project for 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
kblake9
Date:
Wed Nov 25 00:57:48 2020 +0000
Revision:
21:fe15f6311822
Parent:
18:92431a28b46b
Child:
22:33f1a0dff46c
fixed init setup

Who changed what in which revision?

UserRevisionLine numberNew contents of line
DCchico 2:4947d6a82971 1 //=================================================================
DCchico 2:4947d6a82971 2 // The main program file.
DCchico 2:4947d6a82971 3 //
DCchico 2:4947d6a82971 4 // Copyright 2020 Georgia Tech. All rights reserved.
DCchico 2:4947d6a82971 5 // The materials provided by the instructor in this course are for
DCchico 2:4947d6a82971 6 // the use of the students currently enrolled in the course.
DCchico 2:4947d6a82971 7 // Copyrighted course materials may not be further disseminated.
DCchico 2:4947d6a82971 8 // This file must not be made publicly available anywhere.
DCchico 2:4947d6a82971 9 //==================================================================
DCchico 2:4947d6a82971 10
DCchico 2:4947d6a82971 11 // Project includes
DCchico 1:10330bce85cb 12 #include "globals.h"
DCchico 1:10330bce85cb 13 #include "hardware.h"
DCchico 1:10330bce85cb 14 #include "map.h"
DCchico 1:10330bce85cb 15 #include "graphics.h"
DCchico 1:10330bce85cb 16 #include "snake.h"
DCchico 1:10330bce85cb 17
DCchico 1:10330bce85cb 18 #include <math.h>
DCchico 1:10330bce85cb 19 #include<stdio.h>
DCchico 1:10330bce85cb 20
DCchico 1:10330bce85cb 21 #define CITY_HIT_MARGIN 1
DCchico 1:10330bce85cb 22 #define CITY_UPPER_BOUND (SIZE_Y-(LANDSCAPE_HEIGHT+MAX_BUILDING_HEIGHT))
DCchico 2:4947d6a82971 23
DCchico 1:10330bce85cb 24 // Helper function declarations
DCchico 1:10330bce85cb 25 void playSound(char* wav);
DCchico 1:10330bce85cb 26
DCchico 1:10330bce85cb 27 /**
DCchico 1:10330bce85cb 28 * The main game state. Must include snake locations and previous locations for
DCchico 1:10330bce85cb 29 * drawing to work properly. Other items can be added as needed.
DCchico 1:10330bce85cb 30 */
DCchico 1:10330bce85cb 31
DCchico 1:10330bce85cb 32 /**
DCchico 1:10330bce85cb 33 * Given the game inputs, determine what kind of update needs to happen.
DCchico 1:10330bce85cb 34 * Possbile return values are defined below.
DCchico 1:10330bce85cb 35 */
DCchico 1:10330bce85cb 36 Snake snake;
DCchico 1:10330bce85cb 37
DCchico 1:10330bce85cb 38 // Function prototypes
DCchico 2:4947d6a82971 39
DCchico 2:4947d6a82971 40 /**
DCchico 2:4947d6a82971 41 * Given the game inputs, determine what kind of update needs to happen.
DCchico 2:4947d6a82971 42 * Possible return values are defined below.
DCchico 2:4947d6a82971 43 */
DCchico 2:4947d6a82971 44 #define NO_RESULT 0
DCchico 2:4947d6a82971 45 #define NO_ACTION 0
DCchico 2:4947d6a82971 46 #define ACTION_BUTTON 1
DCchico 2:4947d6a82971 47 #define MENU_BUTTON 2
DCchico 2:4947d6a82971 48 #define GO_LEFT 3
DCchico 2:4947d6a82971 49 #define GO_RIGHT 4
DCchico 2:4947d6a82971 50 #define GO_UP 5
DCchico 2:4947d6a82971 51 #define GO_DOWN 6
DCchico 2:4947d6a82971 52 #define GAME_OVER 7
DCchico 2:4947d6a82971 53 #define FULL_DRAW 8
DCchico 1:10330bce85cb 54 // Get Actions from User (push buttons & accelerometer)
DCchico 2:4947d6a82971 55 // Based on push button and accelerometer inputs, determine which action
DCchico 2:4947d6a82971 56 // needs to be performed (may be no action).
DCchico 1:10330bce85cb 57 int get_action(GameInputs inputs)
DCchico 1:10330bce85cb 58 {
DCchico 1:10330bce85cb 59 return 0;
DCchico 1:10330bce85cb 60 }
DCchico 1:10330bce85cb 61 /**
DCchico 1:10330bce85cb 62 * Update the game state based on the user action. For example, if the user
DCchico 1:10330bce85cb 63 * requests GO_UP, then this function should determine if that is possible by
DCchico 1:10330bce85cb 64 * consulting the map, and update the snake position accordingly.
DCchico 1:10330bce85cb 65 *
DCchico 1:10330bce85cb 66 * Return values are defined below. FULL_DRAW indicates that for this frame,
DCchico 1:10330bce85cb 67 * draw_game should not optimize drawing and should draw every tile, even if
DCchico 1:10330bce85cb 68 * the snake has not moved.
DCchico 1:10330bce85cb 69 */
DCchico 1:10330bce85cb 70 int update_game(int action)
DCchico 1:10330bce85cb 71 {
DCchico 1:10330bce85cb 72 return 0;
DCchico 1:10330bce85cb 73 }
DCchico 1:10330bce85cb 74
DCchico 1:10330bce85cb 75 /**
DCchico 1:10330bce85cb 76 * Draw the upper status bar.
DCchico 1:10330bce85cb 77 */
DCchico 1:10330bce85cb 78 void draw_upper_status()
DCchico 1:10330bce85cb 79 {
DCchico 1:10330bce85cb 80 uLCD.line(0, 9, 127, 9, GREEN);
DCchico 1:10330bce85cb 81 }
DCchico 1:10330bce85cb 82
DCchico 1:10330bce85cb 83 /**
DCchico 1:10330bce85cb 84 * Draw the lower status bar.
DCchico 1:10330bce85cb 85 */
DCchico 1:10330bce85cb 86 void draw_lower_status()
DCchico 1:10330bce85cb 87 {
DCchico 1:10330bce85cb 88 uLCD.line(0, 118, 127, 118, GREEN);
DCchico 1:10330bce85cb 89 }
DCchico 1:10330bce85cb 90
DCchico 1:10330bce85cb 91 /**
DCchico 1:10330bce85cb 92 * Draw the border for the map.
DCchico 1:10330bce85cb 93 */
DCchico 1:10330bce85cb 94 void draw_border()
DCchico 1:10330bce85cb 95 {
DCchico 1:10330bce85cb 96 uLCD.filled_rectangle(0, 9, 127, 14, WHITE); // Top
DCchico 1:10330bce85cb 97 uLCD.filled_rectangle(0, 13, 2, 114, WHITE); // Left
DCchico 1:10330bce85cb 98 uLCD.filled_rectangle(0, 114, 127, 117, WHITE); // Bottom
DCchico 1:10330bce85cb 99 uLCD.filled_rectangle(124, 14, 127, 117, WHITE); // Right
DCchico 1:10330bce85cb 100 }
DCchico 1:10330bce85cb 101
DCchico 1:10330bce85cb 102 /**
DCchico 1:10330bce85cb 103 * Entry point for frame drawing. This should be called once per iteration of
DCchico 1:10330bce85cb 104 * the game loop. This draws all tiles on the screen, followed by the status
DCchico 1:10330bce85cb 105 * bars. Unless init is nonzero, this function will optimize drawing by only
DCchico 1:10330bce85cb 106 * drawing tiles that have changed from the previous frame.
DCchico 1:10330bce85cb 107 */
DCchico 1:10330bce85cb 108 void draw_game(int draw_option)
DCchico 1:10330bce85cb 109 {
DCchico 1:10330bce85cb 110 // Draw game border first
DCchico 1:10330bce85cb 111 if(draw_option == FULL_DRAW)
DCchico 1:10330bce85cb 112 {
DCchico 1:10330bce85cb 113 draw_border();
DCchico 1:10330bce85cb 114 int u = 58;
DCchico 1:10330bce85cb 115 int v = 56;
DCchico 1:10330bce85cb 116 draw_snake_head(u, v);
kblake9 21:fe15f6311822 117 draw_snake_tail(u-11, v);
DCchico 1:10330bce85cb 118 return;
DCchico 1:10330bce85cb 119 }
DCchico 1:10330bce85cb 120 // Iterate over all visible map tiles
DCchico 1:10330bce85cb 121 for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles
DCchico 1:10330bce85cb 122 for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles
DCchico 1:10330bce85cb 123 // Here, we have a given (i,j)
DCchico 1:10330bce85cb 124
DCchico 1:10330bce85cb 125 // Compute the current map (x,y) of this tile
DCchico 1:10330bce85cb 126 int x = i + snake.head_x;
DCchico 1:10330bce85cb 127 int y = j + snake.head_y;
DCchico 1:10330bce85cb 128
DCchico 1:10330bce85cb 129 // Compute the previous map (px, py) of this tile
DCchico 1:10330bce85cb 130 int px = i + snake.head_px;
DCchico 1:10330bce85cb 131 int py = j + snake.head_py;
DCchico 1:10330bce85cb 132
DCchico 1:10330bce85cb 133 // Compute u,v coordinates for drawing
DCchico 1:10330bce85cb 134 int u = (i+5)*11 + 3;
DCchico 1:10330bce85cb 135 int v = (j+4)*11 + 15;
DCchico 1:10330bce85cb 136
DCchico 1:10330bce85cb 137 // Figure out what to draw
DCchico 1:10330bce85cb 138 DrawFunc draw = NULL;
DCchico 1:10330bce85cb 139 if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map
DCchico 1:10330bce85cb 140 MapItem* curr_item = get_here(x, y);
DCchico 1:10330bce85cb 141 MapItem* prev_item = get_here(px, py);
DCchico 1:10330bce85cb 142 if (draw_option || curr_item != prev_item) { // Only draw if they're different
DCchico 1:10330bce85cb 143 if (curr_item) { // There's something here! Draw it
DCchico 1:10330bce85cb 144 draw = curr_item->draw;
DCchico 1:10330bce85cb 145 } else { // There used to be something, but now there isn't
DCchico 1:10330bce85cb 146 draw = draw_nothing;
DCchico 1:10330bce85cb 147 }
DCchico 1:10330bce85cb 148 } else if (curr_item && curr_item->type == CLEAR) {
DCchico 1:10330bce85cb 149 // This is a special case for erasing things like doors.
DCchico 1:10330bce85cb 150 draw = curr_item->draw; // i.e. draw_nothing
DCchico 1:10330bce85cb 151 }
DCchico 1:10330bce85cb 152 } else if (draw_option) { // If doing a full draw, but we're out of bounds, draw the walls.
DCchico 1:10330bce85cb 153 draw = draw_wall;
DCchico 1:10330bce85cb 154 }
DCchico 1:10330bce85cb 155
DCchico 1:10330bce85cb 156 // Actually draw the tile
DCchico 1:10330bce85cb 157 if (draw) draw(u, v);
DCchico 1:10330bce85cb 158 }
DCchico 1:10330bce85cb 159 }
DCchico 1:10330bce85cb 160
DCchico 1:10330bce85cb 161 // Draw status bars
DCchico 1:10330bce85cb 162 draw_upper_status();
DCchico 1:10330bce85cb 163 draw_lower_status();
DCchico 1:10330bce85cb 164 }
DCchico 1:10330bce85cb 165
DCchico 1:10330bce85cb 166 /**
DCchico 1:10330bce85cb 167 * Initialize the main world map. Add walls around the edges, interior chambers,
DCchico 1:10330bce85cb 168 * and plants in the background so you can see motion.
DCchico 1:10330bce85cb 169 */
DCchico 1:10330bce85cb 170 void init_main_map()
DCchico 1:10330bce85cb 171 {
DCchico 1:10330bce85cb 172 // "Random" plants
DCchico 1:10330bce85cb 173 Map* map = set_active_map(0);
kblake9 18:92431a28b46b 174 pc.printf("set active map successfully\r\n");
DCchico 1:10330bce85cb 175 for(int i = map_width() + 3; i < map_area(); i += 39) {
DCchico 1:10330bce85cb 176 add_goodie(i % map_width(), i / map_width());
DCchico 1:10330bce85cb 177 }
DCchico 1:10330bce85cb 178 pc.printf("plants\r\n");
DCchico 1:10330bce85cb 179
DCchico 1:10330bce85cb 180 pc.printf("Adding walls!\r\n");
DCchico 1:10330bce85cb 181 add_wall(0, 0, HORIZONTAL, map_width());
DCchico 1:10330bce85cb 182 add_wall(0, map_height()-1, HORIZONTAL, map_width());
DCchico 1:10330bce85cb 183 add_wall(0, 0, VERTICAL, map_height());
DCchico 1:10330bce85cb 184 add_wall(map_width()-1, 0, VERTICAL, map_height());
DCchico 1:10330bce85cb 185 pc.printf("Walls done!\r\n");
DCchico 1:10330bce85cb 186
DCchico 1:10330bce85cb 187 add_snake_head(snake.locations[0].x, snake.locations[0].y);
kblake9 18:92431a28b46b 188 add_snake_tail(snake.locations[1].x, snake.locations[1].y);
DCchico 1:10330bce85cb 189
DCchico 1:10330bce85cb 190 pc.printf("Add extra chamber\r\n");
DCchico 1:10330bce85cb 191 add_wall(30, 0, VERTICAL, 10);
DCchico 1:10330bce85cb 192 add_wall(30, 10, HORIZONTAL, 10);
DCchico 1:10330bce85cb 193 add_wall(39, 0, VERTICAL, 10);
DCchico 1:10330bce85cb 194 pc.printf("Added!\r\n");
DCchico 1:10330bce85cb 195
DCchico 1:10330bce85cb 196
DCchico 1:10330bce85cb 197 // Add stairs to chamber (map 1)
DCchico 1:10330bce85cb 198 //add_stairs(15, 5, 1, 5, 5);
DCchico 1:10330bce85cb 199
DCchico 1:10330bce85cb 200 // profile_hashtable();
DCchico 1:10330bce85cb 201 print_map();
DCchico 1:10330bce85cb 202 }
DCchico 1:10330bce85cb 203
DCchico 1:10330bce85cb 204 /**
DCchico 1:10330bce85cb 205 * Program entry point! This is where it all begins.
DCchico 1:10330bce85cb 206 * This function or all the parts of the game. Most of your
DCchico 1:10330bce85cb 207 * implementation should be elsewhere - this holds the game loop, and should
DCchico 1:10330bce85cb 208 * read like a road map for the rest of the code.
DCchico 1:10330bce85cb 209 */
DCchico 1:10330bce85cb 210 int main()
DCchico 1:10330bce85cb 211 {
DCchico 1:10330bce85cb 212 // First things first: initialize hardware
DCchico 1:10330bce85cb 213 ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!");
kblake9 18:92431a28b46b 214 pc.printf("Hardware Succeeded\r\n");
DCchico 1:10330bce85cb 215 snake_init(&snake);
kblake9 18:92431a28b46b 216 pc.printf("snake initialized\r\n");
DCchico 2:4947d6a82971 217 // 0. Initialize the maps -- implement this function:
DCchico 1:10330bce85cb 218 maps_init();
kblake9 18:92431a28b46b 219 pc.printf("ran map init\r\n");
DCchico 1:10330bce85cb 220 init_main_map();
kblake9 18:92431a28b46b 221 pc.printf("If we reach here we good\r\n");
DCchico 1:10330bce85cb 222
DCchico 1:10330bce85cb 223 // Initialize game state
DCchico 1:10330bce85cb 224 set_active_map(0);
DCchico 1:10330bce85cb 225 snake.head_x = snake.head_y = 5;
DCchico 1:10330bce85cb 226 // Initial drawing
DCchico 1:10330bce85cb 227 draw_game(FULL_DRAW);
DCchico 1:10330bce85cb 228 // Main game loop
DCchico 1:10330bce85cb 229 while(1) {
DCchico 1:10330bce85cb 230 // Timer to measure game update speed
DCchico 1:10330bce85cb 231 Timer t;
DCchico 1:10330bce85cb 232 t.start();
DCchico 1:10330bce85cb 233
DCchico 2:4947d6a82971 234 // 1. Read inputs -- implement this function:
DCchico 2:4947d6a82971 235 GameInputs inputs = read_inputs();
DCchico 2:4947d6a82971 236
DCchico 2:4947d6a82971 237 // 2. Determine action (move, act, menu, etc.) -- implement this function:
DCchico 2:4947d6a82971 238 int action = get_action(inputs);
DCchico 2:4947d6a82971 239
DCchico 2:4947d6a82971 240 // 3. Update game -- implement this function:
DCchico 2:4947d6a82971 241 int result = update_game(action);
DCchico 2:4947d6a82971 242
DCchico 2:4947d6a82971 243 // 3b. Check for game over based on result
DCchico 2:4947d6a82971 244 // and if so, handle game over -- implement this.
DCchico 2:4947d6a82971 245
DCchico 2:4947d6a82971 246 // 4. Draw screen -- provided:
DCchico 2:4947d6a82971 247 draw_game(result);
DCchico 2:4947d6a82971 248
DCchico 1:10330bce85cb 249 // Compute update time
DCchico 1:10330bce85cb 250 t.stop();
DCchico 1:10330bce85cb 251 int dt = t.read_ms();
DCchico 1:10330bce85cb 252
DCchico 1:10330bce85cb 253 // Display and wait
DCchico 1:10330bce85cb 254 // NOTE: Text is 8 pixels tall
DCchico 1:10330bce85cb 255 if (dt < 100) wait_ms(100 - dt);
DCchico 1:10330bce85cb 256 }
DCchico 1:10330bce85cb 257 }
DCchico 1:10330bce85cb 258
DCchico 1:10330bce85cb 259 // Plays a wavfile
DCchico 1:10330bce85cb 260 void playSound(char* wav)
DCchico 1:10330bce85cb 261 {
DCchico 1:10330bce85cb 262
DCchico 1:10330bce85cb 263 }