Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
main.cpp@7:862062ffca62, 2021-11-20 (annotated)
- Committer:
- nasiromar
- Date:
- Sat Nov 20 03:37:50 2021 +0000
- Revision:
- 7:862062ffca62
- Parent:
- 6:c9695079521d
- Child:
- 8:fcc333a8f9e1
Base Model without game over
Who changed what in which revision?
User | Revision | Line number | New 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" |
rconnorlawson | 0:35660d7952f7 | 9 | |
rconnorlawson | 0:35660d7952f7 | 10 | // Functions in this file |
rconnorlawson | 0:35660d7952f7 | 11 | int get_action (GameInputs inputs); |
rconnorlawson | 0:35660d7952f7 | 12 | int update_game (int action); |
rconnorlawson | 0:35660d7952f7 | 13 | void draw_game (int init); |
rconnorlawson | 0:35660d7952f7 | 14 | void init_main_map (); |
rconnorlawson | 0:35660d7952f7 | 15 | int main (); |
rconnorlawson | 0:35660d7952f7 | 16 | |
rconnorlawson | 0:35660d7952f7 | 17 | /** |
rconnorlawson | 0:35660d7952f7 | 18 | * The main game state. Must include Player locations and previous locations for |
rconnorlawson | 0:35660d7952f7 | 19 | * drawing to work properly. Other items can be added as needed. |
rconnorlawson | 0:35660d7952f7 | 20 | */ |
rconnorlawson | 0:35660d7952f7 | 21 | struct { |
rconnorlawson | 0:35660d7952f7 | 22 | int x,y; // Current locations |
rconnorlawson | 0:35660d7952f7 | 23 | int px, py; // Previous locations |
rconnorlawson | 0:35660d7952f7 | 24 | int has_key; |
nasiromar | 6:c9695079521d | 25 | int spell; |
nasiromar | 6:c9695079521d | 26 | int god; |
rashidi1saeed | 2:1ca97843a334 | 27 | // You can add other properties for the player here |
rconnorlawson | 0:35660d7952f7 | 28 | } Player; |
rconnorlawson | 0:35660d7952f7 | 29 | |
rconnorlawson | 0:35660d7952f7 | 30 | /** |
rconnorlawson | 0:35660d7952f7 | 31 | * Given the game inputs, determine what kind of update needs to happen. |
rconnorlawson | 0:35660d7952f7 | 32 | * Possbile return values are defined below. |
rconnorlawson | 0:35660d7952f7 | 33 | */ |
rconnorlawson | 0:35660d7952f7 | 34 | #define NO_ACTION 0 |
rconnorlawson | 0:35660d7952f7 | 35 | #define ACTION_BUTTON 1 |
rconnorlawson | 0:35660d7952f7 | 36 | #define MENU_BUTTON 2 |
rconnorlawson | 0:35660d7952f7 | 37 | #define GO_LEFT 3 |
rconnorlawson | 0:35660d7952f7 | 38 | #define GO_RIGHT 4 |
rconnorlawson | 0:35660d7952f7 | 39 | #define GO_UP 5 |
rconnorlawson | 0:35660d7952f7 | 40 | #define GO_DOWN 6 |
nasiromar | 6:c9695079521d | 41 | #define GOD_MODE 7 |
nasiromar | 6:c9695079521d | 42 | |
nasiromar | 6:c9695079521d | 43 | #define TILT .25 |
rconnorlawson | 0:35660d7952f7 | 44 | int get_action(GameInputs inputs) |
rconnorlawson | 0:35660d7952f7 | 45 | { |
nasiromar | 6:c9695079521d | 46 | |
nasiromar | 6:c9695079521d | 47 | if(inputs.ay > TILT) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 48 | return GO_UP; |
nasiromar | 6:c9695079521d | 49 | } |
nasiromar | 6:c9695079521d | 50 | if(inputs.ay < TILT *-1) { //Go in south direction if it is not blocked |
nasiromar | 6:c9695079521d | 51 | return GO_DOWN; |
nasiromar | 6:c9695079521d | 52 | } |
nasiromar | 6:c9695079521d | 53 | if(inputs.ax > TILT) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 54 | return GO_RIGHT; |
nasiromar | 6:c9695079521d | 55 | } |
nasiromar | 6:c9695079521d | 56 | if(inputs.ax < TILT *-1) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 57 | return GO_LEFT; |
nasiromar | 6:c9695079521d | 58 | } |
nasiromar | 6:c9695079521d | 59 | if(!inputs.b1) { |
nasiromar | 6:c9695079521d | 60 | wait(.5); |
nasiromar | 6:c9695079521d | 61 | return ACTION_BUTTON; |
nasiromar | 6:c9695079521d | 62 | } |
nasiromar | 6:c9695079521d | 63 | if(!inputs.b2) { |
nasiromar | 6:c9695079521d | 64 | wait(.5); |
nasiromar | 6:c9695079521d | 65 | return MENU_BUTTON; |
nasiromar | 6:c9695079521d | 66 | } |
nasiromar | 6:c9695079521d | 67 | if (!inputs.b3) { |
nasiromar | 6:c9695079521d | 68 | wait(.5); |
nasiromar | 6:c9695079521d | 69 | return GOD_MODE; |
nasiromar | 6:c9695079521d | 70 | } else { |
nasiromar | 6:c9695079521d | 71 | return NO_ACTION; |
nasiromar | 6:c9695079521d | 72 | } |
rconnorlawson | 0:35660d7952f7 | 73 | } |
rconnorlawson | 0:35660d7952f7 | 74 | |
nasiromar | 6:c9695079521d | 75 | |
rconnorlawson | 0:35660d7952f7 | 76 | /** |
rconnorlawson | 0:35660d7952f7 | 77 | * Update the game state based on the user action. For example, if the user |
rconnorlawson | 0:35660d7952f7 | 78 | * requests GO_UP, then this function should determine if that is possible by |
rconnorlawson | 0:35660d7952f7 | 79 | * consulting the map, and update the Player position accordingly. |
nasiromar | 6:c9695079521d | 80 | * |
rconnorlawson | 0:35660d7952f7 | 81 | * Return values are defined below. FULL_DRAW indicates that for this frame, |
rconnorlawson | 0:35660d7952f7 | 82 | * draw_game should not optimize drawing and should draw every tile, even if |
rconnorlawson | 0:35660d7952f7 | 83 | * the player has not moved. |
rconnorlawson | 0:35660d7952f7 | 84 | */ |
nasiromar | 6:c9695079521d | 85 | // Gmae Life and Magic Points |
nasiromar | 6:c9695079521d | 86 | #define HP 100 |
nasiromar | 6:c9695079521d | 87 | #define MP 100 |
nasiromar | 6:c9695079521d | 88 | |
nasiromar | 6:c9695079521d | 89 | |
nasiromar | 6:c9695079521d | 90 | |
rconnorlawson | 0:35660d7952f7 | 91 | #define NO_RESULT 0 |
rconnorlawson | 0:35660d7952f7 | 92 | #define GAME_OVER 1 |
rconnorlawson | 0:35660d7952f7 | 93 | #define FULL_DRAW 2 |
rconnorlawson | 0:35660d7952f7 | 94 | int update_game(int action) |
rconnorlawson | 0:35660d7952f7 | 95 | { |
rconnorlawson | 0:35660d7952f7 | 96 | // Save player previous location before updating |
rconnorlawson | 0:35660d7952f7 | 97 | Player.px = Player.x; |
rconnorlawson | 0:35660d7952f7 | 98 | Player.py = Player.y; |
nasiromar | 6:c9695079521d | 99 | |
nasiromar | 6:c9695079521d | 100 | |
nasiromar | 6:c9695079521d | 101 | |
rconnorlawson | 0:35660d7952f7 | 102 | // Do different things based on the each action. |
rconnorlawson | 0:35660d7952f7 | 103 | // You can define functions like "go_up()" that get called for each case. |
nasiromar | 6:c9695079521d | 104 | |
nasiromar | 6:c9695079521d | 105 | // Need to check if Claue has changed as well if whats in front of me is able to be walked into |
nasiromar | 6:c9695079521d | 106 | switch(action) { |
nasiromar | 6:c9695079521d | 107 | case GO_UP: { |
nasiromar | 6:c9695079521d | 108 | MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 109 | if (north->walkable && north == NULL || north->type == (PORTAL || PLANT) && Player.y != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 110 | Player.y--; |
nasiromar | 6:c9695079521d | 111 | } |
nasiromar | 6:c9695079521d | 112 | break; |
nasiromar | 6:c9695079521d | 113 | } |
nasiromar | 6:c9695079521d | 114 | case GO_RIGHT: { |
nasiromar | 6:c9695079521d | 115 | MapItem* east = get_east(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 116 | if (east->walkable && east == NULL || east->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 117 | Player.x++; |
nasiromar | 6:c9695079521d | 118 | } |
nasiromar | 6:c9695079521d | 119 | break; |
nasiromar | 6:c9695079521d | 120 | } |
nasiromar | 6:c9695079521d | 121 | case GO_DOWN: { |
nasiromar | 6:c9695079521d | 122 | MapItem* south = get_south(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 123 | if (south->walkable && south == NULL || south->type ==(PORTAL || PLANT) && Player.y != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 124 | Player.y++; |
nasiromar | 6:c9695079521d | 125 | } |
nasiromar | 6:c9695079521d | 126 | break; |
nasiromar | 6:c9695079521d | 127 | } |
nasiromar | 6:c9695079521d | 128 | case GO_LEFT: { |
nasiromar | 6:c9695079521d | 129 | MapItem* west = get_west(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 130 | if (west->walkable && west == NULL || west->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 131 | Player.x--; |
nasiromar | 6:c9695079521d | 132 | } |
nasiromar | 6:c9695079521d | 133 | break; |
nasiromar | 6:c9695079521d | 134 | } |
nasiromar | 6:c9695079521d | 135 | case ACTION_BUTTON: { |
nasiromar | 6:c9695079521d | 136 | MapItem* west = get_west(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 137 | MapItem* south = get_south(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 138 | MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 139 | MapItem* east = get_east(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 140 | MapItem* curr = get_here(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 141 | |
nasiromar | 7:862062ffca62 | 142 | if((east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC)&& Player.has_key == 1){ |
nasiromar | 7:862062ffca62 | 143 | npc_speech2(); |
nasiromar | 7:862062ffca62 | 144 | } |
nasiromar | 7:862062ffca62 | 145 | |
nasiromar | 7:862062ffca62 | 146 | if(east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC){ |
nasiromar | 6:c9695079521d | 147 | npc_speech1(); |
nasiromar | 6:c9695079521d | 148 | } |
nasiromar | 6:c9695079521d | 149 | |
nasiromar | 7:862062ffca62 | 150 | if(north->type == PORTAL||south->type == PORTAL||east->type == PORTAL||west->type == PORTAL){ |
nasiromar | 7:862062ffca62 | 151 | init_dung(); |
nasiromar | 7:862062ffca62 | 152 | Player.x = Player.y = 7; |
nasiromar | 7:862062ffca62 | 153 | } |
nasiromar | 7:862062ffca62 | 154 | |
nasiromar | 7:862062ffca62 | 155 | if((north->type == DRAGON||south->type == DRAGON||east->type == DRAGON||west->type == DRAGON )&& Player.spell == WATER){ |
nasiromar | 7:862062ffca62 | 156 | slay_dragon(); |
nasiromar | 7:862062ffca62 | 157 | Player.has_key = 1; |
nasiromar | 7:862062ffca62 | 158 | } |
nasiromar | 7:862062ffca62 | 159 | |
nasiromar | 7:862062ffca62 | 160 | if(north->type == PORTAl||south->type == PORTAl||east->type == PORTAl||west->type == PORTAl){ |
nasiromar | 7:862062ffca62 | 161 | init_main_map(); |
nasiromar | 7:862062ffca62 | 162 | } |
nasiromar | 7:862062ffca62 | 163 | |
nasiromar | 6:c9695079521d | 164 | } |
nasiromar | 6:c9695079521d | 165 | break; |
nasiromar | 6:c9695079521d | 166 | case MENU_BUTTON: { |
nasiromar | 6:c9695079521d | 167 | init_spells(); |
nasiromar | 6:c9695079521d | 168 | Player.spell = spell(); |
nasiromar | 6:c9695079521d | 169 | } |
nasiromar | 6:c9695079521d | 170 | break; |
nasiromar | 6:c9695079521d | 171 | case GOD_MODE: { |
nasiromar | 6:c9695079521d | 172 | |
nasiromar | 6:c9695079521d | 173 | Player.god = !Player.god; |
nasiromar | 6:c9695079521d | 174 | } |
nasiromar | 6:c9695079521d | 175 | break; |
nasiromar | 6:c9695079521d | 176 | |
nasiromar | 6:c9695079521d | 177 | default: |
nasiromar | 6:c9695079521d | 178 | |
nasiromar | 6:c9695079521d | 179 | break; |
rconnorlawson | 0:35660d7952f7 | 180 | } |
rconnorlawson | 0:35660d7952f7 | 181 | return NO_RESULT; |
rconnorlawson | 0:35660d7952f7 | 182 | } |
rconnorlawson | 0:35660d7952f7 | 183 | |
rconnorlawson | 0:35660d7952f7 | 184 | /** |
rconnorlawson | 0:35660d7952f7 | 185 | * Entry point for frame drawing. This should be called once per iteration of |
nasiromar | 6:c9695079521d | 186 | * the game loop. This draws all tiles on the screen, followed by the status |
nasiromar | 6:c9695079521d | 187 | * bars. Unless init is nonzero, this function will optimize drawing by only |
rconnorlawson | 0:35660d7952f7 | 188 | * drawing tiles that have changed from the previous frame. |
rconnorlawson | 0:35660d7952f7 | 189 | */ |
rconnorlawson | 0:35660d7952f7 | 190 | void draw_game(int init) |
rconnorlawson | 0:35660d7952f7 | 191 | { |
rconnorlawson | 0:35660d7952f7 | 192 | // Draw game border first |
rconnorlawson | 0:35660d7952f7 | 193 | if(init) draw_border(); |
nasiromar | 6:c9695079521d | 194 | |
rconnorlawson | 0:35660d7952f7 | 195 | // Iterate over all visible map tiles |
nasiromar | 6:c9695079521d | 196 | for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles |
nasiromar | 6:c9695079521d | 197 | for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles |
rconnorlawson | 0:35660d7952f7 | 198 | // Here, we have a given (i,j) |
nasiromar | 6:c9695079521d | 199 | |
rconnorlawson | 0:35660d7952f7 | 200 | // Compute the current map (x,y) of this tile |
rconnorlawson | 0:35660d7952f7 | 201 | int x = i + Player.x; |
rconnorlawson | 0:35660d7952f7 | 202 | int y = j + Player.y; |
nasiromar | 6:c9695079521d | 203 | |
rconnorlawson | 0:35660d7952f7 | 204 | // Compute the previous map (px, py) of this tile |
rconnorlawson | 0:35660d7952f7 | 205 | int px = i + Player.px; |
rconnorlawson | 0:35660d7952f7 | 206 | int py = j + Player.py; |
nasiromar | 6:c9695079521d | 207 | |
rconnorlawson | 0:35660d7952f7 | 208 | // Compute u,v coordinates for drawing |
rconnorlawson | 0:35660d7952f7 | 209 | int u = (i+5)*11 + 3; |
rconnorlawson | 0:35660d7952f7 | 210 | int v = (j+4)*11 + 15; |
nasiromar | 6:c9695079521d | 211 | |
rconnorlawson | 0:35660d7952f7 | 212 | // Figure out what to draw |
rconnorlawson | 0:35660d7952f7 | 213 | DrawFunc draw = NULL; |
nasiromar | 6:c9695079521d | 214 | if (init && i == 0 && j == 0) { // Only draw the player on init |
rconnorlawson | 0:35660d7952f7 | 215 | draw_player(u, v, Player.has_key); |
rconnorlawson | 0:35660d7952f7 | 216 | continue; |
nasiromar | 6:c9695079521d | 217 | } else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map |
rconnorlawson | 0:35660d7952f7 | 218 | MapItem* curr_item = get_here(x, y); |
rconnorlawson | 0:35660d7952f7 | 219 | MapItem* prev_item = get_here(px, py); |
nasiromar | 6:c9695079521d | 220 | if (init || curr_item != prev_item) { // Only draw if they're different |
nasiromar | 6:c9695079521d | 221 | if (curr_item) { // There's something here! Draw it |
rconnorlawson | 0:35660d7952f7 | 222 | draw = curr_item->draw; |
nasiromar | 6:c9695079521d | 223 | } else { // There used to be something, but now there isn't |
rconnorlawson | 0:35660d7952f7 | 224 | draw = draw_nothing; |
rconnorlawson | 0:35660d7952f7 | 225 | } |
rconnorlawson | 0:35660d7952f7 | 226 | } |
nasiromar | 6:c9695079521d | 227 | } else if (init) { // If doing a full draw, but we're out of bounds, draw the walls. |
rconnorlawson | 0:35660d7952f7 | 228 | draw = draw_wall; |
rconnorlawson | 0:35660d7952f7 | 229 | } |
rconnorlawson | 0:35660d7952f7 | 230 | |
rconnorlawson | 0:35660d7952f7 | 231 | // Actually draw the tile |
rconnorlawson | 0:35660d7952f7 | 232 | if (draw) draw(u, v); |
rconnorlawson | 0:35660d7952f7 | 233 | } |
rconnorlawson | 0:35660d7952f7 | 234 | } |
rconnorlawson | 0:35660d7952f7 | 235 | |
nasiromar | 6:c9695079521d | 236 | // Draw status bars |
nasiromar | 6:c9695079521d | 237 | draw_upper_status(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 238 | draw_lower_status(HP,MP); |
rconnorlawson | 0:35660d7952f7 | 239 | } |
rconnorlawson | 0:35660d7952f7 | 240 | |
rconnorlawson | 0:35660d7952f7 | 241 | |
rconnorlawson | 0:35660d7952f7 | 242 | /** |
rconnorlawson | 0:35660d7952f7 | 243 | * Initialize the main world map. Add walls around the edges, interior chambers, |
rashidi1saeed | 2:1ca97843a334 | 244 | * and plants in the background so you can see motion. Note: using the similar |
rashidi1saeed | 3:e4690ad5a4d2 | 245 | * procedure you can init the secondary map(s). |
rconnorlawson | 0:35660d7952f7 | 246 | */ |
rconnorlawson | 0:35660d7952f7 | 247 | void init_main_map() |
rconnorlawson | 0:35660d7952f7 | 248 | { |
rconnorlawson | 0:35660d7952f7 | 249 | // "Random" plants |
rconnorlawson | 0:35660d7952f7 | 250 | Map* map = set_active_map(0); |
nasiromar | 6:c9695079521d | 251 | for(int i = map_width() + 3; i < map_area(); i += 39) { |
rconnorlawson | 0:35660d7952f7 | 252 | add_plant(i % map_width(), i / map_width()); |
rconnorlawson | 0:35660d7952f7 | 253 | } |
rconnorlawson | 0:35660d7952f7 | 254 | pc.printf("plants\r\n"); |
nasiromar | 6:c9695079521d | 255 | |
rconnorlawson | 0:35660d7952f7 | 256 | pc.printf("Adding walls!\r\n"); |
rconnorlawson | 0:35660d7952f7 | 257 | add_wall(0, 0, HORIZONTAL, map_width()); |
rconnorlawson | 0:35660d7952f7 | 258 | add_wall(0, map_height()-1, HORIZONTAL, map_width()); |
rconnorlawson | 0:35660d7952f7 | 259 | add_wall(0, 0, VERTICAL, map_height()); |
rconnorlawson | 0:35660d7952f7 | 260 | add_wall(map_width()-1, 0, VERTICAL, map_height()); |
rconnorlawson | 0:35660d7952f7 | 261 | pc.printf("Walls done!\r\n"); |
nasiromar | 7:862062ffca62 | 262 | |
nasiromar | 7:862062ffca62 | 263 | |
nasiromar | 7:862062ffca62 | 264 | |
nasiromar | 7:862062ffca62 | 265 | for(int i = 7; i < 13;i++) |
nasiromar | 7:862062ffca62 | 266 | { |
nasiromar | 7:862062ffca62 | 267 | for (int j = 23; j <31;j++) |
nasiromar | 7:862062ffca62 | 268 | { |
nasiromar | 7:862062ffca62 | 269 | add_kindom(j,i); |
nasiromar | 7:862062ffca62 | 270 | } |
nasiromar | 7:862062ffca62 | 271 | } |
nasiromar | 7:862062ffca62 | 272 | |
nasiromar | 6:c9695079521d | 273 | add_npc(9,9); |
nasiromar | 6:c9695079521d | 274 | |
nasiromar | 7:862062ffca62 | 275 | //add_chest(10,10); |
nasiromar | 6:c9695079521d | 276 | |
nasiromar | 7:862062ffca62 | 277 | add_door(26,12); |
nasiromar | 7:862062ffca62 | 278 | |
nasiromar | 7:862062ffca62 | 279 | add_portal(20,35); |
nasiromar | 6:c9695079521d | 280 | |
rconnorlawson | 0:35660d7952f7 | 281 | print_map(); |
rconnorlawson | 0:35660d7952f7 | 282 | } |
rconnorlawson | 0:35660d7952f7 | 283 | |
nasiromar | 6:c9695079521d | 284 | |
rconnorlawson | 0:35660d7952f7 | 285 | /** |
rconnorlawson | 0:35660d7952f7 | 286 | * Program entry point! This is where it all begins. |
rconnorlawson | 0:35660d7952f7 | 287 | * This function orchestrates all the parts of the game. Most of your |
rconnorlawson | 0:35660d7952f7 | 288 | * implementation should be elsewhere - this holds the game loop, and should |
rconnorlawson | 0:35660d7952f7 | 289 | * read like a road map for the rest of the code. |
rconnorlawson | 0:35660d7952f7 | 290 | */ |
rconnorlawson | 0:35660d7952f7 | 291 | int main() |
rconnorlawson | 0:35660d7952f7 | 292 | { |
nasiromar | 7:862062ffca62 | 293 | |
nasiromar | 7:862062ffca62 | 294 | |
nasiromar | 7:862062ffca62 | 295 | // MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 7:862062ffca62 | 296 | |
nasiromar | 7:862062ffca62 | 297 | |
rconnorlawson | 0:35660d7952f7 | 298 | // First things first: initialize hardware |
rconnorlawson | 0:35660d7952f7 | 299 | ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!"); |
nasiromar | 6:c9695079521d | 300 | |
rconnorlawson | 0:35660d7952f7 | 301 | // Initialize the maps |
rconnorlawson | 0:35660d7952f7 | 302 | maps_init(); |
rconnorlawson | 0:35660d7952f7 | 303 | init_main_map(); |
nasiromar | 6:c9695079521d | 304 | |
rconnorlawson | 0:35660d7952f7 | 305 | // Initialize game state |
rconnorlawson | 0:35660d7952f7 | 306 | set_active_map(0); |
rconnorlawson | 0:35660d7952f7 | 307 | Player.x = Player.y = 5; |
rconnorlawson | 0:35660d7952f7 | 308 | |
rconnorlawson | 0:35660d7952f7 | 309 | // Initial drawing |
rconnorlawson | 0:35660d7952f7 | 310 | draw_game(true); |
rconnorlawson | 0:35660d7952f7 | 311 | // Main game loop |
nasiromar | 6:c9695079521d | 312 | while(1) { |
rconnorlawson | 0:35660d7952f7 | 313 | // Timer to measure game update speed |
nasiromar | 6:c9695079521d | 314 | Timer t; |
nasiromar | 6:c9695079521d | 315 | t.start(); |
nasiromar | 6:c9695079521d | 316 | |
lballard9 | 5:2f34484325bc | 317 | // Actually do the game update: |
nasiromar | 6:c9695079521d | 318 | // 1. Read inputs |
nasiromar | 6:c9695079521d | 319 | GameInputs input = read_inputs(); |
nasiromar | 6:c9695079521d | 320 | // 2. Determine action (get_action) |
nasiromar | 6:c9695079521d | 321 | int action = get_action(input); |
rconnorlawson | 0:35660d7952f7 | 322 | // 3. Update game (update_game) |
nasiromar | 6:c9695079521d | 323 | update_game(action); |
rconnorlawson | 0:35660d7952f7 | 324 | // 3b. Check for game over |
rconnorlawson | 0:35660d7952f7 | 325 | // 4. Draw frame (draw_game) |
lballard9 | 5:2f34484325bc | 326 | draw_game(true); |
nasiromar | 6:c9695079521d | 327 | |
rconnorlawson | 0:35660d7952f7 | 328 | // 5. Frame delay |
rconnorlawson | 0:35660d7952f7 | 329 | t.stop(); |
rconnorlawson | 0:35660d7952f7 | 330 | int dt = t.read_ms(); |
rconnorlawson | 0:35660d7952f7 | 331 | if (dt < 100) wait_ms(100 - dt); |
rconnorlawson | 0:35660d7952f7 | 332 | } |
nasiromar | 6:c9695079521d | 333 | // |
nasiromar | 7:862062ffca62 | 334 | |
nasiromar | 6:c9695079521d | 335 | |
rconnorlawson | 0:35660d7952f7 | 336 | } |