Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
Diff: main.cpp
- Revision:
- 0:35660d7952f7
- Child:
- 2:1ca97843a334
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/main.cpp Fri Mar 30 17:07:25 2018 +0000 @@ -0,0 +1,207 @@ +// Project includes +#include "globals.h" +#include "hardware.h" +#include "map.h" +#include "graphics.h" +#include "speech.h" + +// Functions in this file +int get_action (GameInputs inputs); +int update_game (int action); +void draw_game (int init); +void init_main_map (); +int main (); + +/** + * The main game state. Must include Player locations and previous locations for + * drawing to work properly. Other items can be added as needed. + */ +struct { + int x,y; // Current locations + int px, py; // Previous locations + int has_key; +} Player; + +/** + * Given the game inputs, determine what kind of update needs to happen. + * Possbile return values are defined below. + */ +#define NO_ACTION 0 +#define ACTION_BUTTON 1 +#define MENU_BUTTON 2 +#define GO_LEFT 3 +#define GO_RIGHT 4 +#define GO_UP 5 +#define GO_DOWN 6 +int get_action(GameInputs inputs) +{ + return NO_ACTION; +} + +/** + * Update the game state based on the user action. For example, if the user + * requests GO_UP, then this function should determine if that is possible by + * consulting the map, and update the Player position accordingly. + * + * Return values are defined below. FULL_DRAW indicates that for this frame, + * draw_game should not optimize drawing and should draw every tile, even if + * the player has not moved. + */ +#define NO_RESULT 0 +#define GAME_OVER 1 +#define FULL_DRAW 2 +int update_game(int action) +{ + // Save player previous location before updating + Player.px = Player.x; + Player.py = Player.y; + + // Do different things based on the each action. + // You can define functions like "go_up()" that get called for each case. + switch(action) + { + case GO_UP: break; + case GO_LEFT: break; + case GO_DOWN: break; + case GO_RIGHT: break; + case ACTION_BUTTON: break; + case MENU_BUTTON: break; + default: break; + } + return NO_RESULT; +} + +/** + * Entry point for frame drawing. This should be called once per iteration of + * the game loop. This draws all tiles on the screen, followed by the status + * bars. Unless init is nonzero, this function will optimize drawing by only + * drawing tiles that have changed from the previous frame. + */ +void draw_game(int init) +{ + // Draw game border first + if(init) draw_border(); + + // Iterate over all visible map tiles + for (int i = -5; i <= 5; i++) // Iterate over columns of tiles + { + for (int j = -4; j <= 4; j++) // Iterate over one column of tiles + { + // Here, we have a given (i,j) + + // Compute the current map (x,y) of this tile + int x = i + Player.x; + int y = j + Player.y; + + // Compute the previous map (px, py) of this tile + int px = i + Player.px; + int py = j + Player.py; + + // Compute u,v coordinates for drawing + int u = (i+5)*11 + 3; + int v = (j+4)*11 + 15; + + // Figure out what to draw + DrawFunc draw = NULL; + if (init && i == 0 && j == 0) // Only draw the player on init + { + draw_player(u, v, Player.has_key); + continue; + } + else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) // Current (i,j) in the map + { + MapItem* curr_item = get_here(x, y); + MapItem* prev_item = get_here(px, py); + if (init || curr_item != prev_item) // Only draw if they're different + { + if (curr_item) // There's something here! Draw it + { + draw = curr_item->draw; + } + else // There used to be something, but now there isn't + { + draw = draw_nothing; + } + } + } + else if (init) // If doing a full draw, but we're out of bounds, draw the walls. + { + draw = draw_wall; + } + + // Actually draw the tile + if (draw) draw(u, v); + } + } + + // Draw status bars + draw_upper_status(); + draw_lower_status(); +} + + +/** + * Initialize the main world map. Add walls around the edges, interior chambers, + * and plants in the background so you can see motion. + */ +void init_main_map() +{ + // "Random" plants + Map* map = set_active_map(0); + for(int i = map_width() + 3; i < map_area(); i += 39) + { + add_plant(i % map_width(), i / map_width()); + } + pc.printf("plants\r\n"); + + pc.printf("Adding walls!\r\n"); + add_wall(0, 0, HORIZONTAL, map_width()); + add_wall(0, map_height()-1, HORIZONTAL, map_width()); + add_wall(0, 0, VERTICAL, map_height()); + add_wall(map_width()-1, 0, VERTICAL, map_height()); + pc.printf("Walls done!\r\n"); + + print_map(); +} + +/** + * Program entry point! This is where it all begins. + * This function orchestrates all the parts of the game. Most of your + * implementation should be elsewhere - this holds the game loop, and should + * read like a road map for the rest of the code. + */ +int main() +{ + // First things first: initialize hardware + ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!"); + + // Initialize the maps + maps_init(); + init_main_map(); + + // Initialize game state + set_active_map(0); + Player.x = Player.y = 5; + + // Initial drawing + draw_game(true); + + // Main game loop + while(1) + { + // Timer to measure game update speed + Timer t; t.start(); + + // Actuall do the game update: + // 1. Read inputs + // 2. Determine action (get_action) + // 3. Update game (update_game) + // 3b. Check for game over + // 4. Draw frame (draw_game) + + // 5. Frame delay + t.stop(); + int dt = t.read_ms(); + if (dt < 100) wait_ms(100 - dt); + } +}