Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
actions.cpp
- Committer:
- nasiromar
- Date:
- 2021-12-02
- Revision:
- 13:798a4dd14c7e
- Parent:
- 12:116a4cc85b16
- Child:
- 14:7225da81314a
File content as of revision 13:798a4dd14c7e:
#include "actions.h" #include "speech.h" #include "hardware.h" #include "globals.h" #include "map.h" MapItem*spot = (MapItem*) malloc(sizeof(MapItem)); int currentMap = get_map(1); int door_open() { return 1; } void door_locked() { char line1[] = "The Door Is"; char line2[] = "Locked..."; horizontal_speech1(line1,line2); char line3[] = "Find The Key"; char line4[] = "**Slay Mob**"; horizontal_speech1(line3,line4); } void fruit() { char line1[] = "Picked Fruit"; char line2[] = "From The Tree"; horizontal_speech1(line1,line2); char line3[] = "Fruit Eaten:"; char line4[] = "5 HP gained"; horizontal_speech1(line3,line4); } void god_modeOn() { char line1[] = "God Mode:"; char line2[] = "Activated"; horizontal_speech1(line1,line2); } void god_modeOff() { char line1[] = "God Mode:"; char line2[] = "Deactivated"; horizontal_speech1(line1,line2); } int walkYpos; int gob_x = 18; int gob_y = 19; void walk_goblin(int slain) { if(slain != 1 && currentMap == 1) { map_erase(gob_x,gob_y); if ( gob_y == 18 ) { walkYpos = 0; } else if ( gob_y == 19) { walkYpos = 1; } if ( walkYpos == 1) { gob_y--; add_goblin(gob_x,gob_y,ENEMY1); } else if ( walkYpos == 0) { gob_y++; add_goblin(gob_x,gob_y,ENEMY1); } } else if(slain == 1){ map_delete(gob_x,gob_y); } } void no_fruit() { char line1[] = "Player Health:"; char line2[] = "Full"; horizontal_speech1(line1,line2); char line3[] = "Fruit Dropped:"; char line4[] = "0 HP gained"; horizontal_speech1(line3,line4); } void npc_speech1() { char line1[] = "Salutations:"; char line2[] = "Traveler!"; horizontal_speech1(line1,line2); char line3[] = "Welcome to"; char line4[] = "NasLand"; horizontal_speech1(line3,line4); char line5[] = "I offer a quest"; char line6[] = "If thee accept"; horizontal_speech1(line5,line6); char line7[] = "Excellent!"; char line8[] = "I need a dragon"; horizontal_speech1(line7,line8); char line9[] = "Well not need"; char line10[] = "but want DEAD!"; horizontal_speech1(line9,line10); char line11[] = "so go to the "; char line12[] = "portal next.."; horizontal_speech1(line11,line12); char line13[] = "Hint: "; char line14[] = "X[20],Y[35]"; horizontal_speech1(line13,line14); } void npc_speech2() { char line1[] = "Welcome Back"; char line2[] = "Traveler!"; horizontal_speech1(line1,line2); char line3[] = "The Dragon"; char line4[] = "has been slain"; horizontal_speech1(line3,line4); char line5[] = "You have saved"; char line6[] = "NasLand"; horizontal_speech1(line5,line6); char line7[] = "Go to Castle"; char line8[] = "To collect"; horizontal_speech1(line7,line8); char line9[] = "TREASURE"; char line10[] = "TREASURE"; horizontal_speech1(line9,line10); char line11[] = "Farwell Great "; char line12[] = "Mage..."; horizontal_speech1(line11,line12); char line13[] = "Hint: "; char line14[] = "X[26],Y[12]"; horizontal_speech1(line13,line14); } void slay_dragon() { char line1[] = "Me!?!"; char line2[] = "Dying? at the"; horizontal_speech1(line1,line2); char line3[] = "hands of a"; char line4[] = "mere MORTAL"; horizontal_speech1(line3,line4); char line5[] = "Ahhhhhhhh!"; char line6[] = "DIES:("; horizontal_speech1(line5,line6); char line7[] = "CONGRATULATIONS!"; char line8[] = "Dragon Slain"; horizontal_speech1(line7,line8); char line9[] = "Heres the key!"; char line10[] = "Well Done!"; horizontal_speech1(line9,line10); } void init_dung() { Map* dung = set_active_map(1); for(int i = map_width() + 9; i < map_area(); i += 15) { add_chest(i % map_width(), i / map_width()); } pc.printf("plants\r\n"); pc.printf("Adding walls!\r\n"); add_castle(0, 0, HORIZONTAL, map_width()); add_castle(0, map_height()-1, HORIZONTAL, map_width()); add_castle(0, 0, VERTICAL, map_height()); add_castle(map_width()-1, 0, VERTICAL, map_height()); pc.printf("Walls done!\r\n"); add_portal2(10,2); add_dragon(15,9); add_goblin(5,7,ENEMY2); add_goblin(10,10,ENEMY1); print_map(); }