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@9:da608ae65df9, 2015-05-03 (annotated)
- Committer:
- Siriagus
- Date:
- Sun May 03 11:48:42 2015 +0000
- Revision:
- 9:da608ae65df9
- Parent:
- 8:9ac6a428fa26
- Child:
- 11:adb68da98262
Player movement + bullets added
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 | // BUG: Registrer jo bare btn press, må være en bedre måte, men er trøtt nå |
Siriagus | 8:9ac6a428fa26 | 6 | |
Siriagus | 8:9ac6a428fa26 | 7 | void Game::init() |
Siriagus | 8:9ac6a428fa26 | 8 | { |
Siriagus | 9:da608ae65df9 | 9 | // Player |
Siriagus | 9:da608ae65df9 | 10 | player.x = player.y = 10; |
Siriagus | 9:da608ae65df9 | 11 | player.width = player.height = 5; |
Siriagus | 9:da608ae65df9 | 12 | onGround = false; |
Siriagus | 8:9ac6a428fa26 | 13 | } |
Siriagus | 8:9ac6a428fa26 | 14 | |
Siriagus | 8:9ac6a428fa26 | 15 | // Functions |
Siriagus | 7:678873947b29 | 16 | void Game::update(float dt) |
Siriagus | 7:678873947b29 | 17 | { |
Siriagus | 8:9ac6a428fa26 | 18 | // Handle input, should be its own function |
Siriagus | 8:9ac6a428fa26 | 19 | switch(input->joystick->getDirection()) |
Siriagus | 8:9ac6a428fa26 | 20 | { |
Siriagus | 8:9ac6a428fa26 | 21 | |
Siriagus | 8:9ac6a428fa26 | 22 | case LEFT: |
Siriagus | 8:9ac6a428fa26 | 23 | case UP_LEFT: |
Siriagus | 8:9ac6a428fa26 | 24 | case DOWN_LEFT: |
Siriagus | 8:9ac6a428fa26 | 25 | player.vx = -2; |
Siriagus | 9:da608ae65df9 | 26 | player.goingLeft = true; |
Siriagus | 8:9ac6a428fa26 | 27 | break; |
Siriagus | 8:9ac6a428fa26 | 28 | |
Siriagus | 8:9ac6a428fa26 | 29 | case RIGHT: |
Siriagus | 8:9ac6a428fa26 | 30 | case UP_RIGHT: |
Siriagus | 8:9ac6a428fa26 | 31 | case DOWN_RIGHT: |
Siriagus | 8:9ac6a428fa26 | 32 | player.vx = 2; |
Siriagus | 9:da608ae65df9 | 33 | player.goingLeft = false; |
Siriagus | 8:9ac6a428fa26 | 34 | break; |
Siriagus | 8:9ac6a428fa26 | 35 | |
Siriagus | 8:9ac6a428fa26 | 36 | |
Siriagus | 8:9ac6a428fa26 | 37 | case UP: |
Siriagus | 8:9ac6a428fa26 | 38 | //player.vy = -4; |
Siriagus | 8:9ac6a428fa26 | 39 | break; |
Siriagus | 8:9ac6a428fa26 | 40 | case DOWN: |
Siriagus | 8:9ac6a428fa26 | 41 | player.vy += 1; |
Siriagus | 8:9ac6a428fa26 | 42 | break; |
Siriagus | 8:9ac6a428fa26 | 43 | |
Siriagus | 8:9ac6a428fa26 | 44 | case CENTER: |
Siriagus | 8:9ac6a428fa26 | 45 | player.vx = 0; |
Siriagus | 8:9ac6a428fa26 | 46 | break; |
Siriagus | 8:9ac6a428fa26 | 47 | } |
Siriagus | 7:678873947b29 | 48 | |
Siriagus | 8:9ac6a428fa26 | 49 | |
Siriagus | 9:da608ae65df9 | 50 | if (player.y < HEIGHT-10) player.vy += 1; // gravity |
Siriagus | 9:da608ae65df9 | 51 | else if (player.vy > 0) {player.vy = 0; onGround = true;} |
Siriagus | 9:da608ae65df9 | 52 | |
Siriagus | 8:9ac6a428fa26 | 53 | |
Siriagus | 9:da608ae65df9 | 54 | if (input->read(Input::ButtonA) && onGround) // && player.onGround) |
Siriagus | 8:9ac6a428fa26 | 55 | { |
Siriagus | 8:9ac6a428fa26 | 56 | player.vy = -4; |
Siriagus | 9:da608ae65df9 | 57 | onGround = false; |
Siriagus | 8:9ac6a428fa26 | 58 | } |
Siriagus | 8:9ac6a428fa26 | 59 | |
Siriagus | 8:9ac6a428fa26 | 60 | if (player.vy > 3) player.vy = 3; |
Siriagus | 8:9ac6a428fa26 | 61 | |
Siriagus | 8:9ac6a428fa26 | 62 | player.x += player.vx; |
Siriagus | 8:9ac6a428fa26 | 63 | player.y += player.vy; |
Siriagus | 8:9ac6a428fa26 | 64 | |
Siriagus | 8:9ac6a428fa26 | 65 | // Bullets - TODO: Give the bullets a direction - need to delete them when they go off the screen |
Siriagus | 9:da608ae65df9 | 66 | if (input->read(Input::ButtonB) && releasedBtnB) |
Siriagus | 8:9ac6a428fa26 | 67 | { |
Siriagus | 8:9ac6a428fa26 | 68 | Point* bullet = new Point; |
Siriagus | 8:9ac6a428fa26 | 69 | bullet->x = player.x-1; |
Siriagus | 8:9ac6a428fa26 | 70 | bullet->y = player.y + 2; |
Siriagus | 9:da608ae65df9 | 71 | bullet->vx = (player.goingLeft) ? -4 : 4; |
Siriagus | 9:da608ae65df9 | 72 | bullet->vy = 0; |
Siriagus | 8:9ac6a428fa26 | 73 | |
Siriagus | 8:9ac6a428fa26 | 74 | bullets.push_back(bullet); |
Siriagus | 9:da608ae65df9 | 75 | releasedBtnB = false; |
Siriagus | 8:9ac6a428fa26 | 76 | } |
Siriagus | 9:da608ae65df9 | 77 | else if (!input->read(Input::ButtonB)) |
Siriagus | 9:da608ae65df9 | 78 | releasedBtnB = true; |
Siriagus | 8:9ac6a428fa26 | 79 | |
Siriagus | 8:9ac6a428fa26 | 80 | // Loop through bullets and move them |
Siriagus | 9:da608ae65df9 | 81 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end();) |
Siriagus | 8:9ac6a428fa26 | 82 | { |
Siriagus | 9:da608ae65df9 | 83 | (*it)->x += (*it)->vx; |
Siriagus | 9:da608ae65df9 | 84 | |
Siriagus | 9:da608ae65df9 | 85 | // Check if outside |
Siriagus | 9:da608ae65df9 | 86 | int x = (*it)->x; |
Siriagus | 9:da608ae65df9 | 87 | if (x < 0 || x > WIDTH) |
Siriagus | 9:da608ae65df9 | 88 | { |
Siriagus | 9:da608ae65df9 | 89 | delete (*it); |
Siriagus | 9:da608ae65df9 | 90 | it = bullets.erase(it); // go to next element |
Siriagus | 9:da608ae65df9 | 91 | } |
Siriagus | 9:da608ae65df9 | 92 | else |
Siriagus | 9:da608ae65df9 | 93 | ++it; // go to next element |
Siriagus | 8:9ac6a428fa26 | 94 | |
Siriagus | 8:9ac6a428fa26 | 95 | // TODO: Check for collisions |
Siriagus | 8:9ac6a428fa26 | 96 | // TODO: Go both ways |
Siriagus | 8:9ac6a428fa26 | 97 | } |
Siriagus | 7:678873947b29 | 98 | } |
Siriagus | 7:678873947b29 | 99 | |
Siriagus | 7:678873947b29 | 100 | void Game::render() |
Siriagus | 7:678873947b29 | 101 | { |
Siriagus | 8:9ac6a428fa26 | 102 | // Draw player - TODO: Make this a part of sprite class (so they can draw themselves) |
Siriagus | 8:9ac6a428fa26 | 103 | int x0, x1, y0, y1; |
Siriagus | 8:9ac6a428fa26 | 104 | x0 = (player.x < 0) ? 0 : player.x; // x0 = max(0,x); |
Siriagus | 8:9ac6a428fa26 | 105 | y0 = (player.y < 0) ? 0 : player.y; // y0 = max(0,y); |
Siriagus | 8:9ac6a428fa26 | 106 | x1 = (player.width + player.x > WIDTH) ? WIDTH : player.width + player.x; //x1 = min(WIDTH, width); |
Siriagus | 8:9ac6a428fa26 | 107 | y1 = (player.height + player.y > HEIGHT) ? HEIGHT : player.height + player.y; //y1 = min(HEIGHT, height); |
Siriagus | 8:9ac6a428fa26 | 108 | |
Siriagus | 8:9ac6a428fa26 | 109 | for (int i = y0; i < y1; ++i) |
Siriagus | 8:9ac6a428fa26 | 110 | { |
Siriagus | 8:9ac6a428fa26 | 111 | for (int j = x0; j < x1; ++j) |
Siriagus | 8:9ac6a428fa26 | 112 | { |
Siriagus | 9:da608ae65df9 | 113 | // If player is going right, obtain data from sprite in reverse order => render in reverse |
Siriagus | 9:da608ae65df9 | 114 | int xIndex = (player.goingLeft) ? (j-x0) : (player.width - 1 - (j-x0)); |
Siriagus | 9:da608ae65df9 | 115 | |
Siriagus | 9:da608ae65df9 | 116 | if (Image::Player[i-y0][xIndex]) |
Siriagus | 8:9ac6a428fa26 | 117 | lcd->setPixel(j,i); |
Siriagus | 8:9ac6a428fa26 | 118 | } |
Siriagus | 8:9ac6a428fa26 | 119 | } |
Siriagus | 8:9ac6a428fa26 | 120 | |
Siriagus | 9:da608ae65df9 | 121 | // Render bullets |
Siriagus | 8:9ac6a428fa26 | 122 | for (std::vector<Point*>::iterator it = bullets.begin(); it != bullets.end(); ++it) |
Siriagus | 8:9ac6a428fa26 | 123 | { |
Siriagus | 8:9ac6a428fa26 | 124 | int x, y; |
Siriagus | 8:9ac6a428fa26 | 125 | x = (*it)->x; |
Siriagus | 8:9ac6a428fa26 | 126 | y = (*it)->y; |
Siriagus | 8:9ac6a428fa26 | 127 | |
Siriagus | 8:9ac6a428fa26 | 128 | if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) // Boundary check |
Siriagus | 8:9ac6a428fa26 | 129 | lcd->setPixel(x,y); |
Siriagus | 8:9ac6a428fa26 | 130 | } |
Siriagus | 7:678873947b29 | 131 | } |