siriagus | 8:9ac6a428fa26 | 63 | } |
Siriagus | 8:9ac6a428fa26 | 64 | |
Siriagus | 8:9ac6a428fa26 | 65 | if (player.vy > 3) player.vy = 3; |
Siriagus | 8:9ac6a428fa26 | 66 | |
Siriagus | 8:9ac6a428fa26 | 67 | player.x += player.vx; |
Siriagus | 8:9ac6a428fa26 | 68 | player.y += player.vy; |
Siriagus | 8:9ac6a428fa26 | 69 | |
Siriagus | 8:9ac6a428fa26 | 70 | // Bullets - TODO: Give the bullets a direction - need to delete them when they go off the screen |
Siriagus | 8:9ac6a428fa26 | 71 | if (btnBPressed) |
Siriagus | 8:9ac6a428fa26 | 72 | { |
Siriagus | 8:9ac6a428fa26 | 73 | Point* bullet = new Point; |
Siriagus | 8:9ac6a428fa26 | 74 | bullet->x = player.x-1; |
Siriagus | 8:9ac6a428fa26 | 75 | bullet->y = player.y + 2; |
Siriagus | 8:9ac6a428fa26 | 76 | |
Siriagus | 8:9ac6a428fa26 | 77 | bullets.push_back(bullet); |
Siriagus | 8:9ac6a428fa26 | 78 | btnBPressed = false; |
Siriagus | 8:9ac6a428fa26 | 79 | } |
Siriagus | 8:9ac6a428fa26 | 80 | |
Siriagus | 8:9ac6a428fa26 | 81 | // Loop through bullets and move them |
Siriagus | 8:9ac6a428fa26 | 82 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) |
Siriagus | 8:9ac6a428fa26 | 83 | { |
Siriagus | 8:9ac6a428fa26 | 84 | (*it)->x -= 4; |
Siriagus | 8:9ac6a428fa26 | 85 | |
Siriagus | 8:9ac6a428fa26 | 86 | // TODO: Check for collisions |
Siriagus | 8:9ac6a428fa26 | 87 | // TODO: Go both ways |
Siriagus | 8:9ac6a428fa26 | 88 | // TODO: Delete the pointers on erase! |
Siriagus | 8:9ac6a428fa26 | 89 | } |
Siriagus | 7:678873947b29 | 90 | } |
Siriagus | 7:678873947b29 | 91 | |
Siriagus | 7:678873947b29 | 92 | void Game::render() |
Siriagus | 7:678873947b29 | 93 | { |
Siriagus | 8:9ac6a428fa26 | 94 | |
Siriagus | 8:9ac6a428fa26 | 95 | // Draw player - TODO: Make this a part of sprite class (so they can draw themselves) |
Siriagus | 8:9ac6a428fa26 | 96 | int x0, x1, y0, y1; |
Siriagus | 8:9ac6a428fa26 | 97 | x0 = (player.x < 0) ? 0 : player.x; // x0 = max(0,x); |
Siriagus | 8:9ac6a428fa26 | 98 | y0 = (player.y < 0) ? 0 : player.y; // y0 = max(0,y); |
Siriagus | 8:9ac6a428fa26 | 99 | x1 = (player.width + player.x > WIDTH) ? WIDTH : player.width + player.x; //x1 = min(WIDTH, width); |
Siriagus | 8:9ac6a428fa26 | 100 | y1 = (player.height + player.y > HEIGHT) ? HEIGHT : player.height + player.y; //y1 = min(HEIGHT, height); |
Siriagus | 8:9ac6a428fa26 | 101 | |
Siriagus | 8:9ac6a428fa26 | 102 | for (int i = y0; i < y1; ++i) |
Siriagus | 8:9ac6a428fa26 | 103 | { |
Siriagus | 8:9ac6a428fa26 | 104 | for (int j = x0; j < x1; ++j) |
Siriagus | 8:9ac6a428fa26 | 105 | { |
Siriagus | 8:9ac6a428fa26 | 106 | if (Image::Player[i-y0][j-x0]) |
Siriagus | 8:9ac6a428fa26 | 107 | lcd->setPixel(j,i); |
Siriagus | 8:9ac6a428fa26 | 108 | } |
Siriagus | 8:9ac6a428fa26 | 109 | } |
Siriagus | 8:9ac6a428fa26 | 110 | |
Siriagus | 8:9ac6a428fa26 | 111 | // bullets |
Siriagus | 8:9ac6a428fa26 | 112 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) |
Siriagus | 8:9ac6a428fa26 | 113 | { |
Siriagus | 8:9ac6a428fa26 | 114 | int x, y; |
Siriagus | 8:9ac6a428fa26 | 115 | x = (*it)->x; |
Siriagus | 8:9ac6a428fa26 | 116 | y = (*it)->y; |
Siriagus | 8:9ac6a428fa26 | 117 | |
Siriagus | 8:9ac6a428fa26 | 118 | |
Siriagus | 8:9ac6a428fa26 | 119 | if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) // Boundary check |
Siriagus | 8:9ac6a428fa26 | 120 | { |
Siriagus | 8:9ac6a428fa26 | 121 | lcd->setPixel(x,y); |
Siriagus | 8:9ac6a428fa26 | 122 | } |
Siriagus | 8:9ac6a428fa26 | 123 | // else // TODO: delete bullet - maybe iterate backwards? |
Siriagus | 8:9ac6a428fa26 | 124 | } |
Siriagus | 7:678873947b29 | 125 | } |