Game For ECE 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
nasiromar
Date:
Fri Dec 03 09:50:47 2021 +0000
Revision:
15:05592aaa468c
Parent:
14:7225da81314a
Child:
16:06a88c0110ff
NasLand

Who changed what in which revision?

UserRevisionLine numberNew contents of line
rconnorlawson 0:35660d7952f7 1 // Project includes
rconnorlawson 0:35660d7952f7 2 #include "globals.h"
rconnorlawson 0:35660d7952f7 3 #include "hardware.h"
rconnorlawson 0:35660d7952f7 4 #include "map.h"
rconnorlawson 0:35660d7952f7 5 #include "graphics.h"
rconnorlawson 0:35660d7952f7 6 #include "speech.h"
nasiromar 6:c9695079521d 7 #include "spells.h"
nasiromar 6:c9695079521d 8 #include "actions.h"
nasiromar 9:cbb9cfb1f6c5 9 #include "SDFileSystem.h"
rconnorlawson 0:35660d7952f7 10
rconnorlawson 0:35660d7952f7 11 // Functions in this file
rconnorlawson 0:35660d7952f7 12 int get_action (GameInputs inputs);
rconnorlawson 0:35660d7952f7 13 int update_game (int action);
rconnorlawson 0:35660d7952f7 14 void draw_game (int init);
rconnorlawson 0:35660d7952f7 15 void init_main_map ();
rconnorlawson 0:35660d7952f7 16 int main ();
rconnorlawson 0:35660d7952f7 17
nasiromar 14:7225da81314a 18 FILE *wave_file;
nasiromar 9:cbb9cfb1f6c5 19
nasiromar 10:e18685911e84 20
nasiromar 9:cbb9cfb1f6c5 21
nasiromar 10:e18685911e84 22
nasiromar 10:e18685911e84 23
rconnorlawson 0:35660d7952f7 24 /**
rconnorlawson 0:35660d7952f7 25 * The main game state. Must include Player locations and previous locations for
rconnorlawson 0:35660d7952f7 26 * drawing to work properly. Other items can be added as needed.
rconnorlawson 0:35660d7952f7 27 */
rconnorlawson 0:35660d7952f7 28 struct {
rconnorlawson 0:35660d7952f7 29 int x,y; // Current locations
rconnorlawson 0:35660d7952f7 30 int px, py; // Previous locations
rconnorlawson 0:35660d7952f7 31 int has_key;
nasiromar 6:c9695079521d 32 int spell;
nasiromar 6:c9695079521d 33 int god;
nasiromar 8:fcc333a8f9e1 34 int won;
nasiromar 9:cbb9cfb1f6c5 35 int HP,MP;
nasiromar 11:6cd02a8539d1 36 int talked;
nasiromar 14:7225da81314a 37 int gobs_slain,eye_slain;
nasiromar 14:7225da81314a 38 int money;
rashidi1saeed 2:1ca97843a334 39 // You can add other properties for the player here
rconnorlawson 0:35660d7952f7 40 } Player;
rconnorlawson 0:35660d7952f7 41
nasiromar 15:05592aaa468c 42 int i = 3;
nasiromar 9:cbb9cfb1f6c5 43
rconnorlawson 0:35660d7952f7 44 /**
rconnorlawson 0:35660d7952f7 45 * Given the game inputs, determine what kind of update needs to happen.
rconnorlawson 0:35660d7952f7 46 * Possbile return values are defined below.
rconnorlawson 0:35660d7952f7 47 */
rconnorlawson 0:35660d7952f7 48 #define NO_ACTION 0
rconnorlawson 0:35660d7952f7 49 #define ACTION_BUTTON 1
rconnorlawson 0:35660d7952f7 50 #define MENU_BUTTON 2
rconnorlawson 0:35660d7952f7 51 #define GO_LEFT 3
rconnorlawson 0:35660d7952f7 52 #define GO_RIGHT 4
rconnorlawson 0:35660d7952f7 53 #define GO_UP 5
rconnorlawson 0:35660d7952f7 54 #define GO_DOWN 6
nasiromar 6:c9695079521d 55 #define GOD_MODE 7
nasiromar 6:c9695079521d 56
nasiromar 6:c9695079521d 57 #define TILT .25
rconnorlawson 0:35660d7952f7 58 int get_action(GameInputs inputs)
rconnorlawson 0:35660d7952f7 59 {
nasiromar 6:c9695079521d 60
nasiromar 6:c9695079521d 61 if(inputs.ay > TILT) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 62 return GO_UP;
nasiromar 6:c9695079521d 63 }
nasiromar 6:c9695079521d 64 if(inputs.ay < TILT *-1) { //Go in south direction if it is not blocked
nasiromar 6:c9695079521d 65 return GO_DOWN;
nasiromar 6:c9695079521d 66 }
nasiromar 6:c9695079521d 67 if(inputs.ax > TILT) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 68 return GO_RIGHT;
nasiromar 6:c9695079521d 69 }
nasiromar 6:c9695079521d 70 if(inputs.ax < TILT *-1) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 71 return GO_LEFT;
nasiromar 6:c9695079521d 72 }
nasiromar 6:c9695079521d 73 if(!inputs.b1) {
nasiromar 6:c9695079521d 74 wait(.5);
nasiromar 6:c9695079521d 75 return ACTION_BUTTON;
nasiromar 6:c9695079521d 76 }
nasiromar 6:c9695079521d 77 if(!inputs.b2) {
nasiromar 6:c9695079521d 78 wait(.5);
nasiromar 6:c9695079521d 79 return MENU_BUTTON;
nasiromar 6:c9695079521d 80 }
nasiromar 6:c9695079521d 81 if (!inputs.b3) {
nasiromar 6:c9695079521d 82 wait(.5);
nasiromar 6:c9695079521d 83 return GOD_MODE;
nasiromar 6:c9695079521d 84 } else {
nasiromar 6:c9695079521d 85 return NO_ACTION;
nasiromar 6:c9695079521d 86 }
rconnorlawson 0:35660d7952f7 87 }
rconnorlawson 0:35660d7952f7 88
nasiromar 6:c9695079521d 89
rconnorlawson 0:35660d7952f7 90 /**
rconnorlawson 0:35660d7952f7 91 * Update the game state based on the user action. For example, if the user
rconnorlawson 0:35660d7952f7 92 * requests GO_UP, then this function should determine if that is possible by
rconnorlawson 0:35660d7952f7 93 * consulting the map, and update the Player position accordingly.
nasiromar 6:c9695079521d 94 *
rconnorlawson 0:35660d7952f7 95 * Return values are defined below. FULL_DRAW indicates that for this frame,
rconnorlawson 0:35660d7952f7 96 * draw_game should not optimize drawing and should draw every tile, even if
rconnorlawson 0:35660d7952f7 97 * the player has not moved.
rconnorlawson 0:35660d7952f7 98 */
nasiromar 9:cbb9cfb1f6c5 99 // Game Life and Magic Points
nasiromar 6:c9695079521d 100
nasiromar 6:c9695079521d 101
nasiromar 14:7225da81314a 102 int purchase;
nasiromar 14:7225da81314a 103 bool on_off = false;
nasiromar 10:e18685911e84 104
nasiromar 10:e18685911e84 105
rconnorlawson 0:35660d7952f7 106 #define NO_RESULT 0
rconnorlawson 0:35660d7952f7 107 #define GAME_OVER 1
rconnorlawson 0:35660d7952f7 108 #define FULL_DRAW 2
rconnorlawson 0:35660d7952f7 109 int update_game(int action)
rconnorlawson 0:35660d7952f7 110 {
nasiromar 15:05592aaa468c 111 walk_npc();
nasiromar 15:05592aaa468c 112
nasiromar 15:05592aaa468c 113
nasiromar 15:05592aaa468c 114 // Save player previous location before updating
rconnorlawson 0:35660d7952f7 115 Player.px = Player.x;
rconnorlawson 0:35660d7952f7 116 Player.py = Player.y;
nasiromar 6:c9695079521d 117
rconnorlawson 0:35660d7952f7 118 // Do different things based on the each action.
rconnorlawson 0:35660d7952f7 119 // You can define functions like "go_up()" that get called for each case.
nasiromar 6:c9695079521d 120
nasiromar 6:c9695079521d 121 // Need to check if Claue has changed as well if whats in front of me is able to be walked into
nasiromar 6:c9695079521d 122 switch(action) {
nasiromar 6:c9695079521d 123 case GO_UP: {
nasiromar 6:c9695079521d 124 MapItem* north = get_north(Player.x,Player.y);
nasiromar 6:c9695079521d 125 if (north->walkable && north == NULL || north->type == (PORTAL || PLANT) && Player.y != 0 || Player.god ) {
nasiromar 6:c9695079521d 126 Player.y--;
nasiromar 10:e18685911e84 127
nasiromar 6:c9695079521d 128 }
nasiromar 6:c9695079521d 129 break;
nasiromar 6:c9695079521d 130 }
nasiromar 6:c9695079521d 131 case GO_RIGHT: {
nasiromar 6:c9695079521d 132 MapItem* east = get_east(Player.x,Player.y);
nasiromar 6:c9695079521d 133 if (east->walkable && east == NULL || east->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) {
nasiromar 6:c9695079521d 134 Player.x++;
nasiromar 6:c9695079521d 135 }
nasiromar 6:c9695079521d 136 break;
nasiromar 6:c9695079521d 137 }
nasiromar 6:c9695079521d 138 case GO_DOWN: {
nasiromar 6:c9695079521d 139 MapItem* south = get_south(Player.x,Player.y);
nasiromar 6:c9695079521d 140 if (south->walkable && south == NULL || south->type ==(PORTAL || PLANT) && Player.y != 0 || Player.god ) {
nasiromar 6:c9695079521d 141 Player.y++;
nasiromar 6:c9695079521d 142 }
nasiromar 6:c9695079521d 143 break;
nasiromar 6:c9695079521d 144 }
nasiromar 6:c9695079521d 145 case GO_LEFT: {
nasiromar 6:c9695079521d 146 MapItem* west = get_west(Player.x,Player.y);
nasiromar 6:c9695079521d 147 if (west->walkable && west == NULL || west->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) {
nasiromar 6:c9695079521d 148 Player.x--;
nasiromar 6:c9695079521d 149 }
nasiromar 6:c9695079521d 150 break;
nasiromar 6:c9695079521d 151 }
nasiromar 6:c9695079521d 152 case ACTION_BUTTON: {
nasiromar 6:c9695079521d 153 MapItem* west = get_west(Player.x,Player.y);
nasiromar 6:c9695079521d 154 MapItem* south = get_south(Player.x,Player.y);
nasiromar 6:c9695079521d 155 MapItem* north = get_north(Player.x,Player.y);
nasiromar 6:c9695079521d 156 MapItem* east = get_east(Player.x,Player.y);
nasiromar 6:c9695079521d 157 MapItem* curr = get_here(Player.x,Player.y);
nasiromar 9:cbb9cfb1f6c5 158
nasiromar 9:cbb9cfb1f6c5 159 if((east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC)&& Player.has_key == 1) {
nasiromar 7:862062ffca62 160 npc_speech2();
nasiromar 9:cbb9cfb1f6c5 161 }
nasiromar 9:cbb9cfb1f6c5 162
nasiromar 9:cbb9cfb1f6c5 163 if(east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC && Player.has_key == 0 ) {
nasiromar 6:c9695079521d 164 npc_speech1();
nasiromar 15:05592aaa468c 165
nasiromar 11:6cd02a8539d1 166 Player.talked = 1;
nasiromar 9:cbb9cfb1f6c5 167 }
nasiromar 15:05592aaa468c 168
nasiromar 14:7225da81314a 169 if(east->type == NPCT||west->type == NPCT||north->type == NPCT||south->type == NPCT && Player.has_key == 0 ) {
nasiromar 14:7225da81314a 170 npc2_speech();
nasiromar 14:7225da81314a 171 Player.talked = 1;
nasiromar 14:7225da81314a 172 }
nasiromar 9:cbb9cfb1f6c5 173
nasiromar 9:cbb9cfb1f6c5 174 if(north->type == PORTAL||south->type == PORTAL||east->type == PORTAL||west->type == PORTAL) {
nasiromar 15:05592aaa468c 175 set_active_map(1);
nasiromar 7:862062ffca62 176 Player.x = Player.y = 7;
nasiromar 9:cbb9cfb1f6c5 177 }
nasiromar 15:05592aaa468c 178
nasiromar 15:05592aaa468c 179
nasiromar 15:05592aaa468c 180
nasiromar 14:7225da81314a 181 if(east->type == ENEMY1||west->type == ENEMY1||north->type == ENEMY1||south->type == ENEMY1) {
nasiromar 14:7225da81314a 182 Player.HP-=2;
nasiromar 14:7225da81314a 183 fire_dmg();
nasiromar 14:7225da81314a 184 gob_dmg();
nasiromar 14:7225da81314a 185 Player.HP-=10;
nasiromar 14:7225da81314a 186 Player.x--;
nasiromar 14:7225da81314a 187 Player.y--;
nasiromar 14:7225da81314a 188 Player.gobs_slain += 1;
nasiromar 13:798a4dd14c7e 189 map_delete(10,10);
nasiromar 11:6cd02a8539d1 190 }
nasiromar 15:05592aaa468c 191
nasiromar 14:7225da81314a 192 if(east->type == ENEMY2||west->type == ENEMY2||north->type == ENEMY2||south->type == ENEMY2) {
nasiromar 14:7225da81314a 193 Player.HP-=12;
nasiromar 14:7225da81314a 194 gob_dmg();
nasiromar 14:7225da81314a 195 Player.x--;
nasiromar 14:7225da81314a 196 Player.y--;
nasiromar 13:798a4dd14c7e 197 map_delete(5,7);
nasiromar 11:6cd02a8539d1 198 }
nasiromar 15:05592aaa468c 199
nasiromar 14:7225da81314a 200 if(east->type == ENEMY||west->type == ENEMY||north->type == ENEMY||south->type == ENEMY) {
nasiromar 13:798a4dd14c7e 201 Player.HP-=10;
nasiromar 14:7225da81314a 202 eye_dmg();
nasiromar 14:7225da81314a 203 Player.eye_slain += 1;
nasiromar 13:798a4dd14c7e 204 Player.x--;
nasiromar 13:798a4dd14c7e 205 Player.y--;
nasiromar 14:7225da81314a 206 map_delete(15,15);
nasiromar 14:7225da81314a 207 }
nasiromar 15:05592aaa468c 208
nasiromar 14:7225da81314a 209 if(east->type == CHEST||west->type == CHEST||north->type == CHEST||south->type == CHEST && Player.MP < 100) {
nasiromar 14:7225da81314a 210 potion();
nasiromar 14:7225da81314a 211 Player.MP += 5;
nasiromar 14:7225da81314a 212 }
nasiromar 15:05592aaa468c 213
nasiromar 14:7225da81314a 214 if(east->type == CHESTT||west->type == CHESTT||north->type == CHESTT||south->type == CHESTT) {
nasiromar 14:7225da81314a 215 money_chest();
nasiromar 14:7225da81314a 216 Player.money += 2;
nasiromar 14:7225da81314a 217 //wave_file = fopen("/sd/rupee-collect.wav","r");
nasiromar 14:7225da81314a 218 //waver.play(wave_file);
nasiromar 14:7225da81314a 219 //fclose(wave_file);
nasiromar 13:798a4dd14c7e 220 }
nasiromar 15:05592aaa468c 221
nasiromar 14:7225da81314a 222 if(east->type == VILL||west->type == VILL||north->type == VILL||south->type == VILL) {
nasiromar 14:7225da81314a 223 merch_speech1();
nasiromar 14:7225da81314a 224 init_store();
nasiromar 14:7225da81314a 225 purchase = store();
nasiromar 15:05592aaa468c 226
nasiromar 15:05592aaa468c 227 if (purchase == POT && Player.money >= 4) {
nasiromar 14:7225da81314a 228 poti();
nasiromar 14:7225da81314a 229 Player.money -= 4;
nasiromar 14:7225da81314a 230 Player.MP += 8;
nasiromar 15:05592aaa468c 231 }
nasiromar 15:05592aaa468c 232
nasiromar 15:05592aaa468c 233 if (purchase == ELX && Player.money >= 5) {
nasiromar 14:7225da81314a 234 elx();
nasiromar 14:7225da81314a 235 Player.money -= 5;
nasiromar 14:7225da81314a 236 Player.HP += 10;
nasiromar 15:05592aaa468c 237 }
nasiromar 15:05592aaa468c 238
nasiromar 15:05592aaa468c 239 if (purchase == FRT && Player.money >= 2) {
nasiromar 14:7225da81314a 240 frt();
nasiromar 14:7225da81314a 241 Player.money -= 2;
nasiromar 14:7225da81314a 242 Player.HP += 6;
nasiromar 15:05592aaa468c 243 }
nasiromar 15:05592aaa468c 244 if (Player.money <= 1) {
nasiromar 14:7225da81314a 245 cantbuy();
nasiromar 15:05592aaa468c 246 }
nasiromar 9:cbb9cfb1f6c5 247
nasiromar 15:05592aaa468c 248 merch_speech2();
nasiromar 9:cbb9cfb1f6c5 249 }
rconnorlawson 0:35660d7952f7 250
nasiromar 15:05592aaa468c 251
nasiromar 15:05592aaa468c 252 if(north->type == DRAGON||south->type == DRAGON||east->type == DRAGON||west->type == DRAGON && i >0) {
nasiromar 15:05592aaa468c 253
nasiromar 15:05592aaa468c 254 if ( Player.spell == WATER && Player.gobs_slain == 1 && Player.eye_slain == 1) {
nasiromar 15:05592aaa468c 255 drg();
nasiromar 15:05592aaa468c 256 i--;
nasiromar 6:c9695079521d 257
nasiromar 15:05592aaa468c 258 } else
nasiromar 15:05592aaa468c 259 Player.HP-=50;
nasiromar 15:05592aaa468c 260 Player.x--;
nasiromar 15:05592aaa468c 261 Player.y--;
nasiromar 15:05592aaa468c 262
nasiromar 15:05592aaa468c 263
nasiromar 15:05592aaa468c 264 if (i <=0) {
nasiromar 15:05592aaa468c 265 slay_dragon();
nasiromar 15:05592aaa468c 266 map_erase(15,9);
nasiromar 15:05592aaa468c 267 Player.has_key = 1;
nasiromar 15:05592aaa468c 268
nasiromar 11:6cd02a8539d1 269
nasiromar 15:05592aaa468c 270 }
nasiromar 15:05592aaa468c 271 }
nasiromar 15:05592aaa468c 272
nasiromar 15:05592aaa468c 273
nasiromar 15:05592aaa468c 274
rconnorlawson 0:35660d7952f7 275
nasiromar 15:05592aaa468c 276 if(north->type == PORTAl||south->type == PORTAl||east->type == PORTAl||west->type == PORTAl) {
nasiromar 15:05592aaa468c 277 set_active_map(0);
nasiromar 15:05592aaa468c 278 Player.x=20;
nasiromar 15:05592aaa468c 279 Player.y = 36;
nasiromar 15:05592aaa468c 280 }
nasiromar 15:05592aaa468c 281
nasiromar 15:05592aaa468c 282 if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 1) {
nasiromar 15:05592aaa468c 283 Player.won = door_open();
nasiromar 15:05592aaa468c 284 }
nasiromar 15:05592aaa468c 285
nasiromar 15:05592aaa468c 286 if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 0) {
nasiromar 15:05592aaa468c 287 door_locked();
nasiromar 15:05592aaa468c 288 }
nasiromar 15:05592aaa468c 289
nasiromar 15:05592aaa468c 290 if((north->type == PLANT||south->type == PLANT||east->type == PLANT||west->type == PLANT||curr->type == PLANT)&&
nasiromar 15:05592aaa468c 291 (north->data == FRUIT||south->data == FRUIT||east->data == FRUIT||west->data == FRUIT||curr->data == FRUIT)) {
nasiromar 15:05592aaa468c 292 if(Player.HP < 100) {
nasiromar 15:05592aaa468c 293 fruit();
nasiromar 15:05592aaa468c 294 Player.HP += 5;
nasiromar 15:05592aaa468c 295 north->data = NULL;
nasiromar 15:05592aaa468c 296 south->data = NULL;
nasiromar 15:05592aaa468c 297 east->data = NULL;
nasiromar 15:05592aaa468c 298 west->data = NULL;
nasiromar 15:05592aaa468c 299 curr->data = NULL;
nasiromar 15:05592aaa468c 300 } else
nasiromar 15:05592aaa468c 301 no_fruit();
nasiromar 10:e18685911e84 302
nasiromar 10:e18685911e84 303
nasiromar 10:e18685911e84 304
nasiromar 10:e18685911e84 305
nasiromar 10:e18685911e84 306
nasiromar 10:e18685911e84 307 }
nasiromar 15:05592aaa468c 308 }
nasiromar 15:05592aaa468c 309 break;
nasiromar 15:05592aaa468c 310 case MENU_BUTTON: {
nasiromar 15:05592aaa468c 311 init_spells();
nasiromar 10:e18685911e84 312
nasiromar 15:05592aaa468c 313 Player.spell = spell();
nasiromar 15:05592aaa468c 314 Player.MP -= 10;
nasiromar 15:05592aaa468c 315 uLCD.locate(15,15);
nasiromar 15:05592aaa468c 316 uLCD.printf("S:%1i",Player.spell);
nasiromar 10:e18685911e84 317 }
nasiromar 15:05592aaa468c 318 break;
nasiromar 15:05592aaa468c 319 case GOD_MODE: {
nasiromar 15:05592aaa468c 320
nasiromar 15:05592aaa468c 321 Player.god = !Player.god;
nasiromar 15:05592aaa468c 322 if (Player.god) {
nasiromar 15:05592aaa468c 323 god_modeOn();
nasiromar 15:05592aaa468c 324 } else
nasiromar 15:05592aaa468c 325 god_modeOff();
nasiromar 10:e18685911e84 326
nasiromar 15:05592aaa468c 327 }
nasiromar 15:05592aaa468c 328 break;
nasiromar 15:05592aaa468c 329
nasiromar 15:05592aaa468c 330 default:
nasiromar 15:05592aaa468c 331
nasiromar 15:05592aaa468c 332 break;
nasiromar 15:05592aaa468c 333 }
nasiromar 15:05592aaa468c 334
nasiromar 15:05592aaa468c 335
nasiromar 15:05592aaa468c 336 return NO_RESULT;
nasiromar 15:05592aaa468c 337
nasiromar 15:05592aaa468c 338
nasiromar 10:e18685911e84 339 }
nasiromar 10:e18685911e84 340
nasiromar 10:e18685911e84 341 /**
nasiromar 10:e18685911e84 342 * Entry point for frame drawing. This should be called once per iteration of
nasiromar 10:e18685911e84 343 * the game loop. This draws all tiles on the screen, followed by the status
nasiromar 10:e18685911e84 344 * bars. Unless init is nonzero, this function will optimize drawing by only
nasiromar 10:e18685911e84 345 * drawing tiles that have changed from the previous frame.
nasiromar 10:e18685911e84 346 */
nasiromar 15:05592aaa468c 347
nasiromar 14:7225da81314a 348
nasiromar 15:05592aaa468c 349
nasiromar 10:e18685911e84 350 void draw_game(int init)
nasiromar 10:e18685911e84 351 {
nasiromar 10:e18685911e84 352 // Draw game border first
nasiromar 10:e18685911e84 353 if(init) draw_border();
nasiromar 10:e18685911e84 354
nasiromar 10:e18685911e84 355 // Iterate over all visible map tiles
nasiromar 10:e18685911e84 356 for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles
nasiromar 10:e18685911e84 357 for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles
nasiromar 10:e18685911e84 358 // Here, we have a given (i,j)
nasiromar 10:e18685911e84 359
nasiromar 10:e18685911e84 360 // Compute the current map (x,y) of this tile
nasiromar 10:e18685911e84 361 int x = i + Player.x;
nasiromar 10:e18685911e84 362 int y = j + Player.y;
nasiromar 9:cbb9cfb1f6c5 363
nasiromar 10:e18685911e84 364 // Compute the previous map (px, py) of this tile
nasiromar 10:e18685911e84 365 int px = i + Player.px;
nasiromar 10:e18685911e84 366 int py = j + Player.py;
nasiromar 10:e18685911e84 367
nasiromar 10:e18685911e84 368 // Compute u,v coordinates for drawing
nasiromar 10:e18685911e84 369 int u = (i+5)*11 + 3;
nasiromar 10:e18685911e84 370 int v = (j+4)*11 + 15;
nasiromar 10:e18685911e84 371
nasiromar 10:e18685911e84 372 // Figure out what to draw
nasiromar 10:e18685911e84 373 DrawFunc draw = NULL;
nasiromar 10:e18685911e84 374 if (init && i == 0 && j == 0) { // Only draw the player on init
nasiromar 10:e18685911e84 375 draw_player(u, v, Player.has_key);
nasiromar 10:e18685911e84 376 continue;
nasiromar 10:e18685911e84 377 } else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map
nasiromar 10:e18685911e84 378 MapItem* curr_item = get_here(x, y);
nasiromar 10:e18685911e84 379 MapItem* prev_item = get_here(px, py);
nasiromar 10:e18685911e84 380 if (init || curr_item != prev_item) { // Only draw if they're different
nasiromar 10:e18685911e84 381 if (curr_item) { // There's something here! Draw it
nasiromar 10:e18685911e84 382 draw = curr_item->draw;
nasiromar 10:e18685911e84 383 } else { // There used to be something, but now there isn't
nasiromar 10:e18685911e84 384 draw = draw_nothing;
nasiromar 10:e18685911e84 385 }
nasiromar 10:e18685911e84 386 }
nasiromar 10:e18685911e84 387 } else if (init) { // If doing a full draw, but we're out of bounds, draw the walls.
nasiromar 10:e18685911e84 388 draw = draw_wall;
nasiromar 9:cbb9cfb1f6c5 389 }
nasiromar 9:cbb9cfb1f6c5 390
nasiromar 10:e18685911e84 391 // Actually draw the tile
nasiromar 10:e18685911e84 392 if (draw) draw(u, v);
nasiromar 10:e18685911e84 393 }
rconnorlawson 0:35660d7952f7 394 }
rconnorlawson 0:35660d7952f7 395
nasiromar 10:e18685911e84 396 // Draw status bars
nasiromar 14:7225da81314a 397 draw_upper_status(Player.x,Player.y,Player.money);
nasiromar 10:e18685911e84 398 draw_lower_status(Player.HP,Player.MP);
nasiromar 10:e18685911e84 399 }
nasiromar 9:cbb9cfb1f6c5 400
nasiromar 9:cbb9cfb1f6c5 401
nasiromar 10:e18685911e84 402 /**
nasiromar 10:e18685911e84 403 * Initialize the main world map. Add walls around the edges, interior chambers,
nasiromar 10:e18685911e84 404 * and plants in the background so you can see motion. Note: using the similar
nasiromar 10:e18685911e84 405 * procedure you can init the secondary map(s).
nasiromar 10:e18685911e84 406 */
nasiromar 10:e18685911e84 407 void init_main_map()
nasiromar 10:e18685911e84 408 {
nasiromar 10:e18685911e84 409 // "Random" plants
nasiromar 10:e18685911e84 410 Map* map = set_active_map(0);
nasiromar 11:6cd02a8539d1 411 for(int i = map_width() + 9; i < map_area(); i += 39) {
nasiromar 10:e18685911e84 412 add_plant(i % map_width(), i / map_width());
nasiromar 10:e18685911e84 413 }
nasiromar 10:e18685911e84 414 pc.printf("plants\r\n");
nasiromar 9:cbb9cfb1f6c5 415
nasiromar 10:e18685911e84 416 pc.printf("Adding walls!\r\n");
nasiromar 10:e18685911e84 417 add_wall(0, 0, HORIZONTAL, map_width());
nasiromar 10:e18685911e84 418 add_wall(0, map_height()-1, HORIZONTAL, map_width());
nasiromar 10:e18685911e84 419 add_wall(0, 0, VERTICAL, map_height());
nasiromar 10:e18685911e84 420 add_wall(map_width()-1, 0, VERTICAL, map_height());
nasiromar 10:e18685911e84 421 pc.printf("Walls done!\r\n");
nasiromar 10:e18685911e84 422
nasiromar 10:e18685911e84 423
nasiromar 10:e18685911e84 424
nasiromar 10:e18685911e84 425 for(int i = 7; i < 13; i++) {
nasiromar 10:e18685911e84 426 for (int j = 23; j <31; j++) {
nasiromar 10:e18685911e84 427 add_kindom(j,i);
nasiromar 9:cbb9cfb1f6c5 428 }
nasiromar 9:cbb9cfb1f6c5 429 }
rconnorlawson 0:35660d7952f7 430
nasiromar 14:7225da81314a 431 add_chest2(20,20);
nasiromar 14:7225da81314a 432 add_chest2(5,8);
nasiromar 14:7225da81314a 433 add_chest2(33,20);
nasiromar 14:7225da81314a 434 add_chest2(14,16);
nasiromar 14:7225da81314a 435 add_chest2(40,15);
nasiromar 10:e18685911e84 436
nasiromar 15:05592aaa468c 437 add_npc(10,5);
nasiromar 15:05592aaa468c 438
nasiromar 11:6cd02a8539d1 439 add_npc2(30,30);
nasiromar 15:05592aaa468c 440
nasiromar 15:05592aaa468c 441 add_npc2(11,11);
nasiromar 15:05592aaa468c 442
nasiromar 14:7225da81314a 443 add_npc2(20,9);
nasiromar 15:05592aaa468c 444
nasiromar 13:798a4dd14c7e 445 add_merch(12,16);
nasiromar 15:05592aaa468c 446
nasiromar 15:05592aaa468c 447 for(int i = 11; i <= 13; i++) {
nasiromar 14:7225da81314a 448 add_store(i,15);
nasiromar 15:05592aaa468c 449 }
nasiromar 15:05592aaa468c 450
nasiromar 14:7225da81314a 451 add_fire(27,13);
nasiromar 14:7225da81314a 452 add_fire(25,13);
nasiromar 15:05592aaa468c 453
nasiromar 10:e18685911e84 454 add_door(26,12);
nasiromar 10:e18685911e84 455
nasiromar 10:e18685911e84 456 add_portal(20,35);
nasiromar 10:e18685911e84 457
nasiromar 10:e18685911e84 458 print_map();
nasiromar 10:e18685911e84 459 }
nasiromar 10:e18685911e84 460
nasiromar 10:e18685911e84 461 /**
nasiromar 10:e18685911e84 462 * Program entry point! This is where it all begins.
nasiromar 10:e18685911e84 463 * This function orchestrates all the parts of the game. Most of your
nasiromar 10:e18685911e84 464 * implementation should be elsewhere - this holds the game loop, and should
nasiromar 10:e18685911e84 465 * read like a road map for the rest of the code.
nasiromar 10:e18685911e84 466 */
nasiromar 10:e18685911e84 467 int main()
nasiromar 10:e18685911e84 468 {
nasiromar 10:e18685911e84 469
nasiromar 10:e18685911e84 470 Player.HP = 100;
nasiromar 10:e18685911e84 471 Player.MP = 100;
nasiromar 10:e18685911e84 472
nasiromar 10:e18685911e84 473 // MapItem* north = get_north(Player.x,Player.y);
rconnorlawson 0:35660d7952f7 474
nasiromar 6:c9695079521d 475
nasiromar 10:e18685911e84 476 // First things first: initialize hardware
nasiromar 10:e18685911e84 477 ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!");
nasiromar 9:cbb9cfb1f6c5 478
nasiromar 10:e18685911e84 479 // Initialize the maps
nasiromar 10:e18685911e84 480 maps_init();
nasiromar 10:e18685911e84 481 init_main_map();
nasiromar 11:6cd02a8539d1 482 init_dung();
nasiromar 15:05592aaa468c 483
nasiromar 15:05592aaa468c 484
nasiromar 10:e18685911e84 485
nasiromar 10:e18685911e84 486 // Initialize game state
nasiromar 10:e18685911e84 487 set_active_map(0);
nasiromar 10:e18685911e84 488 Player.x = Player.y = 5;
nasiromar 14:7225da81314a 489 Player.money = 0;
nasiromar 12:116a4cc85b16 490 Player.spell = NULL;
nasiromar 15:05592aaa468c 491
nasiromar 10:e18685911e84 492
nasiromar 10:e18685911e84 493 draw_start();
nasiromar 10:e18685911e84 494
nasiromar 12:116a4cc85b16 495 //wave_file = fopen("/sd/godfather.wav","r");
nasiromar 12:116a4cc85b16 496 //waver.play(wave_file);
nasiromar 12:116a4cc85b16 497 //fclose(wave_file);
nasiromar 10:e18685911e84 498
nasiromar 10:e18685911e84 499 while(1) {
nasiromar 10:e18685911e84 500
nasiromar 10:e18685911e84 501 Timer t;
nasiromar 10:e18685911e84 502 t.start();
nasiromar 10:e18685911e84 503 GameInputs inp = read_inputs();
nasiromar 10:e18685911e84 504 int action = get_action(inp);
nasiromar 10:e18685911e84 505
nasiromar 10:e18685911e84 506
nasiromar 10:e18685911e84 507 if( action == ACTION_BUTTON) {
nasiromar 10:e18685911e84 508
nasiromar 10:e18685911e84 509 break;
nasiromar 9:cbb9cfb1f6c5 510 }
nasiromar 10:e18685911e84 511 t.stop();
nasiromar 10:e18685911e84 512 int dt = t.read_ms();
nasiromar 10:e18685911e84 513 if (dt < 100) wait_ms(100-dt);
nasiromar 9:cbb9cfb1f6c5 514
nasiromar 9:cbb9cfb1f6c5 515 }
nasiromar 9:cbb9cfb1f6c5 516
nasiromar 6:c9695079521d 517
nasiromar 10:e18685911e84 518 // Initial drawing
nasiromar 10:e18685911e84 519 draw_game(true);
nasiromar 10:e18685911e84 520 // Main game loop
nasiromar 10:e18685911e84 521 while(1) {
nasiromar 10:e18685911e84 522 // Timer to measure game update speed
nasiromar 10:e18685911e84 523 Timer t;
nasiromar 10:e18685911e84 524 t.start();
nasiromar 6:c9695079521d 525
nasiromar 10:e18685911e84 526 // Actually do the game update:
nasiromar 10:e18685911e84 527 // 1. Read inputs
nasiromar 10:e18685911e84 528 GameInputs input = read_inputs();
nasiromar 10:e18685911e84 529 // 2. Determine action (get_action)
nasiromar 10:e18685911e84 530 int action = get_action(input);
nasiromar 10:e18685911e84 531 // 3. Update game (update_game)
nasiromar 10:e18685911e84 532 update_game(action);
nasiromar 10:e18685911e84 533 // 3b. Check for game over
nasiromar 14:7225da81314a 534 if(Player.won == 1 || Player.HP <= 0) {
nasiromar 10:e18685911e84 535 draw_gameover();
nasiromar 10:e18685911e84 536 break;
nasiromar 10:e18685911e84 537 }
nasiromar 10:e18685911e84 538 // 4. Draw frame (draw_game)
nasiromar 10:e18685911e84 539 draw_game(true);
nasiromar 9:cbb9cfb1f6c5 540
nasiromar 10:e18685911e84 541 // 5. Frame delay
nasiromar 10:e18685911e84 542 t.stop();
nasiromar 10:e18685911e84 543 int dt = t.read_ms();
nasiromar 10:e18685911e84 544 if (dt < 100) wait_ms(100 - dt);
nasiromar 10:e18685911e84 545 }
nasiromar 10:e18685911e84 546 //
nasiromar 9:cbb9cfb1f6c5 547
nasiromar 9:cbb9cfb1f6c5 548
nasiromar 10:e18685911e84 549 }