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
- Committer:
- Siriagus
- Date:
- 2015-05-10
- Revision:
- 15:d5eb13c4c1c6
- Parent:
- 14:b4fed570abaf
- Child:
- 16:caf613d5b85e
File content as of revision 15:d5eb13c4c1c6:
#include "Game.h" Serial pc(USBTX, USBRX); // TO DELETE - DEBUGGING ONLY void Game::init() { paused = false; // Set initial values for the player player.x = 40; // start x player.y = 5; // start y player.width = player.height = 5; // important that this is correct, see size of Image::Player in Resources.h player.onGround = false; enemy = new Enemy(75, 3, 6, 5); enemy->vx = -2; enemy->facingLeft = true; } // Functions void Game::update(float dt) { // Pause button input if (input->read(Input::ButtonC)) { if (releasedBtnC) { paused = !paused; releasedBtnC = false; } } else releasedBtnC = true; // Skip the rest if paused if (paused) return; // Handle input, should be its own function switch(input->joystick->getDirection()) { case LEFT: case UP_LEFT: case DOWN_LEFT: player.vx = -2; player.facingLeft = true; break; case RIGHT: case UP_RIGHT: case DOWN_RIGHT: player.vx = 2; player.facingLeft = false; break; case CENTER: player.vx = 0; break; } // Random movement for enemies if (enemy->onGround && (rand() % 100) > 97) // 3 % chance { // jump enemy->vy = -3; enemy->onGround = false; } else if ((rand() % 100) > 98) // 2% chance { // switch direction enemy->vx *= -1; enemy->facingLeft = (enemy->vx < 0); } // Gravity player.vy += 1; enemy->vy += 1; // Check if player is trying to jump. Player can only jump if it's on the ground if (input->read(Input::ButtonA) && player.onGround) { player.vy = -4; player.onGround = false; } // Terminal velocity 3 px/update if (player.vy > TERMINAL_VELOCITY) player.vy = TERMINAL_VELOCITY; moveWithCollisionTest(&player, map); if (!enemy->dead) moveWithCollisionTest(enemy, map); else { enemy->y += enemy->vy; enemy->x += enemy->vx; } // else if (enemy->y >= HEIGHT) ; // TODO : delete enemy // Enemy AI if (!enemy->dead) { int nextRight = enemy->getRight() + 1; // Next position of right edge if enemy moves to the right for (int i = 0; i < enemy->height; ++i) // Check for all heighs { // Check if crashing if moving right or left. Bounds should already be limited by moveWithCollisionTest! // will also try to climb a slope if it can find one if ((map[enemy->y + i][nextRight] && map[enemy->y+i-1][nextRight]) || (map[enemy->y + i][enemy->x - 1] && map[enemy->y + i-1][enemy->x - 1])) { enemy->vx *= -1; // move in opposite direction enemy->facingLeft = !enemy->facingLeft; // toggle direction break; // no further testing required } } } // Check if bullet should be fired if (input->read(Input::ButtonB) && releasedBtnB) { // Create a new bullet and give it initial values Point* bullet = new Point; bullet->x = (int)(player.x + (player.width / 2)); //(player.facingLeft) ? (player.x-1) : (player.x + player.width); bullet->y = player.y + 2; bullet->vx = (player.facingLeft) ? -4 : 4; bullet->vy = 0; bullets.push_back(bullet); releasedBtnB = false; } else if (!input->read(Input::ButtonB)) releasedBtnB = true; // Loop through bullets and move them + collision test for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end();) { Point* bullet = *it; int x0; // left border of collision rect int x1; // right border of collision rect int oldX = bullet->x; int newX = bullet->x + bullet->vx; x0 = min(oldX, newX); x1 = max(oldX, newX); // Collision rect for bullet in this time step Rectangle bulletColRect(x0, bullet->y, (x1-x0)+1, 1); bool col = false; // Delete if outside screen if (newX < 0 || newX > WIDTH || bulletHitMap(bulletColRect, map)) // if outside screen { col = true; } else { // loop through all enemies //bullet // point //enemy // entity if (!enemy->dead && bullet->x >= enemy->x && bullet->x <= enemy->getRight() && bullet->y >= enemy->y && bullet->y <= enemy->getBottom()) { col = true; // break; // todo: make for loop - iterate through all enemies enemy->vx = bullet->vx / 2; // sends the dead enemy in the same direction as the incoming bullet enemy->vy = -3; // sends the dead enemy upwards in the air, because of impact enemy->dead = true; // remove enemy - todo: make vector } } if (!col) { ++it; // go to next element bullet->x += bullet->vx; // update position } else { delete bullet; it = bullets.erase(it); // go to next element } // TODO: Check for collisions // TODO: Go both ways } } void Game::render() { // Draw map drawImage(map); // Draw player drawImage(Image::Player, player.x, player.y, false, !player.facingLeft); // Draw enemies drawImage(Image::Enemy3, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); /* // Draw player - TODO: Make this a part of sprite class (so they can draw themselves) int x0, x1, y0, y1; x0 = (player.x < 0) ? 0 : player.x; // x0 = max(0,x); y0 = (player.y < 0) ? 0 : player.y; // y0 = max(0,y); x1 = (player.width + player.x > WIDTH) ? WIDTH : player.width + player.x; //x1 = min(WIDTH, width); y1 = (player.height + player.y > HEIGHT) ? HEIGHT : player.height + player.y; //y1 = min(HEIGHT, height); for (int i = y0; i < y1; ++i) { for (int j = x0; j < x1; ++j) { // If player is going right, obtain data from sprite in reverse order => render in reverse int xIndex = (player.facingLeft) ? (j-x0) : (player.width - 1 - (j-x0)); if (Image::Player[i-y0][xIndex]) lcd->setPixel(j,i); } }*/ // Render bullets for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) { int x, y; x = (*it)->x; y = (*it)->y; if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) // Boundary check lcd->setPixel(x,y); } // Draw pause if (paused) { lcd->drawRect(24, 13, 40, 13, 0); // outline lcd->drawRect(25, 14, 38, 11, 2); // white fill lcd->printString("Paused", 27, 2); // text } } // Collision test between entites and map void Game::moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]) { int x = entity->x; int y = entity->y; int steps = abs(entity->vx); // how many units (pixels) the entity should move in said direction bool collision; // true if colliding // Check x-axis if (entity->vx > 0) // moving right { int entityRight = x + entity->width - 1; // Need to check right border of entity, since it is moving right while(steps--) // While it still have more movement left { collision = false; for (int i = 0; i < entity->height; ++i) // Loop through all vertical points on the right hand side of the entity (y+i) { if (map[y+i][entityRight+1]) // If moving to the right leads to collision for given y+i { // Slope + allows player to climb to top of platform by going right if it hits close to top of wall. if (!map[y+i-1][entityRight+1] && entity->onGround) { entity->vy = -1; } else { collision = true; // Then collision is true break; // Skip the for loop, no need for further testing } } } if (collision) // If collision break; // skip the while loop, entity can not move further, even though its velocity is higher else ++entityRight; // Move entity one px to the right } entity->x = entityRight - (entity->width - 1); // Update entity's position. Need to set upper-left pixel. } else // moving left { while(steps--) // While still movement left { collision = false; for (int i = 0; i < entity->height; ++i) // Check for all y-positions { if (map[y+i][x-1]) // If solid block { if (!map[y+i-1][x-1] && entity->onGround) // If slope or close to top of wall (=> can climb by going left). { entity->vy = -1; } else { collision = true; break; // Collision detected, no further testing required } } } if (collision) break; else --x; // Move to the left if no collision is detected } entity->x = x; } // Check collision with map in y-direction - works the same way as the x-axis, except for other axis x = entity->x; y = entity->y; steps = abs(entity->vy); if (entity->vy > 0) // downwards { int entityBottom = y + entity->height - 1; // Need to check if bottom part collides while(steps--) // Still movement left { collision = false; for (int i = 0; i < entity->width; ++i) // Loop through all x-position on lower part of entity { if (map[entityBottom+1][x+i]) // If moving the entity one step down for a given (x+i)-position gives a collision { collision = true; break; // No further testing required } } if (collision) // If collision { entity->vy = 0; // Set vertical velocity to 0 (playe entity->onGround = true; // entity has hit ground break; // Skip the while loop as the entity can not move further downwards } else // Can safely move entity without collision { ++entityBottom; // Move entity one step down entity->onGround = false; } } entity->y = entityBottom - (entity->height - 1); // Update position when done moving, remember that entity.y refers to upper part of the entity } else // moving up, check collision from top { while(steps--) // Still movement left { collision = false; for (int i = 0; i < entity->width; ++i) // Check for all x-positions { if (map[y-1][x+i]) // If moving upwards gives collision for a given x+i { collision = true; // Then we have a collision break; // No further testing needed, skip for loop } } if (collision) // If collision was detected { entity->vy = 0; // Set vertical velocity to zero break; // Skip while loop as entity can not move further up } else // If safe to move for all x-values --y; // Move entity one step up } entity->y = y; // Update vertical position of entity } } bool Game::hitTestRect(Rectangle r1, Rectangle r2) { return ((r1.x + r1.width > r2.x) // r1's right edge to the right of r2's left edge && (r1.x < r2.x + r2.width) // r1's left edge to the left of r2's right edge && (r1.y + r2.height > r2.y) // r1's bottom lower than r2's top && (r1.y < r2.y + r2.height)); // r1's top higher than r2's bottom // Note: Right border: r1.x + r1.width - 1, but we don't need to subtract 1 as we use > instead of >= } bool Game::bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]) { for (int j = 0; j < bulletColRect.width; ++j) { if (map[bulletColRect.y][bulletColRect.x + j]) return true; } return false; }