Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
main.cpp@8:fcc333a8f9e1, 2021-11-20 (annotated)
- Committer:
- nasiromar
- Date:
- Sat Nov 20 03:57:56 2021 +0000
- Revision:
- 8:fcc333a8f9e1
- Parent:
- 7:862062ffca62
- Child:
- 9:cbb9cfb1f6c5
Base Game
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; |
nasiromar | 8:fcc333a8f9e1 | 27 | int won; |
rashidi1saeed | 2:1ca97843a334 | 28 | // You can add other properties for the player here |
rconnorlawson | 0:35660d7952f7 | 29 | } Player; |
rconnorlawson | 0:35660d7952f7 | 30 | |
rconnorlawson | 0:35660d7952f7 | 31 | /** |
rconnorlawson | 0:35660d7952f7 | 32 | * Given the game inputs, determine what kind of update needs to happen. |
rconnorlawson | 0:35660d7952f7 | 33 | * Possbile return values are defined below. |
rconnorlawson | 0:35660d7952f7 | 34 | */ |
rconnorlawson | 0:35660d7952f7 | 35 | #define NO_ACTION 0 |
rconnorlawson | 0:35660d7952f7 | 36 | #define ACTION_BUTTON 1 |
rconnorlawson | 0:35660d7952f7 | 37 | #define MENU_BUTTON 2 |
rconnorlawson | 0:35660d7952f7 | 38 | #define GO_LEFT 3 |
rconnorlawson | 0:35660d7952f7 | 39 | #define GO_RIGHT 4 |
rconnorlawson | 0:35660d7952f7 | 40 | #define GO_UP 5 |
rconnorlawson | 0:35660d7952f7 | 41 | #define GO_DOWN 6 |
nasiromar | 6:c9695079521d | 42 | #define GOD_MODE 7 |
nasiromar | 6:c9695079521d | 43 | |
nasiromar | 6:c9695079521d | 44 | #define TILT .25 |
rconnorlawson | 0:35660d7952f7 | 45 | int get_action(GameInputs inputs) |
rconnorlawson | 0:35660d7952f7 | 46 | { |
nasiromar | 6:c9695079521d | 47 | |
nasiromar | 6:c9695079521d | 48 | if(inputs.ay > TILT) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 49 | return GO_UP; |
nasiromar | 6:c9695079521d | 50 | } |
nasiromar | 6:c9695079521d | 51 | if(inputs.ay < TILT *-1) { //Go in south direction if it is not blocked |
nasiromar | 6:c9695079521d | 52 | return GO_DOWN; |
nasiromar | 6:c9695079521d | 53 | } |
nasiromar | 6:c9695079521d | 54 | if(inputs.ax > TILT) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 55 | return GO_RIGHT; |
nasiromar | 6:c9695079521d | 56 | } |
nasiromar | 6:c9695079521d | 57 | if(inputs.ax < TILT *-1) { //Go in north direction if it is not blocked |
nasiromar | 6:c9695079521d | 58 | return GO_LEFT; |
nasiromar | 6:c9695079521d | 59 | } |
nasiromar | 6:c9695079521d | 60 | if(!inputs.b1) { |
nasiromar | 6:c9695079521d | 61 | wait(.5); |
nasiromar | 6:c9695079521d | 62 | return ACTION_BUTTON; |
nasiromar | 6:c9695079521d | 63 | } |
nasiromar | 6:c9695079521d | 64 | if(!inputs.b2) { |
nasiromar | 6:c9695079521d | 65 | wait(.5); |
nasiromar | 6:c9695079521d | 66 | return MENU_BUTTON; |
nasiromar | 6:c9695079521d | 67 | } |
nasiromar | 6:c9695079521d | 68 | if (!inputs.b3) { |
nasiromar | 6:c9695079521d | 69 | wait(.5); |
nasiromar | 6:c9695079521d | 70 | return GOD_MODE; |
nasiromar | 6:c9695079521d | 71 | } else { |
nasiromar | 6:c9695079521d | 72 | return NO_ACTION; |
nasiromar | 6:c9695079521d | 73 | } |
rconnorlawson | 0:35660d7952f7 | 74 | } |
rconnorlawson | 0:35660d7952f7 | 75 | |
nasiromar | 6:c9695079521d | 76 | |
rconnorlawson | 0:35660d7952f7 | 77 | /** |
rconnorlawson | 0:35660d7952f7 | 78 | * Update the game state based on the user action. For example, if the user |
rconnorlawson | 0:35660d7952f7 | 79 | * requests GO_UP, then this function should determine if that is possible by |
rconnorlawson | 0:35660d7952f7 | 80 | * consulting the map, and update the Player position accordingly. |
nasiromar | 6:c9695079521d | 81 | * |
rconnorlawson | 0:35660d7952f7 | 82 | * Return values are defined below. FULL_DRAW indicates that for this frame, |
rconnorlawson | 0:35660d7952f7 | 83 | * draw_game should not optimize drawing and should draw every tile, even if |
rconnorlawson | 0:35660d7952f7 | 84 | * the player has not moved. |
rconnorlawson | 0:35660d7952f7 | 85 | */ |
nasiromar | 6:c9695079521d | 86 | // Gmae Life and Magic Points |
nasiromar | 6:c9695079521d | 87 | #define HP 100 |
nasiromar | 6:c9695079521d | 88 | #define MP 100 |
nasiromar | 6:c9695079521d | 89 | |
nasiromar | 6:c9695079521d | 90 | |
nasiromar | 6:c9695079521d | 91 | |
rconnorlawson | 0:35660d7952f7 | 92 | #define NO_RESULT 0 |
rconnorlawson | 0:35660d7952f7 | 93 | #define GAME_OVER 1 |
rconnorlawson | 0:35660d7952f7 | 94 | #define FULL_DRAW 2 |
rconnorlawson | 0:35660d7952f7 | 95 | int update_game(int action) |
rconnorlawson | 0:35660d7952f7 | 96 | { |
rconnorlawson | 0:35660d7952f7 | 97 | // Save player previous location before updating |
rconnorlawson | 0:35660d7952f7 | 98 | Player.px = Player.x; |
rconnorlawson | 0:35660d7952f7 | 99 | Player.py = Player.y; |
nasiromar | 6:c9695079521d | 100 | |
nasiromar | 6:c9695079521d | 101 | |
nasiromar | 6:c9695079521d | 102 | |
rconnorlawson | 0:35660d7952f7 | 103 | // Do different things based on the each action. |
rconnorlawson | 0:35660d7952f7 | 104 | // You can define functions like "go_up()" that get called for each case. |
nasiromar | 6:c9695079521d | 105 | |
nasiromar | 6:c9695079521d | 106 | // Need to check if Claue has changed as well if whats in front of me is able to be walked into |
nasiromar | 6:c9695079521d | 107 | switch(action) { |
nasiromar | 6:c9695079521d | 108 | case GO_UP: { |
nasiromar | 6:c9695079521d | 109 | MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 110 | if (north->walkable && north == NULL || north->type == (PORTAL || PLANT) && Player.y != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 111 | Player.y--; |
nasiromar | 6:c9695079521d | 112 | } |
nasiromar | 6:c9695079521d | 113 | break; |
nasiromar | 6:c9695079521d | 114 | } |
nasiromar | 6:c9695079521d | 115 | case GO_RIGHT: { |
nasiromar | 6:c9695079521d | 116 | MapItem* east = get_east(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 117 | if (east->walkable && east == NULL || east->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 118 | Player.x++; |
nasiromar | 6:c9695079521d | 119 | } |
nasiromar | 6:c9695079521d | 120 | break; |
nasiromar | 6:c9695079521d | 121 | } |
nasiromar | 6:c9695079521d | 122 | case GO_DOWN: { |
nasiromar | 6:c9695079521d | 123 | MapItem* south = get_south(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 124 | if (south->walkable && south == NULL || south->type ==(PORTAL || PLANT) && Player.y != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 125 | Player.y++; |
nasiromar | 6:c9695079521d | 126 | } |
nasiromar | 6:c9695079521d | 127 | break; |
nasiromar | 6:c9695079521d | 128 | } |
nasiromar | 6:c9695079521d | 129 | case GO_LEFT: { |
nasiromar | 6:c9695079521d | 130 | MapItem* west = get_west(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 131 | if (west->walkable && west == NULL || west->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) { |
nasiromar | 6:c9695079521d | 132 | Player.x--; |
nasiromar | 6:c9695079521d | 133 | } |
nasiromar | 6:c9695079521d | 134 | break; |
nasiromar | 6:c9695079521d | 135 | } |
nasiromar | 6:c9695079521d | 136 | case ACTION_BUTTON: { |
nasiromar | 6:c9695079521d | 137 | MapItem* west = get_west(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 138 | MapItem* south = get_south(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 139 | MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 140 | MapItem* east = get_east(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 141 | MapItem* curr = get_here(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 142 | |
nasiromar | 7:862062ffca62 | 143 | if((east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC)&& Player.has_key == 1){ |
nasiromar | 7:862062ffca62 | 144 | npc_speech2(); |
nasiromar | 7:862062ffca62 | 145 | } |
nasiromar | 7:862062ffca62 | 146 | |
nasiromar | 8:fcc333a8f9e1 | 147 | if(east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC && Player.has_key == 0 ){ |
nasiromar | 6:c9695079521d | 148 | npc_speech1(); |
nasiromar | 6:c9695079521d | 149 | } |
nasiromar | 6:c9695079521d | 150 | |
nasiromar | 7:862062ffca62 | 151 | if(north->type == PORTAL||south->type == PORTAL||east->type == PORTAL||west->type == PORTAL){ |
nasiromar | 7:862062ffca62 | 152 | init_dung(); |
nasiromar | 7:862062ffca62 | 153 | Player.x = Player.y = 7; |
nasiromar | 7:862062ffca62 | 154 | } |
nasiromar | 7:862062ffca62 | 155 | |
nasiromar | 7:862062ffca62 | 156 | if((north->type == DRAGON||south->type == DRAGON||east->type == DRAGON||west->type == DRAGON )&& Player.spell == WATER){ |
nasiromar | 7:862062ffca62 | 157 | slay_dragon(); |
nasiromar | 7:862062ffca62 | 158 | Player.has_key = 1; |
nasiromar | 7:862062ffca62 | 159 | } |
nasiromar | 7:862062ffca62 | 160 | |
nasiromar | 7:862062ffca62 | 161 | if(north->type == PORTAl||south->type == PORTAl||east->type == PORTAl||west->type == PORTAl){ |
nasiromar | 7:862062ffca62 | 162 | init_main_map(); |
nasiromar | 7:862062ffca62 | 163 | } |
nasiromar | 7:862062ffca62 | 164 | |
nasiromar | 8:fcc333a8f9e1 | 165 | if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 1){ |
nasiromar | 8:fcc333a8f9e1 | 166 | Player.won = door_open(); |
nasiromar | 8:fcc333a8f9e1 | 167 | } |
nasiromar | 8:fcc333a8f9e1 | 168 | |
nasiromar | 6:c9695079521d | 169 | } |
nasiromar | 6:c9695079521d | 170 | break; |
nasiromar | 6:c9695079521d | 171 | case MENU_BUTTON: { |
nasiromar | 6:c9695079521d | 172 | init_spells(); |
nasiromar | 6:c9695079521d | 173 | Player.spell = spell(); |
nasiromar | 6:c9695079521d | 174 | } |
nasiromar | 6:c9695079521d | 175 | break; |
nasiromar | 6:c9695079521d | 176 | case GOD_MODE: { |
nasiromar | 6:c9695079521d | 177 | |
nasiromar | 6:c9695079521d | 178 | Player.god = !Player.god; |
nasiromar | 6:c9695079521d | 179 | } |
nasiromar | 6:c9695079521d | 180 | break; |
nasiromar | 6:c9695079521d | 181 | |
nasiromar | 6:c9695079521d | 182 | default: |
nasiromar | 6:c9695079521d | 183 | |
nasiromar | 6:c9695079521d | 184 | break; |
rconnorlawson | 0:35660d7952f7 | 185 | } |
rconnorlawson | 0:35660d7952f7 | 186 | return NO_RESULT; |
rconnorlawson | 0:35660d7952f7 | 187 | } |
rconnorlawson | 0:35660d7952f7 | 188 | |
rconnorlawson | 0:35660d7952f7 | 189 | /** |
rconnorlawson | 0:35660d7952f7 | 190 | * Entry point for frame drawing. This should be called once per iteration of |
nasiromar | 6:c9695079521d | 191 | * the game loop. This draws all tiles on the screen, followed by the status |
nasiromar | 6:c9695079521d | 192 | * bars. Unless init is nonzero, this function will optimize drawing by only |
rconnorlawson | 0:35660d7952f7 | 193 | * drawing tiles that have changed from the previous frame. |
rconnorlawson | 0:35660d7952f7 | 194 | */ |
rconnorlawson | 0:35660d7952f7 | 195 | void draw_game(int init) |
rconnorlawson | 0:35660d7952f7 | 196 | { |
rconnorlawson | 0:35660d7952f7 | 197 | // Draw game border first |
rconnorlawson | 0:35660d7952f7 | 198 | if(init) draw_border(); |
nasiromar | 6:c9695079521d | 199 | |
rconnorlawson | 0:35660d7952f7 | 200 | // Iterate over all visible map tiles |
nasiromar | 6:c9695079521d | 201 | for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles |
nasiromar | 6:c9695079521d | 202 | for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles |
rconnorlawson | 0:35660d7952f7 | 203 | // Here, we have a given (i,j) |
nasiromar | 6:c9695079521d | 204 | |
rconnorlawson | 0:35660d7952f7 | 205 | // Compute the current map (x,y) of this tile |
rconnorlawson | 0:35660d7952f7 | 206 | int x = i + Player.x; |
rconnorlawson | 0:35660d7952f7 | 207 | int y = j + Player.y; |
nasiromar | 6:c9695079521d | 208 | |
rconnorlawson | 0:35660d7952f7 | 209 | // Compute the previous map (px, py) of this tile |
rconnorlawson | 0:35660d7952f7 | 210 | int px = i + Player.px; |
rconnorlawson | 0:35660d7952f7 | 211 | int py = j + Player.py; |
nasiromar | 6:c9695079521d | 212 | |
rconnorlawson | 0:35660d7952f7 | 213 | // Compute u,v coordinates for drawing |
rconnorlawson | 0:35660d7952f7 | 214 | int u = (i+5)*11 + 3; |
rconnorlawson | 0:35660d7952f7 | 215 | int v = (j+4)*11 + 15; |
nasiromar | 6:c9695079521d | 216 | |
rconnorlawson | 0:35660d7952f7 | 217 | // Figure out what to draw |
rconnorlawson | 0:35660d7952f7 | 218 | DrawFunc draw = NULL; |
nasiromar | 6:c9695079521d | 219 | if (init && i == 0 && j == 0) { // Only draw the player on init |
rconnorlawson | 0:35660d7952f7 | 220 | draw_player(u, v, Player.has_key); |
rconnorlawson | 0:35660d7952f7 | 221 | continue; |
nasiromar | 6:c9695079521d | 222 | } else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map |
rconnorlawson | 0:35660d7952f7 | 223 | MapItem* curr_item = get_here(x, y); |
rconnorlawson | 0:35660d7952f7 | 224 | MapItem* prev_item = get_here(px, py); |
nasiromar | 6:c9695079521d | 225 | if (init || curr_item != prev_item) { // Only draw if they're different |
nasiromar | 6:c9695079521d | 226 | if (curr_item) { // There's something here! Draw it |
rconnorlawson | 0:35660d7952f7 | 227 | draw = curr_item->draw; |
nasiromar | 6:c9695079521d | 228 | } else { // There used to be something, but now there isn't |
rconnorlawson | 0:35660d7952f7 | 229 | draw = draw_nothing; |
rconnorlawson | 0:35660d7952f7 | 230 | } |
rconnorlawson | 0:35660d7952f7 | 231 | } |
nasiromar | 6:c9695079521d | 232 | } else if (init) { // If doing a full draw, but we're out of bounds, draw the walls. |
rconnorlawson | 0:35660d7952f7 | 233 | draw = draw_wall; |
rconnorlawson | 0:35660d7952f7 | 234 | } |
rconnorlawson | 0:35660d7952f7 | 235 | |
rconnorlawson | 0:35660d7952f7 | 236 | // Actually draw the tile |
rconnorlawson | 0:35660d7952f7 | 237 | if (draw) draw(u, v); |
rconnorlawson | 0:35660d7952f7 | 238 | } |
rconnorlawson | 0:35660d7952f7 | 239 | } |
rconnorlawson | 0:35660d7952f7 | 240 | |
nasiromar | 6:c9695079521d | 241 | // Draw status bars |
nasiromar | 6:c9695079521d | 242 | draw_upper_status(Player.x,Player.y); |
nasiromar | 6:c9695079521d | 243 | draw_lower_status(HP,MP); |
rconnorlawson | 0:35660d7952f7 | 244 | } |
rconnorlawson | 0:35660d7952f7 | 245 | |
rconnorlawson | 0:35660d7952f7 | 246 | |
rconnorlawson | 0:35660d7952f7 | 247 | /** |
rconnorlawson | 0:35660d7952f7 | 248 | * Initialize the main world map. Add walls around the edges, interior chambers, |
rashidi1saeed | 2:1ca97843a334 | 249 | * and plants in the background so you can see motion. Note: using the similar |
rashidi1saeed | 3:e4690ad5a4d2 | 250 | * procedure you can init the secondary map(s). |
rconnorlawson | 0:35660d7952f7 | 251 | */ |
rconnorlawson | 0:35660d7952f7 | 252 | void init_main_map() |
rconnorlawson | 0:35660d7952f7 | 253 | { |
rconnorlawson | 0:35660d7952f7 | 254 | // "Random" plants |
rconnorlawson | 0:35660d7952f7 | 255 | Map* map = set_active_map(0); |
nasiromar | 6:c9695079521d | 256 | for(int i = map_width() + 3; i < map_area(); i += 39) { |
rconnorlawson | 0:35660d7952f7 | 257 | add_plant(i % map_width(), i / map_width()); |
rconnorlawson | 0:35660d7952f7 | 258 | } |
rconnorlawson | 0:35660d7952f7 | 259 | pc.printf("plants\r\n"); |
nasiromar | 6:c9695079521d | 260 | |
rconnorlawson | 0:35660d7952f7 | 261 | pc.printf("Adding walls!\r\n"); |
rconnorlawson | 0:35660d7952f7 | 262 | add_wall(0, 0, HORIZONTAL, map_width()); |
rconnorlawson | 0:35660d7952f7 | 263 | add_wall(0, map_height()-1, HORIZONTAL, map_width()); |
rconnorlawson | 0:35660d7952f7 | 264 | add_wall(0, 0, VERTICAL, map_height()); |
rconnorlawson | 0:35660d7952f7 | 265 | add_wall(map_width()-1, 0, VERTICAL, map_height()); |
rconnorlawson | 0:35660d7952f7 | 266 | pc.printf("Walls done!\r\n"); |
nasiromar | 7:862062ffca62 | 267 | |
nasiromar | 7:862062ffca62 | 268 | |
nasiromar | 7:862062ffca62 | 269 | |
nasiromar | 7:862062ffca62 | 270 | for(int i = 7; i < 13;i++) |
nasiromar | 7:862062ffca62 | 271 | { |
nasiromar | 7:862062ffca62 | 272 | for (int j = 23; j <31;j++) |
nasiromar | 7:862062ffca62 | 273 | { |
nasiromar | 7:862062ffca62 | 274 | add_kindom(j,i); |
nasiromar | 7:862062ffca62 | 275 | } |
nasiromar | 7:862062ffca62 | 276 | } |
nasiromar | 7:862062ffca62 | 277 | |
nasiromar | 6:c9695079521d | 278 | add_npc(9,9); |
nasiromar | 6:c9695079521d | 279 | |
nasiromar | 7:862062ffca62 | 280 | //add_chest(10,10); |
nasiromar | 6:c9695079521d | 281 | |
nasiromar | 7:862062ffca62 | 282 | add_door(26,12); |
nasiromar | 7:862062ffca62 | 283 | |
nasiromar | 7:862062ffca62 | 284 | add_portal(20,35); |
nasiromar | 6:c9695079521d | 285 | |
rconnorlawson | 0:35660d7952f7 | 286 | print_map(); |
rconnorlawson | 0:35660d7952f7 | 287 | } |
rconnorlawson | 0:35660d7952f7 | 288 | |
nasiromar | 6:c9695079521d | 289 | |
rconnorlawson | 0:35660d7952f7 | 290 | /** |
rconnorlawson | 0:35660d7952f7 | 291 | * Program entry point! This is where it all begins. |
rconnorlawson | 0:35660d7952f7 | 292 | * This function orchestrates all the parts of the game. Most of your |
rconnorlawson | 0:35660d7952f7 | 293 | * implementation should be elsewhere - this holds the game loop, and should |
rconnorlawson | 0:35660d7952f7 | 294 | * read like a road map for the rest of the code. |
rconnorlawson | 0:35660d7952f7 | 295 | */ |
rconnorlawson | 0:35660d7952f7 | 296 | int main() |
rconnorlawson | 0:35660d7952f7 | 297 | { |
nasiromar | 7:862062ffca62 | 298 | |
nasiromar | 7:862062ffca62 | 299 | |
nasiromar | 7:862062ffca62 | 300 | // MapItem* north = get_north(Player.x,Player.y); |
nasiromar | 7:862062ffca62 | 301 | |
nasiromar | 7:862062ffca62 | 302 | |
rconnorlawson | 0:35660d7952f7 | 303 | // First things first: initialize hardware |
rconnorlawson | 0:35660d7952f7 | 304 | ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!"); |
nasiromar | 6:c9695079521d | 305 | |
rconnorlawson | 0:35660d7952f7 | 306 | // Initialize the maps |
rconnorlawson | 0:35660d7952f7 | 307 | maps_init(); |
rconnorlawson | 0:35660d7952f7 | 308 | init_main_map(); |
nasiromar | 6:c9695079521d | 309 | |
rconnorlawson | 0:35660d7952f7 | 310 | // Initialize game state |
rconnorlawson | 0:35660d7952f7 | 311 | set_active_map(0); |
rconnorlawson | 0:35660d7952f7 | 312 | Player.x = Player.y = 5; |
rconnorlawson | 0:35660d7952f7 | 313 | |
rconnorlawson | 0:35660d7952f7 | 314 | // Initial drawing |
rconnorlawson | 0:35660d7952f7 | 315 | draw_game(true); |
rconnorlawson | 0:35660d7952f7 | 316 | // Main game loop |
nasiromar | 6:c9695079521d | 317 | while(1) { |
rconnorlawson | 0:35660d7952f7 | 318 | // Timer to measure game update speed |
nasiromar | 6:c9695079521d | 319 | Timer t; |
nasiromar | 6:c9695079521d | 320 | t.start(); |
nasiromar | 6:c9695079521d | 321 | |
lballard9 | 5:2f34484325bc | 322 | // Actually do the game update: |
nasiromar | 6:c9695079521d | 323 | // 1. Read inputs |
nasiromar | 6:c9695079521d | 324 | GameInputs input = read_inputs(); |
nasiromar | 6:c9695079521d | 325 | // 2. Determine action (get_action) |
nasiromar | 6:c9695079521d | 326 | int action = get_action(input); |
rconnorlawson | 0:35660d7952f7 | 327 | // 3. Update game (update_game) |
nasiromar | 6:c9695079521d | 328 | update_game(action); |
rconnorlawson | 0:35660d7952f7 | 329 | // 3b. Check for game over |
nasiromar | 8:fcc333a8f9e1 | 330 | if(Player.won == 1){ |
nasiromar | 8:fcc333a8f9e1 | 331 | draw_gameover(); |
nasiromar | 8:fcc333a8f9e1 | 332 | break; |
nasiromar | 8:fcc333a8f9e1 | 333 | } |
rconnorlawson | 0:35660d7952f7 | 334 | // 4. Draw frame (draw_game) |
lballard9 | 5:2f34484325bc | 335 | draw_game(true); |
nasiromar | 6:c9695079521d | 336 | |
rconnorlawson | 0:35660d7952f7 | 337 | // 5. Frame delay |
rconnorlawson | 0:35660d7952f7 | 338 | t.stop(); |
rconnorlawson | 0:35660d7952f7 | 339 | int dt = t.read_ms(); |
rconnorlawson | 0:35660d7952f7 | 340 | if (dt < 100) wait_ms(100 - dt); |
rconnorlawson | 0:35660d7952f7 | 341 | } |
nasiromar | 6:c9695079521d | 342 | // |
nasiromar | 7:862062ffca62 | 343 | |
nasiromar | 6:c9695079521d | 344 | |
rconnorlawson | 0:35660d7952f7 | 345 | } |