Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
main.cpp@9:cbb9cfb1f6c5, 2021-11-30 (annotated)
- Committer:
- nasiromar
- Date:
- Tue Nov 30 00:48:48 2021 +0000
- Revision:
- 9:cbb9cfb1f6c5
- Parent:
- 8:fcc333a8f9e1
- Child:
- 10:e18685911e84
Sound Working;
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" |
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 | 9:cbb9cfb1f6c5 | 18 | |
nasiromar | 9:cbb9cfb1f6c5 | 19 | FILE *wave_file; |
nasiromar | 9:cbb9cfb1f6c5 | 20 | |
rconnorlawson | 0:35660d7952f7 | 21 | /** |
rconnorlawson | 0:35660d7952f7 | 22 | * The main game state. Must include Player locations and previous locations for |
rconnorlawson | 0:35660d7952f7 | 23 | * drawing to work properly. Other items can be added as needed. |
rconnorlawson | 0:35660d7952f7 | 24 | */ |
rconnorlawson | 0:35660d7952f7 | 25 | struct { |
rconnorlawson | 0:35660d7952f7 | 26 | int x,y; // Current locations |
rconnorlawson | 0:35660d7952f7 | 27 | int px, py; // Previous locations |
rconnorlawson | 0:35660d7952f7 | 28 | int has_key; |
nasiromar | 6:c9695079521d | 29 | int spell; |
nasiromar | 6:c9695079521d | 30 | int god; |
nasiromar | 8:fcc333a8f9e1 | 31 | int won; |
nasiromar | 9:cbb9cfb1f6c5 | 32 | int HP,MP; |
rashidi1saeed | 2:1ca97843a334 | 33 | // You can add other properties for the player here |
rconnorlawson | 0:35660d7952f7 | 34 | } Player; |
rconnorlawson | 0:35660d7952f7 | 35 | |
nasiromar | 9:cbb9cfb1f6c5 | 36 | |
nasiromar | 9:cbb9cfb1f6c5 | 37 | |
rconnorlawson | 0:35660d7952f7 | 38 | /** |
rconnorlawson | 0:35660d7952f7 | 39 | * Given the game inputs, determine what kind of update needs to happen. |
rconnorlawson | 0:35660d7952f7 | 40 | * Possbile return values are defined below. |
rconnorlawson | 0:35660d7952f7 | 41 | */ |
rconnorlawson | 0:35660d7952f7 | 42 | #define NO_ACTION 0 |
rconnorlawson | 0:35660d7952f7 | 43 | #define ACTION_BUTTON 1 |
rconnorlawson | 0:35660d7952f7 | 44 | #define MENU_BUTTON 2 |
rconnorlawson | 0:35660d7952f7 | 45 | #define GO_LEFT 3 |
rconnorlawson | 0:35660d7952f7 | 46 | #define GO_RIGHT 4 |
rconnorlawson | 0:35660d7952f7 | 47 | #define GO_UP 5 |
rconnorlawson | 0:35660d7952f7 | 48 | #define GO_DOWN 6 |
nasiromar | 6:c9695079521d | 49 | #define GOD_MODE 7 |
nasiromar | 6:c9695079521d | 50 | |
nasiromar | 6:c9695079521d | 51 | #define TILT .25 |
rconnorlawson | 0:35660d7952f7 | 52 | int get_action(GameInputs inputs) |
rconnorlawson | 0:35660d7952f7 | 53 | { |
nasiromar | 6:c9695079521d | 54 | |
nasiromar | 6:c9695079521d | 55 | if(inputs.ay > TILT) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 56 | return GO_UP; |
nasiromar | 6:c9695079521d | 57 | } |
nasiromar | 6:c9695079521d | 58 | if(inputs.ay < TILT *-1) { //Go in south direction if it is not blocked |
nasiromar | 6:c9695079521d | 59 | return GO_DOWN; |
nasiromar | 6:c9695079521d | 60 | } |
nasiromar | 6:c9695079521d | 61 | if(inputs.ax > TILT) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 62 | return GO_RIGHT; |
nasiromar | 6:c9695079521d | 63 | } |
nasiromar | 6:c9695079521d | 64 | if(inputs.ax < TILT *-1) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 65 | return GO_LEFT; |
nasiromar | 6:c9695079521d | 66 | } |
nasiromar | 6:c9695079521d | 67 | if(!inputs.b1) { |
nasiromar | 6:c9695079521d | 68 | wait(.5); |
nasiromar | 6:c9695079521d | 69 | return ACTION_BUTTON; |
nasiromar | 6:c9695079521d | 70 | } |
nasiromar | 6:c9695079521d | 71 | if(!inputs.b2) { |
nasiromar | 6:c9695079521d | 72 | wait(.5); |
nasiromar | 6:c9695079521d | 73 | return MENU_BUTTON; |
nasiromar | 6:c9695079521d | 74 | } |
nasiromar | 6:c9695079521d | 75 | if (!inputs.b3) { |
nasiromar | 6:c9695079521d | 76 | wait(.5); |
nasiromar | 6:c9695079521d | 77 | return GOD_MODE; |
nasiromar | 6:c9695079521d | 78 | } else { |
nasiromar | 6:c9695079521d | 79 | return NO_ACTION; |
nasiromar | 6:c9695079521d | 80 | } |
rconnorlawson | 0:35660d7952f7 | 81 | } |
rconnorlawson | 0:35660d7952f7 | 82 | |
nasiromar | 6:c9695079521d | 83 | |
rconnorlawson | 0:35660d7952f7 | 84 | /** |
rconnorlawson | 0:35660d7952f7 | 85 | * Update the game state based on the user action. For example, if the user |
rconnorlawson | 0:35660d7952f7 | 86 | * requests GO_UP, then this function should determine if that is possible by |
rconnorlawson | 0:35660d7952f7 | 87 | * consulting the map, and update the Player position accordingly. |
nasiromar | 6:c9695079521d | 88 | * |
rconnorlawson | 0:35660d7952f7 | 89 | * Return values are defined below. FULL_DRAW indicates that for this frame, |
rconnorlawson | 0:35660d7952f7 | 90 | * draw_game should not optimize drawing and should draw every tile, even if |
rconnorlawson | 0:35660d7952f7 | 91 | * the player has not moved. |
rconnorlawson | 0:35660d7952f7 | 92 | */ |
nasiromar | 9:cbb9cfb1f6c5 | 93 | // Game Life and Magic Points |
nasiromar | 6:c9695079521d | 94 | |
nasiromar | 6:c9695079521d | 95 | |
nasiromar | 6:c9695079521d | 96 | |
rconnorlawson | 0:35660d7952f7 | 97 | #define NO_RESULT 0 |
rconnorlawson | 0:35660d7952f7 | 98 | #define GAME_OVER 1 |
rconnorlawson | 0:35660d7952f7 | 99 | #define FULL_DRAW 2 |
rconnorlawson | 0:35660d7952f7 | 100 | int update_game(int action) |
rconnorlawson | 0:35660d7952f7 | 101 | { |
rconnorlawson | 0:35660d7952f7 | 102 | // Save player previous location before updating |
rconnorlawson | 0:35660d7952f7 | 103 | Player.px = Player.x; |
rconnorlawson | 0:35660d7952f7 | 104 | Player.py = Player.y; |
nasiromar | 9:cbb9cfb1f6c5 | 105 | |
nasiromar | 9:cbb9cfb1f6c5 | 106 | |
nasiromar | 6:c9695079521d | 107 | |
nasiromar | 6:c9695079521d | 108 | |
rconnorlawson | 0:35660d7952f7 | 109 | // Do different things based on the each action. |
rconnorlawson | 0:35660d7952f7 | 110 | // You can define functions like "go_up()" that get called for each case. |
nasiromar | 6:c9695079521d | 111 | |
nasiromar | 6:c9695079521d | 112 | // Need to check if Claue has changed as well if whats in front of me is able to be walked into |
nasiromar | 6:c9695079521d | 113 | switch(action) { |
nasiromar | 6:c9695079521d | 114 | case GO_UP: { |
nasiromar | 6:c9695079521d | 115 | MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 116 | if (north->walkable && north == NULL || north->type == (PORTAL || PLANT) && Player.y != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 117 | Player.y--; |
nasiromar | 9:cbb9cfb1f6c5 | 118 | |
nasiromar | 6:c9695079521d | 119 | } |
nasiromar | 6:c9695079521d | 120 | break; |
nasiromar | 6:c9695079521d | 121 | } |
nasiromar | 6:c9695079521d | 122 | case GO_RIGHT: { |
nasiromar | 6:c9695079521d | 123 | MapItem* east = get_east(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 124 | if (east->walkable && east == NULL || east->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 125 | Player.x++; |
nasiromar | 6:c9695079521d | 126 | } |
nasiromar | 6:c9695079521d | 127 | break; |
nasiromar | 6:c9695079521d | 128 | } |
nasiromar | 6:c9695079521d | 129 | case GO_DOWN: { |
nasiromar | 6:c9695079521d | 130 | MapItem* south = get_south(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 131 | if (south->walkable && south == NULL || south->type ==(PORTAL || PLANT) && Player.y != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 132 | Player.y++; |
nasiromar | 6:c9695079521d | 133 | } |
nasiromar | 6:c9695079521d | 134 | break; |
nasiromar | 6:c9695079521d | 135 | } |
nasiromar | 6:c9695079521d | 136 | case GO_LEFT: { |
nasiromar | 6:c9695079521d | 137 | MapItem* west = get_west(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 138 | if (west->walkable && west == NULL || west->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 139 | Player.x--; |
nasiromar | 6:c9695079521d | 140 | } |
nasiromar | 6:c9695079521d | 141 | break; |
nasiromar | 6:c9695079521d | 142 | } |
nasiromar | 6:c9695079521d | 143 | case ACTION_BUTTON: { |
nasiromar | 6:c9695079521d | 144 | MapItem* west = get_west(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 145 | MapItem* south = get_south(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 146 | MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 147 | MapItem* east = get_east(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 148 | MapItem* curr = get_here(Player.x,Player.y); |
nasiromar | 9:cbb9cfb1f6c5 | 149 | |
nasiromar | 9:cbb9cfb1f6c5 | 150 | if((east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC)&& Player.has_key == 1) { |
nasiromar | 7:862062ffca62 | 151 | npc_speech2(); |
nasiromar | 9:cbb9cfb1f6c5 | 152 | } |
nasiromar | 9:cbb9cfb1f6c5 | 153 | |
nasiromar | 9:cbb9cfb1f6c5 | 154 | if(east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC && Player.has_key == 0 ) { |
nasiromar | 6:c9695079521d | 155 | npc_speech1(); |
nasiromar | 9:cbb9cfb1f6c5 | 156 | } |
nasiromar | 9:cbb9cfb1f6c5 | 157 | |
nasiromar | 9:cbb9cfb1f6c5 | 158 | if(north->type == PORTAL||south->type == PORTAL||east->type == PORTAL||west->type == PORTAL) { |
nasiromar | 7:862062ffca62 | 159 | init_dung(); |
nasiromar | 7:862062ffca62 | 160 | Player.x = Player.y = 7; |
nasiromar | 9:cbb9cfb1f6c5 | 161 | } |
nasiromar | 9:cbb9cfb1f6c5 | 162 | |
nasiromar | 9:cbb9cfb1f6c5 | 163 | if((north->type == DRAGON||south->type == DRAGON||east->type == DRAGON||west->type == DRAGON )&& Player.spell == WATER) { |
nasiromar | 7:862062ffca62 | 164 | slay_dragon(); |
nasiromar | 7:862062ffca62 | 165 | Player.has_key = 1; |
nasiromar | 9:cbb9cfb1f6c5 | 166 | } |
rconnorlawson | 0:35660d7952f7 | 167 | |
nasiromar | 9:cbb9cfb1f6c5 | 168 | if(north->type == PORTAl||south->type == PORTAl||east->type == PORTAl||west->type == PORTAl) { |
nasiromar | 9:cbb9cfb1f6c5 | 169 | init_main_map(); |
nasiromar | 9:cbb9cfb1f6c5 | 170 | } |
nasiromar | 6:c9695079521d | 171 | |
nasiromar | 9:cbb9cfb1f6c5 | 172 | if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 1) { |
nasiromar | 9:cbb9cfb1f6c5 | 173 | Player.won = door_open(); |
rconnorlawson | 0:35660d7952f7 | 174 | } |
rconnorlawson | 0:35660d7952f7 | 175 | |
nasiromar | 9:cbb9cfb1f6c5 | 176 | if((north->type == PLANT||south->type == PLANT||east->type == PLANT||west->type == PLANT||curr->type == PLANT)&& |
nasiromar | 9:cbb9cfb1f6c5 | 177 | (north->data == FRUIT||south->data == FRUIT||east->data == FRUIT||west->data == FRUIT||curr->data == FRUIT)){ |
nasiromar | 9:cbb9cfb1f6c5 | 178 | if(Player.HP < 100) { |
nasiromar | 9:cbb9cfb1f6c5 | 179 | fruit(); |
nasiromar | 9:cbb9cfb1f6c5 | 180 | Player.HP += 5; |
nasiromar | 9:cbb9cfb1f6c5 | 181 | north->data = NULL; |
nasiromar | 9:cbb9cfb1f6c5 | 182 | south->data = NULL; |
nasiromar | 9:cbb9cfb1f6c5 | 183 | east->data = NULL; |
nasiromar | 9:cbb9cfb1f6c5 | 184 | west->data = NULL; |
nasiromar | 9:cbb9cfb1f6c5 | 185 | curr->data = NULL; |
nasiromar | 9:cbb9cfb1f6c5 | 186 | } else |
nasiromar | 9:cbb9cfb1f6c5 | 187 | no_fruit(); |
nasiromar | 9:cbb9cfb1f6c5 | 188 | wave_file = fopen("/sd/rzelda-1s.wav","r"); |
nasiromar | 9:cbb9cfb1f6c5 | 189 | waver.play(wave_file); |
nasiromar | 9:cbb9cfb1f6c5 | 190 | fclose(wave_file); |
nasiromar | 9:cbb9cfb1f6c5 | 191 | |
nasiromar | 9:cbb9cfb1f6c5 | 192 | |
nasiromar | 9:cbb9cfb1f6c5 | 193 | |
nasiromar | 9:cbb9cfb1f6c5 | 194 | |
nasiromar | 9:cbb9cfb1f6c5 | 195 | } |
nasiromar | 9:cbb9cfb1f6c5 | 196 | } |
nasiromar | 9:cbb9cfb1f6c5 | 197 | break; |
nasiromar | 9:cbb9cfb1f6c5 | 198 | case MENU_BUTTON: { |
nasiromar | 9:cbb9cfb1f6c5 | 199 | init_spells(); |
nasiromar | 9:cbb9cfb1f6c5 | 200 | Player.spell = spell(); |
nasiromar | 9:cbb9cfb1f6c5 | 201 | } |
nasiromar | 9:cbb9cfb1f6c5 | 202 | break; |
nasiromar | 9:cbb9cfb1f6c5 | 203 | case GOD_MODE: { |
nasiromar | 9:cbb9cfb1f6c5 | 204 | |
nasiromar | 9:cbb9cfb1f6c5 | 205 | Player.god = !Player.god; |
nasiromar | 9:cbb9cfb1f6c5 | 206 | if (Player.god) { |
nasiromar | 9:cbb9cfb1f6c5 | 207 | god_modeOn(); |
nasiromar | 9:cbb9cfb1f6c5 | 208 | } else |
nasiromar | 9:cbb9cfb1f6c5 | 209 | god_modeOff(); |
nasiromar | 9:cbb9cfb1f6c5 | 210 | |
nasiromar | 9:cbb9cfb1f6c5 | 211 | } |
nasiromar | 9:cbb9cfb1f6c5 | 212 | break; |
nasiromar | 9:cbb9cfb1f6c5 | 213 | |
nasiromar | 9:cbb9cfb1f6c5 | 214 | default: |
nasiromar | 9:cbb9cfb1f6c5 | 215 | |
nasiromar | 9:cbb9cfb1f6c5 | 216 | break; |
nasiromar | 9:cbb9cfb1f6c5 | 217 | } |
nasiromar | 9:cbb9cfb1f6c5 | 218 | return NO_RESULT; |
rconnorlawson | 0:35660d7952f7 | 219 | } |
rconnorlawson | 0:35660d7952f7 | 220 | |
nasiromar | 9:cbb9cfb1f6c5 | 221 | /** |
nasiromar | 9:cbb9cfb1f6c5 | 222 | * Entry point for frame drawing. This should be called once per iteration of |
nasiromar | 9:cbb9cfb1f6c5 | 223 | * the game loop. This draws all tiles on the screen, followed by the status |
nasiromar | 9:cbb9cfb1f6c5 | 224 | * bars. Unless init is nonzero, this function will optimize drawing by only |
nasiromar | 9:cbb9cfb1f6c5 | 225 | * drawing tiles that have changed from the previous frame. |
nasiromar | 9:cbb9cfb1f6c5 | 226 | */ |
nasiromar | 9:cbb9cfb1f6c5 | 227 | void draw_game(int init) { |
nasiromar | 9:cbb9cfb1f6c5 | 228 | // Draw game border first |
nasiromar | 9:cbb9cfb1f6c5 | 229 | if(init) draw_border(); |
nasiromar | 9:cbb9cfb1f6c5 | 230 | |
nasiromar | 9:cbb9cfb1f6c5 | 231 | // Iterate over all visible map tiles |
nasiromar | 9:cbb9cfb1f6c5 | 232 | for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles |
nasiromar | 9:cbb9cfb1f6c5 | 233 | for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles |
nasiromar | 9:cbb9cfb1f6c5 | 234 | // Here, we have a given (i,j) |
nasiromar | 9:cbb9cfb1f6c5 | 235 | |
nasiromar | 9:cbb9cfb1f6c5 | 236 | // Compute the current map (x,y) of this tile |
nasiromar | 9:cbb9cfb1f6c5 | 237 | int x = i + Player.x; |
nasiromar | 9:cbb9cfb1f6c5 | 238 | int y = j + Player.y; |
nasiromar | 9:cbb9cfb1f6c5 | 239 | |
nasiromar | 9:cbb9cfb1f6c5 | 240 | // Compute the previous map (px, py) of this tile |
nasiromar | 9:cbb9cfb1f6c5 | 241 | int px = i + Player.px; |
nasiromar | 9:cbb9cfb1f6c5 | 242 | int py = j + Player.py; |
nasiromar | 9:cbb9cfb1f6c5 | 243 | |
nasiromar | 9:cbb9cfb1f6c5 | 244 | // Compute u,v coordinates for drawing |
nasiromar | 9:cbb9cfb1f6c5 | 245 | int u = (i+5)*11 + 3; |
nasiromar | 9:cbb9cfb1f6c5 | 246 | int v = (j+4)*11 + 15; |
nasiromar | 9:cbb9cfb1f6c5 | 247 | |
nasiromar | 9:cbb9cfb1f6c5 | 248 | // Figure out what to draw |
nasiromar | 9:cbb9cfb1f6c5 | 249 | DrawFunc draw = NULL; |
nasiromar | 9:cbb9cfb1f6c5 | 250 | if (init && i == 0 && j == 0) { // Only draw the player on init |
nasiromar | 9:cbb9cfb1f6c5 | 251 | draw_player(u, v, Player.has_key); |
nasiromar | 9:cbb9cfb1f6c5 | 252 | continue; |
nasiromar | 9:cbb9cfb1f6c5 | 253 | } else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map |
nasiromar | 9:cbb9cfb1f6c5 | 254 | MapItem* curr_item = get_here(x, y); |
nasiromar | 9:cbb9cfb1f6c5 | 255 | MapItem* prev_item = get_here(px, py); |
nasiromar | 9:cbb9cfb1f6c5 | 256 | if (init || curr_item != prev_item) { // Only draw if they're different |
nasiromar | 9:cbb9cfb1f6c5 | 257 | if (curr_item) { // There's something here! Draw it |
nasiromar | 9:cbb9cfb1f6c5 | 258 | draw = curr_item->draw; |
nasiromar | 9:cbb9cfb1f6c5 | 259 | } else { // There used to be something, but now there isn't |
nasiromar | 9:cbb9cfb1f6c5 | 260 | draw = draw_nothing; |
nasiromar | 9:cbb9cfb1f6c5 | 261 | } |
nasiromar | 9:cbb9cfb1f6c5 | 262 | } |
nasiromar | 9:cbb9cfb1f6c5 | 263 | } else if (init) { // If doing a full draw, but we're out of bounds, draw the walls. |
nasiromar | 9:cbb9cfb1f6c5 | 264 | draw = draw_wall; |
nasiromar | 9:cbb9cfb1f6c5 | 265 | } |
nasiromar | 9:cbb9cfb1f6c5 | 266 | |
nasiromar | 9:cbb9cfb1f6c5 | 267 | // Actually draw the tile |
nasiromar | 9:cbb9cfb1f6c5 | 268 | if (draw) draw(u, v); |
nasiromar | 9:cbb9cfb1f6c5 | 269 | } |
nasiromar | 9:cbb9cfb1f6c5 | 270 | } |
nasiromar | 9:cbb9cfb1f6c5 | 271 | |
nasiromar | 9:cbb9cfb1f6c5 | 272 | // Draw status bars |
nasiromar | 9:cbb9cfb1f6c5 | 273 | draw_upper_status(Player.x,Player.y); |
nasiromar | 9:cbb9cfb1f6c5 | 274 | draw_lower_status(Player.HP,Player.MP); |
nasiromar | 9:cbb9cfb1f6c5 | 275 | } |
rconnorlawson | 0:35660d7952f7 | 276 | |
rconnorlawson | 0:35660d7952f7 | 277 | |
nasiromar | 9:cbb9cfb1f6c5 | 278 | /** |
nasiromar | 9:cbb9cfb1f6c5 | 279 | * Initialize the main world map. Add walls around the edges, interior chambers, |
nasiromar | 9:cbb9cfb1f6c5 | 280 | * and plants in the background so you can see motion. Note: using the similar |
nasiromar | 9:cbb9cfb1f6c5 | 281 | * procedure you can init the secondary map(s). |
nasiromar | 9:cbb9cfb1f6c5 | 282 | */ |
nasiromar | 9:cbb9cfb1f6c5 | 283 | void init_main_map() { |
nasiromar | 9:cbb9cfb1f6c5 | 284 | // "Random" plants |
nasiromar | 9:cbb9cfb1f6c5 | 285 | Map* map = set_active_map(0); |
nasiromar | 9:cbb9cfb1f6c5 | 286 | for(int i = map_width() + 3; i < map_area(); i += 39) { |
nasiromar | 9:cbb9cfb1f6c5 | 287 | add_plant(i % map_width(), i / map_width()); |
nasiromar | 9:cbb9cfb1f6c5 | 288 | } |
nasiromar | 9:cbb9cfb1f6c5 | 289 | pc.printf("plants\r\n"); |
nasiromar | 6:c9695079521d | 290 | |
nasiromar | 9:cbb9cfb1f6c5 | 291 | pc.printf("Adding walls!\r\n"); |
nasiromar | 9:cbb9cfb1f6c5 | 292 | add_wall(0, 0, HORIZONTAL, map_width()); |
nasiromar | 9:cbb9cfb1f6c5 | 293 | add_wall(0, map_height()-1, HORIZONTAL, map_width()); |
nasiromar | 9:cbb9cfb1f6c5 | 294 | add_wall(0, 0, VERTICAL, map_height()); |
nasiromar | 9:cbb9cfb1f6c5 | 295 | add_wall(map_width()-1, 0, VERTICAL, map_height()); |
nasiromar | 9:cbb9cfb1f6c5 | 296 | pc.printf("Walls done!\r\n"); |
rconnorlawson | 0:35660d7952f7 | 297 | |
nasiromar | 6:c9695079521d | 298 | |
nasiromar | 9:cbb9cfb1f6c5 | 299 | |
nasiromar | 9:cbb9cfb1f6c5 | 300 | for(int i = 7; i < 13; i++) { |
nasiromar | 9:cbb9cfb1f6c5 | 301 | for (int j = 23; j <31; j++) { |
nasiromar | 9:cbb9cfb1f6c5 | 302 | add_kindom(j,i); |
nasiromar | 9:cbb9cfb1f6c5 | 303 | } |
nasiromar | 9:cbb9cfb1f6c5 | 304 | } |
nasiromar | 7:862062ffca62 | 305 | |
nasiromar | 9:cbb9cfb1f6c5 | 306 | |
nasiromar | 9:cbb9cfb1f6c5 | 307 | |
nasiromar | 9:cbb9cfb1f6c5 | 308 | set_npc(9,9); |
nasiromar | 9:cbb9cfb1f6c5 | 309 | |
nasiromar | 9:cbb9cfb1f6c5 | 310 | //add_chest(10,10); |
nasiromar | 9:cbb9cfb1f6c5 | 311 | |
nasiromar | 9:cbb9cfb1f6c5 | 312 | add_door(26,12); |
nasiromar | 9:cbb9cfb1f6c5 | 313 | |
nasiromar | 9:cbb9cfb1f6c5 | 314 | add_portal(20,35); |
nasiromar | 9:cbb9cfb1f6c5 | 315 | |
nasiromar | 9:cbb9cfb1f6c5 | 316 | print_map(); |
nasiromar | 9:cbb9cfb1f6c5 | 317 | } |
nasiromar | 9:cbb9cfb1f6c5 | 318 | |
nasiromar | 6:c9695079521d | 319 | |
nasiromar | 9:cbb9cfb1f6c5 | 320 | /** |
nasiromar | 9:cbb9cfb1f6c5 | 321 | * Program entry point! This is where it all begins. |
nasiromar | 9:cbb9cfb1f6c5 | 322 | * This function orchestrates all the parts of the game. Most of your |
nasiromar | 9:cbb9cfb1f6c5 | 323 | * implementation should be elsewhere - this holds the game loop, and should |
nasiromar | 9:cbb9cfb1f6c5 | 324 | * read like a road map for the rest of the code. |
nasiromar | 9:cbb9cfb1f6c5 | 325 | */ |
nasiromar | 9:cbb9cfb1f6c5 | 326 | int main() { |
nasiromar | 6:c9695079521d | 327 | |
nasiromar | 9:cbb9cfb1f6c5 | 328 | Player.HP = 100; |
nasiromar | 9:cbb9cfb1f6c5 | 329 | Player.MP = 100; |
nasiromar | 9:cbb9cfb1f6c5 | 330 | |
nasiromar | 9:cbb9cfb1f6c5 | 331 | // MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 9:cbb9cfb1f6c5 | 332 | |
nasiromar | 9:cbb9cfb1f6c5 | 333 | |
nasiromar | 9:cbb9cfb1f6c5 | 334 | // First things first: initialize hardware |
nasiromar | 9:cbb9cfb1f6c5 | 335 | ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!"); |
rconnorlawson | 0:35660d7952f7 | 336 | |
nasiromar | 9:cbb9cfb1f6c5 | 337 | // Initialize the maps |
nasiromar | 9:cbb9cfb1f6c5 | 338 | maps_init(); |
nasiromar | 9:cbb9cfb1f6c5 | 339 | init_main_map(); |
nasiromar | 9:cbb9cfb1f6c5 | 340 | |
nasiromar | 9:cbb9cfb1f6c5 | 341 | // Initialize game state |
nasiromar | 9:cbb9cfb1f6c5 | 342 | set_active_map(0); |
nasiromar | 9:cbb9cfb1f6c5 | 343 | Player.x = Player.y = 5; |
nasiromar | 9:cbb9cfb1f6c5 | 344 | |
nasiromar | 9:cbb9cfb1f6c5 | 345 | // Initial drawing |
nasiromar | 9:cbb9cfb1f6c5 | 346 | draw_game(true); |
nasiromar | 9:cbb9cfb1f6c5 | 347 | // Main game loop |
nasiromar | 9:cbb9cfb1f6c5 | 348 | while(1) { |
nasiromar | 9:cbb9cfb1f6c5 | 349 | // Timer to measure game update speed |
nasiromar | 9:cbb9cfb1f6c5 | 350 | Timer t; |
nasiromar | 9:cbb9cfb1f6c5 | 351 | t.start(); |
nasiromar | 6:c9695079521d | 352 | |
nasiromar | 9:cbb9cfb1f6c5 | 353 | // Actually do the game update: |
nasiromar | 9:cbb9cfb1f6c5 | 354 | // 1. Read inputs |
nasiromar | 9:cbb9cfb1f6c5 | 355 | GameInputs input = read_inputs(); |
nasiromar | 9:cbb9cfb1f6c5 | 356 | // 2. Determine action (get_action) |
nasiromar | 9:cbb9cfb1f6c5 | 357 | int action = get_action(input); |
nasiromar | 9:cbb9cfb1f6c5 | 358 | // 3. Update game (update_game) |
nasiromar | 9:cbb9cfb1f6c5 | 359 | update_game(action); |
nasiromar | 9:cbb9cfb1f6c5 | 360 | // 3b. Check for game over |
nasiromar | 9:cbb9cfb1f6c5 | 361 | if(Player.won == 1) { |
nasiromar | 9:cbb9cfb1f6c5 | 362 | draw_gameover(); |
nasiromar | 9:cbb9cfb1f6c5 | 363 | break; |
nasiromar | 8:fcc333a8f9e1 | 364 | } |
nasiromar | 9:cbb9cfb1f6c5 | 365 | // 4. Draw frame (draw_game) |
nasiromar | 9:cbb9cfb1f6c5 | 366 | draw_game(true); |
nasiromar | 6:c9695079521d | 367 | |
nasiromar | 9:cbb9cfb1f6c5 | 368 | // 5. Frame delay |
nasiromar | 9:cbb9cfb1f6c5 | 369 | t.stop(); |
nasiromar | 9:cbb9cfb1f6c5 | 370 | int dt = t.read_ms(); |
nasiromar | 9:cbb9cfb1f6c5 | 371 | if (dt < 100) wait_ms(100 - dt); |
nasiromar | 9:cbb9cfb1f6c5 | 372 | } |
nasiromar | 9:cbb9cfb1f6c5 | 373 | // |
nasiromar | 9:cbb9cfb1f6c5 | 374 | |
nasiromar | 9:cbb9cfb1f6c5 | 375 | |
rconnorlawson | 0:35660d7952f7 | 376 | } |