Game For ECE 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
nasiromar
Date:
Sat Nov 20 03:37:50 2021 +0000
Revision:
7:862062ffca62
Parent:
6:c9695079521d
Child:
9:cbb9cfb1f6c5
Base Model without game over

Who changed what in which revision?

UserRevisionLine numberNew contents of line
rconnorlawson 0:35660d7952f7 1 #include "graphics.h"
rconnorlawson 0:35660d7952f7 2
rconnorlawson 0:35660d7952f7 3 #include "globals.h"
nasiromar 6:c9695079521d 4 #include "main_char.cpp"
nasiromar 6:c9695079521d 5 #include "chest.cpp"
nasiromar 6:c9695079521d 6 #include "castle.cpp"
nasiromar 6:c9695079521d 7 #include "key.cpp"
nasiromar 6:c9695079521d 8 #include "portal.cpp"
nasiromar 6:c9695079521d 9 #include "tree.cpp"
nasiromar 6:c9695079521d 10 #include "npc.cpp"
nasiromar 7:862062ffca62 11 #include "door.cpp"
nasiromar 7:862062ffca62 12 #include "dragon.cpp"
nasiromar 7:862062ffca62 13 #include "portal2.cpp"
nasiromar 7:862062ffca62 14 #include "kindom.cpp"
nasiromar 7:862062ffca62 15
lballard9 4:37d3935365f8 16 /*
lballard9 4:37d3935365f8 17 In this file put all your graphical functions (don't forget to declare them first
lballard9 4:37d3935365f8 18 in graphics.h). So when you want to draw something use this file. One cool function
lballard9 4:37d3935365f8 19 to look at would be uLCD.blit() there are more like filled_rectangle etc...
lballard9 4:37d3935365f8 20 https://os.mbed.com/users/4180_1/notebook/ulcd-144-g2-128-by-128-color-lcd/
lballard9 4:37d3935365f8 21 This website is a good resource.
lballard9 4:37d3935365f8 22 */
rconnorlawson 0:35660d7952f7 23
rconnorlawson 0:35660d7952f7 24 void draw_player(int u, int v, int key)
rconnorlawson 0:35660d7952f7 25 {
nasiromar 6:c9695079521d 26
nasiromar 6:c9695079521d 27 uLCD.BLIT(u,v,11,11,main_char_arr);
nasiromar 6:c9695079521d 28 //.filled_rectangle(u, v, u+11, v+11, RED);
rconnorlawson 0:35660d7952f7 29 }
rconnorlawson 0:35660d7952f7 30
rconnorlawson 0:35660d7952f7 31 #define YELLOW 0xFFFF00
rconnorlawson 0:35660d7952f7 32 #define BROWN 0xD2691E
rconnorlawson 0:35660d7952f7 33 #define DIRT BROWN
rconnorlawson 0:35660d7952f7 34 void draw_img(int u, int v, const char* img)
rconnorlawson 0:35660d7952f7 35 {
rconnorlawson 0:35660d7952f7 36 int colors[11*11];
rconnorlawson 0:35660d7952f7 37 for (int i = 0; i < 11*11; i++)
rconnorlawson 0:35660d7952f7 38 {
rconnorlawson 0:35660d7952f7 39 if (img[i] == 'R') colors[i] = RED;
rconnorlawson 0:35660d7952f7 40 else if (img[i] == 'Y') colors[i] = YELLOW;
rconnorlawson 0:35660d7952f7 41 else if (img[i] == 'G') colors[i] = GREEN;
rconnorlawson 0:35660d7952f7 42 else if (img[i] == 'D') colors[i] = DIRT;
rconnorlawson 0:35660d7952f7 43 else if (img[i] == '5') colors[i] = LGREY;
rconnorlawson 0:35660d7952f7 44 else if (img[i] == '3') colors[i] = DGREY;
rconnorlawson 0:35660d7952f7 45 else colors[i] = BLACK;
rconnorlawson 0:35660d7952f7 46 }
rconnorlawson 0:35660d7952f7 47 uLCD.BLIT(u, v, 11, 11, colors);
rconnorlawson 0:35660d7952f7 48 wait_us(250); // Recovery time!
rconnorlawson 0:35660d7952f7 49 }
rconnorlawson 0:35660d7952f7 50
nasiromar 7:862062ffca62 51
nasiromar 7:862062ffca62 52 void draw_gameover(){
nasiromar 7:862062ffca62 53 uLCD.filled_rectangle(0,0,127,127, BLACK);
nasiromar 7:862062ffca62 54 uLCD.set_font(FONT_8X8);
nasiromar 7:862062ffca62 55 uLCD.text_mode(OPAQUE);
nasiromar 7:862062ffca62 56 uLCD.locate(6,6);
nasiromar 7:862062ffca62 57 uLCD.printf("GAME OVER");
nasiromar 7:862062ffca62 58 }
nasiromar 7:862062ffca62 59
nasiromar 7:862062ffca62 60
rconnorlawson 0:35660d7952f7 61 void draw_nothing(int u, int v)
rconnorlawson 0:35660d7952f7 62 {
rconnorlawson 0:35660d7952f7 63 // Fill a tile with blackness
rconnorlawson 0:35660d7952f7 64 uLCD.filled_rectangle(u, v, u+10, v+10, BLACK);
rconnorlawson 0:35660d7952f7 65 }
rconnorlawson 0:35660d7952f7 66
rconnorlawson 0:35660d7952f7 67 void draw_wall(int u, int v)
rconnorlawson 0:35660d7952f7 68 {
rconnorlawson 0:35660d7952f7 69 uLCD.filled_rectangle(u, v, u+10, v+10, BROWN);
rconnorlawson 0:35660d7952f7 70 }
rconnorlawson 0:35660d7952f7 71
rconnorlawson 0:35660d7952f7 72 void draw_plant(int u, int v)
rconnorlawson 0:35660d7952f7 73 {
nasiromar 6:c9695079521d 74 uLCD.BLIT(u,v,11,11,tree_arr);
nasiromar 6:c9695079521d 75 }
nasiromar 6:c9695079521d 76
nasiromar 6:c9695079521d 77 void draw_key(int u, int v)
nasiromar 6:c9695079521d 78 {
nasiromar 6:c9695079521d 79 uLCD.BLIT(u,v,11,11,key_arr);
nasiromar 6:c9695079521d 80 }
nasiromar 6:c9695079521d 81
nasiromar 6:c9695079521d 82 void draw_npc(int u, int v)
nasiromar 6:c9695079521d 83 {
nasiromar 6:c9695079521d 84 uLCD.BLIT(u,v,11,11,npc_arr);
nasiromar 6:c9695079521d 85 }
nasiromar 6:c9695079521d 86
nasiromar 6:c9695079521d 87 void draw_portal(int u, int v)
nasiromar 6:c9695079521d 88 {
nasiromar 6:c9695079521d 89 uLCD.BLIT(u,v,11,11,portal_arr);
rconnorlawson 0:35660d7952f7 90 }
rconnorlawson 0:35660d7952f7 91
nasiromar 7:862062ffca62 92 void draw_portal2(int u, int v)
nasiromar 7:862062ffca62 93 {
nasiromar 7:862062ffca62 94 uLCD.BLIT(u,v,11,11,portal2_arr);
nasiromar 7:862062ffca62 95 }
nasiromar 7:862062ffca62 96
nasiromar 6:c9695079521d 97 void draw_castle(int u, int v)
rconnorlawson 0:35660d7952f7 98 {
nasiromar 6:c9695079521d 99 uLCD.BLIT(u,v,11,11,castle_arr);
nasiromar 6:c9695079521d 100 }
nasiromar 6:c9695079521d 101
nasiromar 7:862062ffca62 102 void draw_kindom(int u, int v)
nasiromar 7:862062ffca62 103 {
nasiromar 7:862062ffca62 104 uLCD.BLIT(u,v,11,11,kindom_arr);
nasiromar 7:862062ffca62 105 }
nasiromar 7:862062ffca62 106
nasiromar 7:862062ffca62 107
nasiromar 7:862062ffca62 108 void draw_door(int u, int v){
nasiromar 7:862062ffca62 109 uLCD.BLIT(u,v,11,11,door_arr);
nasiromar 7:862062ffca62 110 }
nasiromar 7:862062ffca62 111
nasiromar 7:862062ffca62 112 void draw_dragon(int u, int v){
nasiromar 7:862062ffca62 113 uLCD.BLIT(u,v,11,11,dragon_arr);
nasiromar 7:862062ffca62 114 }
nasiromar 7:862062ffca62 115
nasiromar 6:c9695079521d 116 void draw_chest(int u, int v){
nasiromar 6:c9695079521d 117 uLCD.BLIT(u,v,11,11,chest);
nasiromar 6:c9695079521d 118 }
nasiromar 6:c9695079521d 119
nasiromar 7:862062ffca62 120
nasiromar 6:c9695079521d 121 void draw_upper_status(int player_x, int player_y)
nasiromar 6:c9695079521d 122 {
nasiromar 6:c9695079521d 123 uLCD.locate(0,0);
nasiromar 6:c9695079521d 124 uLCD.text_width(1);
nasiromar 6:c9695079521d 125 uLCD.text_height(1);
nasiromar 6:c9695079521d 126 uLCD.color(GREEN);
nasiromar 6:c9695079521d 127 uLCD.printf("X: [%2i] Y: [%2i]",player_x,player_y);
nasiromar 6:c9695079521d 128
rconnorlawson 0:35660d7952f7 129 // Draw bottom border of status bar
rconnorlawson 0:35660d7952f7 130
rconnorlawson 0:35660d7952f7 131 // Add other status info drawing code here
rconnorlawson 0:35660d7952f7 132 }
rconnorlawson 0:35660d7952f7 133
nasiromar 6:c9695079521d 134 void draw_lower_status(int hp, int mp)
nasiromar 6:c9695079521d 135 {
rconnorlawson 0:35660d7952f7 136 // Draw top border of status bar
nasiromar 6:c9695079521d 137 uLCD.locate(0,15);
nasiromar 6:c9695079521d 138 uLCD.text_width(1);
nasiromar 6:c9695079521d 139 uLCD.text_height(1);
nasiromar 6:c9695079521d 140 uLCD.color(GREEN);
nasiromar 6:c9695079521d 141 uLCD.printf("HP: %3i MP: %3i",hp,mp);
rconnorlawson 0:35660d7952f7 142
rconnorlawson 0:35660d7952f7 143 // Add other status info drawing code here
rconnorlawson 0:35660d7952f7 144 }
rconnorlawson 0:35660d7952f7 145
rconnorlawson 0:35660d7952f7 146 void draw_border()
rconnorlawson 0:35660d7952f7 147 {
rconnorlawson 0:35660d7952f7 148 uLCD.filled_rectangle(0, 9, 127, 14, WHITE); // Top
rconnorlawson 0:35660d7952f7 149 uLCD.filled_rectangle(0, 13, 2, 114, WHITE); // Left
rconnorlawson 0:35660d7952f7 150 uLCD.filled_rectangle(0, 114, 127, 117, WHITE); // Bottom
rconnorlawson 0:35660d7952f7 151 uLCD.filled_rectangle(124, 14, 127, 117, WHITE); // Right
rconnorlawson 0:35660d7952f7 152 }
rconnorlawson 0:35660d7952f7 153
nasiromar 6:c9695079521d 154
nasiromar 6:c9695079521d 155