Game For ECE 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
nasiromar
Date:
Fri Dec 03 08:45:49 2021 +0000
Revision:
14:7225da81314a
Parent:
13:798a4dd14c7e
Child:
15:05592aaa468c
NasLand Almost Done

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 9:cbb9cfb1f6c5 42
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 11:6cd02a8539d1 111 //walk_goblin(0);
nasiromar 14:7225da81314a 112
nasiromar 10:e18685911e84 113
nasiromar 10:e18685911e84 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 11:6cd02a8539d1 165 Player.talked = 1;
nasiromar 9:cbb9cfb1f6c5 166 }
nasiromar 14:7225da81314a 167
nasiromar 14:7225da81314a 168 if(east->type == NPCT||west->type == NPCT||north->type == NPCT||south->type == NPCT && Player.has_key == 0 ) {
nasiromar 14:7225da81314a 169 npc2_speech();
nasiromar 14:7225da81314a 170 Player.talked = 1;
nasiromar 14:7225da81314a 171 }
nasiromar 9:cbb9cfb1f6c5 172
nasiromar 9:cbb9cfb1f6c5 173 if(north->type == PORTAL||south->type == PORTAL||east->type == PORTAL||west->type == PORTAL) {
nasiromar 11:6cd02a8539d1 174 set_active_map(1);
nasiromar 7:862062ffca62 175 Player.x = Player.y = 7;
nasiromar 9:cbb9cfb1f6c5 176 }
nasiromar 11:6cd02a8539d1 177
nasiromar 14:7225da81314a 178
nasiromar 14:7225da81314a 179
nasiromar 14:7225da81314a 180 if(east->type == ENEMY1||west->type == ENEMY1||north->type == ENEMY1||south->type == ENEMY1) {
nasiromar 14:7225da81314a 181 Player.HP-=2;
nasiromar 14:7225da81314a 182 fire_dmg();
nasiromar 14:7225da81314a 183 gob_dmg();
nasiromar 14:7225da81314a 184 Player.HP-=10;
nasiromar 14:7225da81314a 185 Player.x--;
nasiromar 14:7225da81314a 186 Player.y--;
nasiromar 14:7225da81314a 187 Player.gobs_slain += 1;
nasiromar 13:798a4dd14c7e 188 map_delete(10,10);
nasiromar 11:6cd02a8539d1 189 }
nasiromar 11:6cd02a8539d1 190
nasiromar 14:7225da81314a 191 if(east->type == ENEMY2||west->type == ENEMY2||north->type == ENEMY2||south->type == ENEMY2) {
nasiromar 14:7225da81314a 192 Player.HP-=12;
nasiromar 14:7225da81314a 193 gob_dmg();
nasiromar 14:7225da81314a 194 Player.x--;
nasiromar 14:7225da81314a 195 Player.y--;
nasiromar 13:798a4dd14c7e 196 map_delete(5,7);
nasiromar 11:6cd02a8539d1 197 }
nasiromar 11:6cd02a8539d1 198
nasiromar 14:7225da81314a 199 if(east->type == ENEMY||west->type == ENEMY||north->type == ENEMY||south->type == ENEMY) {
nasiromar 13:798a4dd14c7e 200 Player.HP-=10;
nasiromar 14:7225da81314a 201 eye_dmg();
nasiromar 14:7225da81314a 202 Player.eye_slain += 1;
nasiromar 13:798a4dd14c7e 203 Player.x--;
nasiromar 13:798a4dd14c7e 204 Player.y--;
nasiromar 14:7225da81314a 205 map_delete(15,15);
nasiromar 14:7225da81314a 206 }
nasiromar 14:7225da81314a 207
nasiromar 14:7225da81314a 208 if(east->type == CHEST||west->type == CHEST||north->type == CHEST||south->type == CHEST && Player.MP < 100) {
nasiromar 14:7225da81314a 209 potion();
nasiromar 14:7225da81314a 210 Player.MP += 5;
nasiromar 14:7225da81314a 211 }
nasiromar 14:7225da81314a 212
nasiromar 14:7225da81314a 213 if(east->type == CHESTT||west->type == CHESTT||north->type == CHESTT||south->type == CHESTT) {
nasiromar 14:7225da81314a 214 money_chest();
nasiromar 14:7225da81314a 215 Player.money += 2;
nasiromar 14:7225da81314a 216 //wave_file = fopen("/sd/rupee-collect.wav","r");
nasiromar 14:7225da81314a 217 //waver.play(wave_file);
nasiromar 14:7225da81314a 218 //fclose(wave_file);
nasiromar 13:798a4dd14c7e 219 }
nasiromar 13:798a4dd14c7e 220
nasiromar 14:7225da81314a 221 if(east->type == VILL||west->type == VILL||north->type == VILL||south->type == VILL) {
nasiromar 14:7225da81314a 222 merch_speech1();
nasiromar 14:7225da81314a 223 init_store();
nasiromar 14:7225da81314a 224 purchase = store();
nasiromar 14:7225da81314a 225
nasiromar 14:7225da81314a 226 if (purchase == POT && Player.money >= 4){
nasiromar 14:7225da81314a 227 poti();
nasiromar 14:7225da81314a 228 Player.money -= 4;
nasiromar 14:7225da81314a 229 Player.MP += 8;
nasiromar 14:7225da81314a 230 }
nasiromar 14:7225da81314a 231
nasiromar 14:7225da81314a 232 if (purchase == ELX && Player.money >= 5){
nasiromar 14:7225da81314a 233 elx();
nasiromar 14:7225da81314a 234 Player.money -= 5;
nasiromar 14:7225da81314a 235 Player.HP += 10;
nasiromar 14:7225da81314a 236 }
nasiromar 14:7225da81314a 237
nasiromar 14:7225da81314a 238 if (purchase == FRT && Player.money >= 2){
nasiromar 14:7225da81314a 239 frt();
nasiromar 14:7225da81314a 240 Player.money -= 2;
nasiromar 14:7225da81314a 241 Player.HP += 6;
nasiromar 14:7225da81314a 242 }
nasiromar 14:7225da81314a 243 if (Player.money <= 1){
nasiromar 14:7225da81314a 244 cantbuy();
nasiromar 14:7225da81314a 245 }
nasiromar 14:7225da81314a 246
nasiromar 14:7225da81314a 247 merch_speech2();
nasiromar 11:6cd02a8539d1 248 }
nasiromar 11:6cd02a8539d1 249
nasiromar 9:cbb9cfb1f6c5 250
nasiromar 14:7225da81314a 251 if(north->type == DRAGON||south->type == DRAGON||east->type == DRAGON||west->type == DRAGON) {
nasiromar 14:7225da81314a 252 if ( Player.spell == WATER){
nasiromar 14:7225da81314a 253
nasiromar 7:862062ffca62 254 slay_dragon();
nasiromar 7:862062ffca62 255 Player.has_key = 1;
nasiromar 14:7225da81314a 256 }
nasiromar 14:7225da81314a 257
nasiromar 13:798a4dd14c7e 258 //walk_goblin(0);
nasiromar 9:cbb9cfb1f6c5 259 }
rconnorlawson 0:35660d7952f7 260
nasiromar 9:cbb9cfb1f6c5 261 if(north->type == PORTAl||south->type == PORTAl||east->type == PORTAl||west->type == PORTAl) {
nasiromar 11:6cd02a8539d1 262 set_active_map(0);
nasiromar 11:6cd02a8539d1 263 Player.x=20;
nasiromar 11:6cd02a8539d1 264 Player.y = 36;
nasiromar 9:cbb9cfb1f6c5 265 }
nasiromar 6:c9695079521d 266
nasiromar 9:cbb9cfb1f6c5 267 if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 1) {
nasiromar 9:cbb9cfb1f6c5 268 Player.won = door_open();
rconnorlawson 0:35660d7952f7 269 }
nasiromar 11:6cd02a8539d1 270
nasiromar 11:6cd02a8539d1 271 if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 0) {
nasiromar 11:6cd02a8539d1 272 door_locked();
nasiromar 11:6cd02a8539d1 273 }
rconnorlawson 0:35660d7952f7 274
nasiromar 9:cbb9cfb1f6c5 275 if((north->type == PLANT||south->type == PLANT||east->type == PLANT||west->type == PLANT||curr->type == PLANT)&&
nasiromar 10:e18685911e84 276 (north->data == FRUIT||south->data == FRUIT||east->data == FRUIT||west->data == FRUIT||curr->data == FRUIT)) {
nasiromar 9:cbb9cfb1f6c5 277 if(Player.HP < 100) {
nasiromar 9:cbb9cfb1f6c5 278 fruit();
nasiromar 9:cbb9cfb1f6c5 279 Player.HP += 5;
nasiromar 9:cbb9cfb1f6c5 280 north->data = NULL;
nasiromar 9:cbb9cfb1f6c5 281 south->data = NULL;
nasiromar 9:cbb9cfb1f6c5 282 east->data = NULL;
nasiromar 9:cbb9cfb1f6c5 283 west->data = NULL;
nasiromar 9:cbb9cfb1f6c5 284 curr->data = NULL;
nasiromar 10:e18685911e84 285 } else
nasiromar 9:cbb9cfb1f6c5 286 no_fruit();
nasiromar 13:798a4dd14c7e 287
nasiromar 10:e18685911e84 288
nasiromar 10:e18685911e84 289
nasiromar 10:e18685911e84 290
nasiromar 10:e18685911e84 291
nasiromar 9:cbb9cfb1f6c5 292 }
nasiromar 10:e18685911e84 293 }
nasiromar 10:e18685911e84 294 break;
nasiromar 10:e18685911e84 295 case MENU_BUTTON: {
nasiromar 10:e18685911e84 296 init_spells();
nasiromar 14:7225da81314a 297
nasiromar 14:7225da81314a 298 Player.spell = spell();
nasiromar 11:6cd02a8539d1 299 Player.MP -= 10;
nasiromar 14:7225da81314a 300 uLCD.locate(15,15);
nasiromar 14:7225da81314a 301 uLCD.printf("S:%1i",Player.spell);
nasiromar 10:e18685911e84 302 }
nasiromar 10:e18685911e84 303 break;
nasiromar 10:e18685911e84 304 case GOD_MODE: {
nasiromar 10:e18685911e84 305
nasiromar 10:e18685911e84 306 Player.god = !Player.god;
nasiromar 10:e18685911e84 307 if (Player.god) {
nasiromar 10:e18685911e84 308 god_modeOn();
nasiromar 10:e18685911e84 309 } else
nasiromar 10:e18685911e84 310 god_modeOff();
nasiromar 10:e18685911e84 311
nasiromar 10:e18685911e84 312 }
nasiromar 10:e18685911e84 313 break;
nasiromar 10:e18685911e84 314
nasiromar 10:e18685911e84 315 default:
nasiromar 10:e18685911e84 316
nasiromar 9:cbb9cfb1f6c5 317 break;
nasiromar 10:e18685911e84 318 }
nasiromar 10:e18685911e84 319
nasiromar 10:e18685911e84 320
nasiromar 10:e18685911e84 321 return NO_RESULT;
nasiromar 10:e18685911e84 322
nasiromar 10:e18685911e84 323
nasiromar 10:e18685911e84 324 }
nasiromar 10:e18685911e84 325
nasiromar 10:e18685911e84 326 /**
nasiromar 10:e18685911e84 327 * Entry point for frame drawing. This should be called once per iteration of
nasiromar 10:e18685911e84 328 * the game loop. This draws all tiles on the screen, followed by the status
nasiromar 10:e18685911e84 329 * bars. Unless init is nonzero, this function will optimize drawing by only
nasiromar 10:e18685911e84 330 * drawing tiles that have changed from the previous frame.
nasiromar 10:e18685911e84 331 */
nasiromar 14:7225da81314a 332
nasiromar 14:7225da81314a 333
nasiromar 14:7225da81314a 334
nasiromar 10:e18685911e84 335 void draw_game(int init)
nasiromar 10:e18685911e84 336 {
nasiromar 10:e18685911e84 337 // Draw game border first
nasiromar 10:e18685911e84 338 if(init) draw_border();
nasiromar 10:e18685911e84 339
nasiromar 10:e18685911e84 340 // Iterate over all visible map tiles
nasiromar 10:e18685911e84 341 for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles
nasiromar 10:e18685911e84 342 for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles
nasiromar 10:e18685911e84 343 // Here, we have a given (i,j)
nasiromar 10:e18685911e84 344
nasiromar 10:e18685911e84 345 // Compute the current map (x,y) of this tile
nasiromar 10:e18685911e84 346 int x = i + Player.x;
nasiromar 10:e18685911e84 347 int y = j + Player.y;
nasiromar 9:cbb9cfb1f6c5 348
nasiromar 10:e18685911e84 349 // Compute the previous map (px, py) of this tile
nasiromar 10:e18685911e84 350 int px = i + Player.px;
nasiromar 10:e18685911e84 351 int py = j + Player.py;
nasiromar 10:e18685911e84 352
nasiromar 10:e18685911e84 353 // Compute u,v coordinates for drawing
nasiromar 10:e18685911e84 354 int u = (i+5)*11 + 3;
nasiromar 10:e18685911e84 355 int v = (j+4)*11 + 15;
nasiromar 10:e18685911e84 356
nasiromar 10:e18685911e84 357 // Figure out what to draw
nasiromar 10:e18685911e84 358 DrawFunc draw = NULL;
nasiromar 10:e18685911e84 359 if (init && i == 0 && j == 0) { // Only draw the player on init
nasiromar 10:e18685911e84 360 draw_player(u, v, Player.has_key);
nasiromar 10:e18685911e84 361 continue;
nasiromar 10:e18685911e84 362 } else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map
nasiromar 10:e18685911e84 363 MapItem* curr_item = get_here(x, y);
nasiromar 10:e18685911e84 364 MapItem* prev_item = get_here(px, py);
nasiromar 10:e18685911e84 365 if (init || curr_item != prev_item) { // Only draw if they're different
nasiromar 10:e18685911e84 366 if (curr_item) { // There's something here! Draw it
nasiromar 10:e18685911e84 367 draw = curr_item->draw;
nasiromar 10:e18685911e84 368 } else { // There used to be something, but now there isn't
nasiromar 10:e18685911e84 369 draw = draw_nothing;
nasiromar 10:e18685911e84 370 }
nasiromar 10:e18685911e84 371 }
nasiromar 10:e18685911e84 372 } else if (init) { // If doing a full draw, but we're out of bounds, draw the walls.
nasiromar 10:e18685911e84 373 draw = draw_wall;
nasiromar 9:cbb9cfb1f6c5 374 }
nasiromar 9:cbb9cfb1f6c5 375
nasiromar 10:e18685911e84 376 // Actually draw the tile
nasiromar 10:e18685911e84 377 if (draw) draw(u, v);
nasiromar 10:e18685911e84 378 }
rconnorlawson 0:35660d7952f7 379 }
rconnorlawson 0:35660d7952f7 380
nasiromar 10:e18685911e84 381 // Draw status bars
nasiromar 14:7225da81314a 382 draw_upper_status(Player.x,Player.y,Player.money);
nasiromar 10:e18685911e84 383 draw_lower_status(Player.HP,Player.MP);
nasiromar 10:e18685911e84 384 }
nasiromar 9:cbb9cfb1f6c5 385
nasiromar 9:cbb9cfb1f6c5 386
nasiromar 10:e18685911e84 387 /**
nasiromar 10:e18685911e84 388 * Initialize the main world map. Add walls around the edges, interior chambers,
nasiromar 10:e18685911e84 389 * and plants in the background so you can see motion. Note: using the similar
nasiromar 10:e18685911e84 390 * procedure you can init the secondary map(s).
nasiromar 10:e18685911e84 391 */
nasiromar 10:e18685911e84 392 void init_main_map()
nasiromar 10:e18685911e84 393 {
nasiromar 10:e18685911e84 394 // "Random" plants
nasiromar 10:e18685911e84 395 Map* map = set_active_map(0);
nasiromar 11:6cd02a8539d1 396 for(int i = map_width() + 9; i < map_area(); i += 39) {
nasiromar 10:e18685911e84 397 add_plant(i % map_width(), i / map_width());
nasiromar 10:e18685911e84 398 }
nasiromar 10:e18685911e84 399 pc.printf("plants\r\n");
nasiromar 9:cbb9cfb1f6c5 400
nasiromar 10:e18685911e84 401 pc.printf("Adding walls!\r\n");
nasiromar 10:e18685911e84 402 add_wall(0, 0, HORIZONTAL, map_width());
nasiromar 10:e18685911e84 403 add_wall(0, map_height()-1, HORIZONTAL, map_width());
nasiromar 10:e18685911e84 404 add_wall(0, 0, VERTICAL, map_height());
nasiromar 10:e18685911e84 405 add_wall(map_width()-1, 0, VERTICAL, map_height());
nasiromar 10:e18685911e84 406 pc.printf("Walls done!\r\n");
nasiromar 10:e18685911e84 407
nasiromar 10:e18685911e84 408
nasiromar 10:e18685911e84 409
nasiromar 10:e18685911e84 410 for(int i = 7; i < 13; i++) {
nasiromar 10:e18685911e84 411 for (int j = 23; j <31; j++) {
nasiromar 10:e18685911e84 412 add_kindom(j,i);
nasiromar 9:cbb9cfb1f6c5 413 }
nasiromar 9:cbb9cfb1f6c5 414 }
rconnorlawson 0:35660d7952f7 415
nasiromar 14:7225da81314a 416 add_chest2(20,20);
nasiromar 14:7225da81314a 417 add_chest2(5,8);
nasiromar 14:7225da81314a 418 add_chest2(33,20);
nasiromar 14:7225da81314a 419 add_chest2(14,16);
nasiromar 14:7225da81314a 420 add_chest2(40,15);
nasiromar 10:e18685911e84 421
nasiromar 11:6cd02a8539d1 422 add_npc(9,9);
nasiromar 11:6cd02a8539d1 423
nasiromar 11:6cd02a8539d1 424 add_npc2(30,30);
nasiromar 11:6cd02a8539d1 425
nasiromar 14:7225da81314a 426 add_npc2(10,10);
nasiromar 14:7225da81314a 427
nasiromar 14:7225da81314a 428 add_npc2(20,9);
nasiromar 14:7225da81314a 429
nasiromar 13:798a4dd14c7e 430 add_merch(12,16);
nasiromar 11:6cd02a8539d1 431
nasiromar 14:7225da81314a 432 for(int i = 11; i <= 13; i++){
nasiromar 14:7225da81314a 433 add_store(i,15);
nasiromar 14:7225da81314a 434 }
nasiromar 14:7225da81314a 435
nasiromar 14:7225da81314a 436 add_fire(27,13);
nasiromar 14:7225da81314a 437 add_fire(25,13);
nasiromar 14:7225da81314a 438
nasiromar 10:e18685911e84 439 add_door(26,12);
nasiromar 10:e18685911e84 440
nasiromar 10:e18685911e84 441 add_portal(20,35);
nasiromar 10:e18685911e84 442
nasiromar 10:e18685911e84 443 print_map();
nasiromar 10:e18685911e84 444 }
nasiromar 10:e18685911e84 445
nasiromar 10:e18685911e84 446 /**
nasiromar 10:e18685911e84 447 * Program entry point! This is where it all begins.
nasiromar 10:e18685911e84 448 * This function orchestrates all the parts of the game. Most of your
nasiromar 10:e18685911e84 449 * implementation should be elsewhere - this holds the game loop, and should
nasiromar 10:e18685911e84 450 * read like a road map for the rest of the code.
nasiromar 10:e18685911e84 451 */
nasiromar 10:e18685911e84 452 int main()
nasiromar 10:e18685911e84 453 {
nasiromar 10:e18685911e84 454
nasiromar 10:e18685911e84 455 Player.HP = 100;
nasiromar 10:e18685911e84 456 Player.MP = 100;
nasiromar 10:e18685911e84 457
nasiromar 10:e18685911e84 458 // MapItem* north = get_north(Player.x,Player.y);
rconnorlawson 0:35660d7952f7 459
nasiromar 6:c9695079521d 460
nasiromar 10:e18685911e84 461 // First things first: initialize hardware
nasiromar 10:e18685911e84 462 ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!");
nasiromar 9:cbb9cfb1f6c5 463
nasiromar 10:e18685911e84 464 // Initialize the maps
nasiromar 10:e18685911e84 465 maps_init();
nasiromar 10:e18685911e84 466 init_main_map();
nasiromar 11:6cd02a8539d1 467 init_dung();
nasiromar 11:6cd02a8539d1 468
nasiromar 12:116a4cc85b16 469
nasiromar 10:e18685911e84 470
nasiromar 10:e18685911e84 471 // Initialize game state
nasiromar 10:e18685911e84 472 set_active_map(0);
nasiromar 10:e18685911e84 473 Player.x = Player.y = 5;
nasiromar 14:7225da81314a 474 Player.money = 0;
nasiromar 12:116a4cc85b16 475 Player.spell = NULL;
nasiromar 14:7225da81314a 476
nasiromar 10:e18685911e84 477
nasiromar 10:e18685911e84 478 draw_start();
nasiromar 10:e18685911e84 479
nasiromar 12:116a4cc85b16 480 //wave_file = fopen("/sd/godfather.wav","r");
nasiromar 12:116a4cc85b16 481 //waver.play(wave_file);
nasiromar 12:116a4cc85b16 482 //fclose(wave_file);
nasiromar 10:e18685911e84 483
nasiromar 10:e18685911e84 484 while(1) {
nasiromar 10:e18685911e84 485
nasiromar 10:e18685911e84 486 Timer t;
nasiromar 10:e18685911e84 487 t.start();
nasiromar 10:e18685911e84 488 GameInputs inp = read_inputs();
nasiromar 10:e18685911e84 489 int action = get_action(inp);
nasiromar 10:e18685911e84 490
nasiromar 10:e18685911e84 491
nasiromar 10:e18685911e84 492 if( action == ACTION_BUTTON) {
nasiromar 10:e18685911e84 493
nasiromar 10:e18685911e84 494 break;
nasiromar 9:cbb9cfb1f6c5 495 }
nasiromar 10:e18685911e84 496 t.stop();
nasiromar 10:e18685911e84 497 int dt = t.read_ms();
nasiromar 10:e18685911e84 498 if (dt < 100) wait_ms(100-dt);
nasiromar 9:cbb9cfb1f6c5 499
nasiromar 9:cbb9cfb1f6c5 500 }
nasiromar 9:cbb9cfb1f6c5 501
nasiromar 6:c9695079521d 502
nasiromar 10:e18685911e84 503 // Initial drawing
nasiromar 10:e18685911e84 504 draw_game(true);
nasiromar 10:e18685911e84 505 // Main game loop
nasiromar 10:e18685911e84 506 while(1) {
nasiromar 10:e18685911e84 507 // Timer to measure game update speed
nasiromar 10:e18685911e84 508 Timer t;
nasiromar 10:e18685911e84 509 t.start();
nasiromar 6:c9695079521d 510
nasiromar 10:e18685911e84 511 // Actually do the game update:
nasiromar 10:e18685911e84 512 // 1. Read inputs
nasiromar 10:e18685911e84 513 GameInputs input = read_inputs();
nasiromar 10:e18685911e84 514 // 2. Determine action (get_action)
nasiromar 10:e18685911e84 515 int action = get_action(input);
nasiromar 10:e18685911e84 516 // 3. Update game (update_game)
nasiromar 10:e18685911e84 517 update_game(action);
nasiromar 10:e18685911e84 518 // 3b. Check for game over
nasiromar 14:7225da81314a 519 if(Player.won == 1 || Player.HP <= 0) {
nasiromar 10:e18685911e84 520 draw_gameover();
nasiromar 10:e18685911e84 521 break;
nasiromar 10:e18685911e84 522 }
nasiromar 10:e18685911e84 523 // 4. Draw frame (draw_game)
nasiromar 10:e18685911e84 524 draw_game(true);
nasiromar 9:cbb9cfb1f6c5 525
nasiromar 10:e18685911e84 526 // 5. Frame delay
nasiromar 10:e18685911e84 527 t.stop();
nasiromar 10:e18685911e84 528 int dt = t.read_ms();
nasiromar 10:e18685911e84 529 if (dt < 100) wait_ms(100 - dt);
nasiromar 10:e18685911e84 530 }
nasiromar 10:e18685911e84 531 //
nasiromar 9:cbb9cfb1f6c5 532
nasiromar 9:cbb9cfb1f6c5 533
nasiromar 10:e18685911e84 534 }