Game For ECE 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
nasiromar
Date:
Wed Dec 01 22:07:24 2021 +0000
Revision:
10:e18685911e84
Parent:
9:cbb9cfb1f6c5
Child:
11:6cd02a8539d1
Walk;

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 9:cbb9cfb1f6c5 18
nasiromar 10:e18685911e84 19
nasiromar 9:cbb9cfb1f6c5 20 FILE *wave_file;
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;
rashidi1saeed 2:1ca97843a334 36 // You can add other properties for the player here
rconnorlawson 0:35660d7952f7 37 } Player;
rconnorlawson 0:35660d7952f7 38
nasiromar 9:cbb9cfb1f6c5 39
nasiromar 9:cbb9cfb1f6c5 40
rconnorlawson 0:35660d7952f7 41 /**
rconnorlawson 0:35660d7952f7 42 * Given the game inputs, determine what kind of update needs to happen.
rconnorlawson 0:35660d7952f7 43 * Possbile return values are defined below.
rconnorlawson 0:35660d7952f7 44 */
rconnorlawson 0:35660d7952f7 45 #define NO_ACTION 0
rconnorlawson 0:35660d7952f7 46 #define ACTION_BUTTON 1
rconnorlawson 0:35660d7952f7 47 #define MENU_BUTTON 2
rconnorlawson 0:35660d7952f7 48 #define GO_LEFT 3
rconnorlawson 0:35660d7952f7 49 #define GO_RIGHT 4
rconnorlawson 0:35660d7952f7 50 #define GO_UP 5
rconnorlawson 0:35660d7952f7 51 #define GO_DOWN 6
nasiromar 6:c9695079521d 52 #define GOD_MODE 7
nasiromar 6:c9695079521d 53
nasiromar 6:c9695079521d 54 #define TILT .25
rconnorlawson 0:35660d7952f7 55 int get_action(GameInputs inputs)
rconnorlawson 0:35660d7952f7 56 {
nasiromar 6:c9695079521d 57
nasiromar 6:c9695079521d 58 if(inputs.ay > TILT) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 59 return GO_UP;
nasiromar 6:c9695079521d 60 }
nasiromar 6:c9695079521d 61 if(inputs.ay < TILT *-1) { //Go in south direction if it is not blocked
nasiromar 6:c9695079521d 62 return GO_DOWN;
nasiromar 6:c9695079521d 63 }
nasiromar 6:c9695079521d 64 if(inputs.ax > TILT) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 65 return GO_RIGHT;
nasiromar 6:c9695079521d 66 }
nasiromar 6:c9695079521d 67 if(inputs.ax < TILT *-1) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 68 return GO_LEFT;
nasiromar 6:c9695079521d 69 }
nasiromar 6:c9695079521d 70 if(!inputs.b1) {
nasiromar 6:c9695079521d 71 wait(.5);
nasiromar 6:c9695079521d 72 return ACTION_BUTTON;
nasiromar 6:c9695079521d 73 }
nasiromar 6:c9695079521d 74 if(!inputs.b2) {
nasiromar 6:c9695079521d 75 wait(.5);
nasiromar 6:c9695079521d 76 return MENU_BUTTON;
nasiromar 6:c9695079521d 77 }
nasiromar 6:c9695079521d 78 if (!inputs.b3) {
nasiromar 6:c9695079521d 79 wait(.5);
nasiromar 6:c9695079521d 80 return GOD_MODE;
nasiromar 6:c9695079521d 81 } else {
nasiromar 6:c9695079521d 82 return NO_ACTION;
nasiromar 6:c9695079521d 83 }
rconnorlawson 0:35660d7952f7 84 }
rconnorlawson 0:35660d7952f7 85
nasiromar 6:c9695079521d 86
rconnorlawson 0:35660d7952f7 87 /**
rconnorlawson 0:35660d7952f7 88 * Update the game state based on the user action. For example, if the user
rconnorlawson 0:35660d7952f7 89 * requests GO_UP, then this function should determine if that is possible by
rconnorlawson 0:35660d7952f7 90 * consulting the map, and update the Player position accordingly.
nasiromar 6:c9695079521d 91 *
rconnorlawson 0:35660d7952f7 92 * Return values are defined below. FULL_DRAW indicates that for this frame,
rconnorlawson 0:35660d7952f7 93 * draw_game should not optimize drawing and should draw every tile, even if
rconnorlawson 0:35660d7952f7 94 * the player has not moved.
rconnorlawson 0:35660d7952f7 95 */
nasiromar 9:cbb9cfb1f6c5 96 // Game Life and Magic Points
nasiromar 6:c9695079521d 97
nasiromar 6:c9695079521d 98
nasiromar 6:c9695079521d 99
nasiromar 10:e18685911e84 100
nasiromar 10:e18685911e84 101
rconnorlawson 0:35660d7952f7 102 #define NO_RESULT 0
rconnorlawson 0:35660d7952f7 103 #define GAME_OVER 1
rconnorlawson 0:35660d7952f7 104 #define FULL_DRAW 2
rconnorlawson 0:35660d7952f7 105 int update_game(int action)
rconnorlawson 0:35660d7952f7 106 {
nasiromar 10:e18685911e84 107
nasiromar 10:e18685911e84 108
nasiromar 10:e18685911e84 109
nasiromar 10:e18685911e84 110 //walk_npc();
nasiromar 10:e18685911e84 111
nasiromar 10:e18685911e84 112
nasiromar 10:e18685911e84 113 // Save player previous location before updating
rconnorlawson 0:35660d7952f7 114 Player.px = Player.x;
rconnorlawson 0:35660d7952f7 115 Player.py = Player.y;
nasiromar 6:c9695079521d 116
rconnorlawson 0:35660d7952f7 117 // Do different things based on the each action.
rconnorlawson 0:35660d7952f7 118 // You can define functions like "go_up()" that get called for each case.
nasiromar 6:c9695079521d 119
nasiromar 6:c9695079521d 120 // Need to check if Claue has changed as well if whats in front of me is able to be walked into
nasiromar 6:c9695079521d 121 switch(action) {
nasiromar 6:c9695079521d 122 case GO_UP: {
nasiromar 6:c9695079521d 123 MapItem* north = get_north(Player.x,Player.y);
nasiromar 6:c9695079521d 124 if (north->walkable && north == NULL || north->type == (PORTAL || PLANT) && Player.y != 0 || Player.god ) {
nasiromar 6:c9695079521d 125 Player.y--;
nasiromar 10:e18685911e84 126
nasiromar 6:c9695079521d 127 }
nasiromar 6:c9695079521d 128 break;
nasiromar 6:c9695079521d 129 }
nasiromar 6:c9695079521d 130 case GO_RIGHT: {
nasiromar 6:c9695079521d 131 MapItem* east = get_east(Player.x,Player.y);
nasiromar 6:c9695079521d 132 if (east->walkable && east == NULL || east->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) {
nasiromar 6:c9695079521d 133 Player.x++;
nasiromar 6:c9695079521d 134 }
nasiromar 6:c9695079521d 135 break;
nasiromar 6:c9695079521d 136 }
nasiromar 6:c9695079521d 137 case GO_DOWN: {
nasiromar 6:c9695079521d 138 MapItem* south = get_south(Player.x,Player.y);
nasiromar 6:c9695079521d 139 if (south->walkable && south == NULL || south->type ==(PORTAL || PLANT) && Player.y != 0 || Player.god ) {
nasiromar 6:c9695079521d 140 Player.y++;
nasiromar 6:c9695079521d 141 }
nasiromar 6:c9695079521d 142 break;
nasiromar 6:c9695079521d 143 }
nasiromar 6:c9695079521d 144 case GO_LEFT: {
nasiromar 6:c9695079521d 145 MapItem* west = get_west(Player.x,Player.y);
nasiromar 6:c9695079521d 146 if (west->walkable && west == NULL || west->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) {
nasiromar 6:c9695079521d 147 Player.x--;
nasiromar 6:c9695079521d 148 }
nasiromar 6:c9695079521d 149 break;
nasiromar 6:c9695079521d 150 }
nasiromar 6:c9695079521d 151 case ACTION_BUTTON: {
nasiromar 6:c9695079521d 152 MapItem* west = get_west(Player.x,Player.y);
nasiromar 6:c9695079521d 153 MapItem* south = get_south(Player.x,Player.y);
nasiromar 6:c9695079521d 154 MapItem* north = get_north(Player.x,Player.y);
nasiromar 6:c9695079521d 155 MapItem* east = get_east(Player.x,Player.y);
nasiromar 6:c9695079521d 156 MapItem* curr = get_here(Player.x,Player.y);
nasiromar 9:cbb9cfb1f6c5 157
nasiromar 9:cbb9cfb1f6c5 158 if((east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC)&& Player.has_key == 1) {
nasiromar 7:862062ffca62 159 npc_speech2();
nasiromar 9:cbb9cfb1f6c5 160 }
nasiromar 9:cbb9cfb1f6c5 161
nasiromar 9:cbb9cfb1f6c5 162 if(east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC && Player.has_key == 0 ) {
nasiromar 6:c9695079521d 163 npc_speech1();
nasiromar 9:cbb9cfb1f6c5 164 }
nasiromar 9:cbb9cfb1f6c5 165
nasiromar 9:cbb9cfb1f6c5 166 if(north->type == PORTAL||south->type == PORTAL||east->type == PORTAL||west->type == PORTAL) {
nasiromar 7:862062ffca62 167 init_dung();
nasiromar 7:862062ffca62 168 Player.x = Player.y = 7;
nasiromar 9:cbb9cfb1f6c5 169 }
nasiromar 9:cbb9cfb1f6c5 170
nasiromar 9:cbb9cfb1f6c5 171 if((north->type == DRAGON||south->type == DRAGON||east->type == DRAGON||west->type == DRAGON )&& Player.spell == WATER) {
nasiromar 7:862062ffca62 172 slay_dragon();
nasiromar 7:862062ffca62 173 Player.has_key = 1;
nasiromar 9:cbb9cfb1f6c5 174 }
rconnorlawson 0:35660d7952f7 175
nasiromar 9:cbb9cfb1f6c5 176 if(north->type == PORTAl||south->type == PORTAl||east->type == PORTAl||west->type == PORTAl) {
nasiromar 9:cbb9cfb1f6c5 177 init_main_map();
nasiromar 9:cbb9cfb1f6c5 178 }
nasiromar 6:c9695079521d 179
nasiromar 9:cbb9cfb1f6c5 180 if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 1) {
nasiromar 9:cbb9cfb1f6c5 181 Player.won = door_open();
rconnorlawson 0:35660d7952f7 182 }
rconnorlawson 0:35660d7952f7 183
nasiromar 9:cbb9cfb1f6c5 184 if((north->type == PLANT||south->type == PLANT||east->type == PLANT||west->type == PLANT||curr->type == PLANT)&&
nasiromar 10:e18685911e84 185 (north->data == FRUIT||south->data == FRUIT||east->data == FRUIT||west->data == FRUIT||curr->data == FRUIT)) {
nasiromar 9:cbb9cfb1f6c5 186 if(Player.HP < 100) {
nasiromar 9:cbb9cfb1f6c5 187 fruit();
nasiromar 9:cbb9cfb1f6c5 188 Player.HP += 5;
nasiromar 9:cbb9cfb1f6c5 189 north->data = NULL;
nasiromar 9:cbb9cfb1f6c5 190 south->data = NULL;
nasiromar 9:cbb9cfb1f6c5 191 east->data = NULL;
nasiromar 9:cbb9cfb1f6c5 192 west->data = NULL;
nasiromar 9:cbb9cfb1f6c5 193 curr->data = NULL;
nasiromar 10:e18685911e84 194 } else
nasiromar 9:cbb9cfb1f6c5 195 no_fruit();
nasiromar 10:e18685911e84 196 wave_file = fopen("/sd/rupee-collect.wav","r");
nasiromar 10:e18685911e84 197 waver.play(wave_file);
nasiromar 10:e18685911e84 198 fclose(wave_file);
nasiromar 10:e18685911e84 199
nasiromar 10:e18685911e84 200
nasiromar 10:e18685911e84 201
nasiromar 10:e18685911e84 202
nasiromar 9:cbb9cfb1f6c5 203 }
nasiromar 10:e18685911e84 204 }
nasiromar 10:e18685911e84 205 break;
nasiromar 10:e18685911e84 206 case MENU_BUTTON: {
nasiromar 10:e18685911e84 207 init_spells();
nasiromar 10:e18685911e84 208 Player.spell = spell();
nasiromar 10:e18685911e84 209 }
nasiromar 10:e18685911e84 210 break;
nasiromar 10:e18685911e84 211 case GOD_MODE: {
nasiromar 10:e18685911e84 212
nasiromar 10:e18685911e84 213 Player.god = !Player.god;
nasiromar 10:e18685911e84 214 if (Player.god) {
nasiromar 10:e18685911e84 215 god_modeOn();
nasiromar 10:e18685911e84 216 } else
nasiromar 10:e18685911e84 217 god_modeOff();
nasiromar 10:e18685911e84 218
nasiromar 10:e18685911e84 219 }
nasiromar 10:e18685911e84 220 break;
nasiromar 10:e18685911e84 221
nasiromar 10:e18685911e84 222 default:
nasiromar 10:e18685911e84 223
nasiromar 9:cbb9cfb1f6c5 224 break;
nasiromar 10:e18685911e84 225 }
nasiromar 10:e18685911e84 226
nasiromar 10:e18685911e84 227
nasiromar 10:e18685911e84 228 //delete_npc(9,9);
nasiromar 10:e18685911e84 229
nasiromar 10:e18685911e84 230 return NO_RESULT;
nasiromar 10:e18685911e84 231
nasiromar 10:e18685911e84 232
nasiromar 10:e18685911e84 233 }
nasiromar 10:e18685911e84 234
nasiromar 10:e18685911e84 235 /**
nasiromar 10:e18685911e84 236 * Entry point for frame drawing. This should be called once per iteration of
nasiromar 10:e18685911e84 237 * the game loop. This draws all tiles on the screen, followed by the status
nasiromar 10:e18685911e84 238 * bars. Unless init is nonzero, this function will optimize drawing by only
nasiromar 10:e18685911e84 239 * drawing tiles that have changed from the previous frame.
nasiromar 10:e18685911e84 240 */
nasiromar 10:e18685911e84 241 void draw_game(int init)
nasiromar 10:e18685911e84 242 {
nasiromar 10:e18685911e84 243 // Draw game border first
nasiromar 10:e18685911e84 244 if(init) draw_border();
nasiromar 10:e18685911e84 245
nasiromar 10:e18685911e84 246 // Iterate over all visible map tiles
nasiromar 10:e18685911e84 247 for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles
nasiromar 10:e18685911e84 248 for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles
nasiromar 10:e18685911e84 249 // Here, we have a given (i,j)
nasiromar 10:e18685911e84 250
nasiromar 10:e18685911e84 251 // Compute the current map (x,y) of this tile
nasiromar 10:e18685911e84 252 int x = i + Player.x;
nasiromar 10:e18685911e84 253 int y = j + Player.y;
nasiromar 9:cbb9cfb1f6c5 254
nasiromar 10:e18685911e84 255 // Compute the previous map (px, py) of this tile
nasiromar 10:e18685911e84 256 int px = i + Player.px;
nasiromar 10:e18685911e84 257 int py = j + Player.py;
nasiromar 10:e18685911e84 258
nasiromar 10:e18685911e84 259 // Compute u,v coordinates for drawing
nasiromar 10:e18685911e84 260 int u = (i+5)*11 + 3;
nasiromar 10:e18685911e84 261 int v = (j+4)*11 + 15;
nasiromar 10:e18685911e84 262
nasiromar 10:e18685911e84 263 // Figure out what to draw
nasiromar 10:e18685911e84 264 DrawFunc draw = NULL;
nasiromar 10:e18685911e84 265 if (init && i == 0 && j == 0) { // Only draw the player on init
nasiromar 10:e18685911e84 266 draw_player(u, v, Player.has_key);
nasiromar 10:e18685911e84 267 continue;
nasiromar 10:e18685911e84 268 } else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map
nasiromar 10:e18685911e84 269 MapItem* curr_item = get_here(x, y);
nasiromar 10:e18685911e84 270 MapItem* prev_item = get_here(px, py);
nasiromar 10:e18685911e84 271 if (init || curr_item != prev_item) { // Only draw if they're different
nasiromar 10:e18685911e84 272 if (curr_item) { // There's something here! Draw it
nasiromar 10:e18685911e84 273 draw = curr_item->draw;
nasiromar 10:e18685911e84 274 } else { // There used to be something, but now there isn't
nasiromar 10:e18685911e84 275 draw = draw_nothing;
nasiromar 10:e18685911e84 276 }
nasiromar 10:e18685911e84 277 }
nasiromar 10:e18685911e84 278 } else if (init) { // If doing a full draw, but we're out of bounds, draw the walls.
nasiromar 10:e18685911e84 279 draw = draw_wall;
nasiromar 9:cbb9cfb1f6c5 280 }
nasiromar 9:cbb9cfb1f6c5 281
nasiromar 10:e18685911e84 282 // Actually draw the tile
nasiromar 10:e18685911e84 283 if (draw) draw(u, v);
nasiromar 10:e18685911e84 284 }
rconnorlawson 0:35660d7952f7 285 }
rconnorlawson 0:35660d7952f7 286
nasiromar 10:e18685911e84 287 // Draw status bars
nasiromar 10:e18685911e84 288 draw_upper_status(Player.x,Player.y);
nasiromar 10:e18685911e84 289 draw_lower_status(Player.HP,Player.MP);
nasiromar 10:e18685911e84 290 }
nasiromar 9:cbb9cfb1f6c5 291
nasiromar 9:cbb9cfb1f6c5 292
nasiromar 10:e18685911e84 293 /**
nasiromar 10:e18685911e84 294 * Initialize the main world map. Add walls around the edges, interior chambers,
nasiromar 10:e18685911e84 295 * and plants in the background so you can see motion. Note: using the similar
nasiromar 10:e18685911e84 296 * procedure you can init the secondary map(s).
nasiromar 10:e18685911e84 297 */
nasiromar 10:e18685911e84 298 void init_main_map()
nasiromar 10:e18685911e84 299 {
nasiromar 10:e18685911e84 300 // "Random" plants
nasiromar 10:e18685911e84 301 Map* map = set_active_map(0);
nasiromar 10:e18685911e84 302 for(int i = map_width() + 3; i < map_area(); i += 39) {
nasiromar 10:e18685911e84 303 add_plant(i % map_width(), i / map_width());
nasiromar 10:e18685911e84 304 }
nasiromar 10:e18685911e84 305 pc.printf("plants\r\n");
nasiromar 9:cbb9cfb1f6c5 306
nasiromar 10:e18685911e84 307 pc.printf("Adding walls!\r\n");
nasiromar 10:e18685911e84 308 add_wall(0, 0, HORIZONTAL, map_width());
nasiromar 10:e18685911e84 309 add_wall(0, map_height()-1, HORIZONTAL, map_width());
nasiromar 10:e18685911e84 310 add_wall(0, 0, VERTICAL, map_height());
nasiromar 10:e18685911e84 311 add_wall(map_width()-1, 0, VERTICAL, map_height());
nasiromar 10:e18685911e84 312 pc.printf("Walls done!\r\n");
nasiromar 10:e18685911e84 313
nasiromar 10:e18685911e84 314
nasiromar 10:e18685911e84 315
nasiromar 10:e18685911e84 316 for(int i = 7; i < 13; i++) {
nasiromar 10:e18685911e84 317 for (int j = 23; j <31; j++) {
nasiromar 10:e18685911e84 318 add_kindom(j,i);
nasiromar 9:cbb9cfb1f6c5 319 }
nasiromar 9:cbb9cfb1f6c5 320 }
rconnorlawson 0:35660d7952f7 321
rconnorlawson 0:35660d7952f7 322
nasiromar 10:e18685911e84 323
nasiromar 10:e18685911e84 324 set_npc(9,9);
nasiromar 10:e18685911e84 325
nasiromar 10:e18685911e84 326 //add_chest(10,10);
nasiromar 10:e18685911e84 327
nasiromar 10:e18685911e84 328 add_door(26,12);
nasiromar 10:e18685911e84 329
nasiromar 10:e18685911e84 330 add_portal(20,35);
nasiromar 10:e18685911e84 331
nasiromar 10:e18685911e84 332 print_map();
nasiromar 10:e18685911e84 333 }
nasiromar 10:e18685911e84 334
nasiromar 6:c9695079521d 335
nasiromar 10:e18685911e84 336 /**
nasiromar 10:e18685911e84 337 * Program entry point! This is where it all begins.
nasiromar 10:e18685911e84 338 * This function orchestrates all the parts of the game. Most of your
nasiromar 10:e18685911e84 339 * implementation should be elsewhere - this holds the game loop, and should
nasiromar 10:e18685911e84 340 * read like a road map for the rest of the code.
nasiromar 10:e18685911e84 341 */
nasiromar 10:e18685911e84 342 int main()
nasiromar 10:e18685911e84 343 {
nasiromar 10:e18685911e84 344
nasiromar 10:e18685911e84 345 Player.HP = 100;
nasiromar 10:e18685911e84 346 Player.MP = 100;
nasiromar 10:e18685911e84 347
nasiromar 10:e18685911e84 348 // MapItem* north = get_north(Player.x,Player.y);
rconnorlawson 0:35660d7952f7 349
nasiromar 6:c9695079521d 350
nasiromar 10:e18685911e84 351 // First things first: initialize hardware
nasiromar 10:e18685911e84 352 ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!");
nasiromar 9:cbb9cfb1f6c5 353
nasiromar 10:e18685911e84 354 // Initialize the maps
nasiromar 10:e18685911e84 355 maps_init();
nasiromar 10:e18685911e84 356 init_main_map();
nasiromar 10:e18685911e84 357
nasiromar 10:e18685911e84 358 // Initialize game state
nasiromar 10:e18685911e84 359 set_active_map(0);
nasiromar 10:e18685911e84 360 Player.x = Player.y = 5;
nasiromar 10:e18685911e84 361
nasiromar 10:e18685911e84 362 draw_start();
nasiromar 10:e18685911e84 363
nasiromar 10:e18685911e84 364 //wave_file = fopen("/sd/godfather.wav","r");
nasiromar 10:e18685911e84 365 //waver.play(wave_file);
nasiromar 10:e18685911e84 366 //fclose(wave_file);
nasiromar 10:e18685911e84 367
nasiromar 10:e18685911e84 368 while(1) {
nasiromar 10:e18685911e84 369
nasiromar 10:e18685911e84 370 Timer t;
nasiromar 10:e18685911e84 371 t.start();
nasiromar 10:e18685911e84 372 GameInputs inp = read_inputs();
nasiromar 10:e18685911e84 373 int action = get_action(inp);
nasiromar 10:e18685911e84 374
nasiromar 10:e18685911e84 375
nasiromar 10:e18685911e84 376 if( action == ACTION_BUTTON) {
nasiromar 10:e18685911e84 377
nasiromar 10:e18685911e84 378 break;
nasiromar 9:cbb9cfb1f6c5 379 }
nasiromar 10:e18685911e84 380 t.stop();
nasiromar 10:e18685911e84 381 int dt = t.read_ms();
nasiromar 10:e18685911e84 382 if (dt < 100) wait_ms(100-dt);
nasiromar 9:cbb9cfb1f6c5 383
nasiromar 9:cbb9cfb1f6c5 384 }
nasiromar 9:cbb9cfb1f6c5 385
nasiromar 6:c9695079521d 386
nasiromar 10:e18685911e84 387 // Initial drawing
nasiromar 10:e18685911e84 388 draw_game(true);
nasiromar 10:e18685911e84 389 // Main game loop
nasiromar 10:e18685911e84 390 while(1) {
nasiromar 10:e18685911e84 391 // Timer to measure game update speed
nasiromar 10:e18685911e84 392 Timer t;
nasiromar 10:e18685911e84 393 t.start();
nasiromar 6:c9695079521d 394
nasiromar 10:e18685911e84 395 // Actually do the game update:
nasiromar 10:e18685911e84 396 // 1. Read inputs
nasiromar 10:e18685911e84 397 GameInputs input = read_inputs();
nasiromar 10:e18685911e84 398 // 2. Determine action (get_action)
nasiromar 10:e18685911e84 399 int action = get_action(input);
nasiromar 10:e18685911e84 400 // 3. Update game (update_game)
nasiromar 10:e18685911e84 401 update_game(action);
nasiromar 10:e18685911e84 402 // 3b. Check for game over
nasiromar 10:e18685911e84 403 if(Player.won == 1) {
nasiromar 10:e18685911e84 404 draw_gameover();
nasiromar 10:e18685911e84 405 break;
nasiromar 10:e18685911e84 406 }
nasiromar 10:e18685911e84 407 // 4. Draw frame (draw_game)
nasiromar 10:e18685911e84 408 draw_game(true);
nasiromar 9:cbb9cfb1f6c5 409
nasiromar 10:e18685911e84 410 // 5. Frame delay
nasiromar 10:e18685911e84 411 t.stop();
nasiromar 10:e18685911e84 412 int dt = t.read_ms();
nasiromar 10:e18685911e84 413 if (dt < 100) wait_ms(100 - dt);
nasiromar 10:e18685911e84 414 }
nasiromar 10:e18685911e84 415 //
nasiromar 9:cbb9cfb1f6c5 416
nasiromar 9:cbb9cfb1f6c5 417
nasiromar 10:e18685911e84 418 }