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
State.h
- Committer:
- hugohu
- Date:
- 2021-03-25
- Branch:
- BRAVEHEART
- Revision:
- 21:e19709a07756
- Parent:
- 19:89c3eeb3761b
File content as of revision 21:e19709a07756:
#ifndef STATE_H #define STATE_H #include "N5110.h" #include "PinDetect.h" #include "InputManager.h" #include "Music.h" #include "ShiftReg.h" /** @file State.h * @author Andreas Garmannslund * @date April 2015 */ class StateManager; /// States used in the finite state machine. enum MainState {MAIN_MENU, GAME, SUBMIT_HIGHSCORE, GAME_OVER, NO_STATE, TITLE_SCREEN}; /// Abstract class for states in the program's main finite state machine. All state implementations is derived from this abstract class. class State { public: /* Creates a new state object. Should be called from child's constructor. * @param fsm Pointer to finished state machine. * @param lcd Pointer to the N5110 lcd object. * @param input Pointer to the InputManager object, used for controlling user input. */ State(StateManager* fsm, N5110 *lcd, InputManager* input, Sound* sound, ShiftReg* shiftreg) :lcd(lcd), input(input), sound(sound), shiftreg(shiftreg), fsm(fsm) {} /// Handle user input and update logic. virtual void update(float dt) = 0; /// Draw to screen. virtual void render() = 0; protected: /* Requests the finite state machine to switch to a new state when possible. * @param newState The state the fsm should switch to. **/ void requestStateChange(MainState newState); /** Draws an image to the lcd * @param img Array with the same size as the display, where 1 is opaque, 0 is blank. */ //void drawImage(const int img[BANKS][WIDTH]); // Draws an image from array /** Draws an image/sprite to the lcd * Only the solid pixels are drawn. If two images overlap, the second image drawn will * not clear pixels which are solid in the first image. * @param img const int array where a solid pixel equals 1, and a blank pixel equals zero * @param x Horizontal position of image (leftmost pixel) * @param y Vertical position of image (uppermost pixel) * @param Inverses images. Default value is false * See seperate program for how this array can be generated from an image file using SFML! */ template<class T, size_t rows, size_t cols> void drawImage(const T (&img)[rows][cols], int x = 0, int y = 0, bool inverse = false, bool flipX = false, bool flipY = false); protected: N5110 *lcd; InputManager *input; Sound *sound; ShiftReg *shiftreg; private: StateManager *fsm; }; // Template functions needs to be declared in the header file // TODO: Add functions for inverse drawing template<class T, size_t rows, size_t cols> void State::drawImage(const T (&img)[rows][cols], int x, int y, bool inverse, bool flipX, bool flipY) { int targetX, targetY; // The position on the lcd we are writing to for (int i = 0; i < rows; ++i) { targetY = (flipY) ? (y + (rows-1) - i) : (y + i); // Skip if outside dimensions of LCD if (targetY < 0) continue; else if (targetY >= HEIGHT) continue; for (int j = 0; j < cols; ++j) { targetX = (flipX) ? (x + ((cols - 1) - j)) : (x + j); // Dimensions check. Draws left to right. if (targetX < 0) continue; else if (targetX >= WIDTH) continue; int solid = img[i][j]; if ((solid && !inverse) || (!solid && inverse)) lcd->setPixel(targetX, targetY); } } } #endif