project for 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
DCchico
Date:
Fri Oct 23 16:18:39 2020 -0400
Revision:
1:10330bce85cb
Child:
2:4947d6a82971
shell-code

Who changed what in which revision?

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