Game For ECE 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

main.cpp

Committer:
nasiromar
Date:
2021-11-30
Revision:
9:cbb9cfb1f6c5
Parent:
8:fcc333a8f9e1
Child:
10:e18685911e84

File content as of revision 9:cbb9cfb1f6c5:

// Project includes
#include "globals.h"
#include "hardware.h"
#include "map.h"
#include "graphics.h"
#include "speech.h"
#include "spells.h"
#include "actions.h"
#include "SDFileSystem.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 ();


FILE *wave_file;

/**
 * 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;
    int spell;
    int god;
    int won;
    int HP,MP;
    // You can add other properties for the player here
} 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
#define GOD_MODE 7

#define TILT .25
int get_action(GameInputs inputs)
{

    if(inputs.ay > TILT) {      //Go in north direction if it is not blocked
        return GO_UP;
    }
    if(inputs.ay < TILT *-1) {     //Go in south direction if it is not blocked
        return GO_DOWN;
    }
    if(inputs.ax > TILT) {      //Go in north direction if it is not blocked
        return GO_RIGHT;
    }
    if(inputs.ax < TILT *-1) {     //Go in north direction if it is not blocked
        return GO_LEFT;
    }
    if(!inputs.b1) {
        wait(.5);
        return ACTION_BUTTON;
    }
    if(!inputs.b2) {
        wait(.5);
        return MENU_BUTTON;
    }
    if (!inputs.b3) {
        wait(.5);
        return GOD_MODE;
    } else {
        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.
 */
// Game Life and Magic Points



#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.

    // Need to check if Claue has changed as well if whats in front of me is able to be walked into
    switch(action) {
        case GO_UP: {
            MapItem* north = get_north(Player.x,Player.y);
            if (north->walkable && north == NULL || north->type == (PORTAL || PLANT) && Player.y != 0 || Player.god ) {
                Player.y--;
                
            }
            break;
        }
        case GO_RIGHT: {
            MapItem* east = get_east(Player.x,Player.y);
            if (east->walkable && east == NULL || east->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) {
                Player.x++;
            }
            break;
        }
        case GO_DOWN:  {
            MapItem* south = get_south(Player.x,Player.y);
            if (south->walkable && south == NULL || south->type ==(PORTAL || PLANT) && Player.y != 0 || Player.god ) {
                Player.y++;
            }
            break;
        }
        case GO_LEFT: {
            MapItem* west = get_west(Player.x,Player.y);
            if (west->walkable && west == NULL || west->type == (PORTAL || PLANT) && Player.x != 0 || Player.god  ) {
                Player.x--;
            }
            break;
        }
        case ACTION_BUTTON: {
            MapItem* west = get_west(Player.x,Player.y);
            MapItem* south = get_south(Player.x,Player.y);
            MapItem* north = get_north(Player.x,Player.y);
            MapItem* east = get_east(Player.x,Player.y);
            MapItem* curr =  get_here(Player.x,Player.y);

            if((east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC)&& Player.has_key == 1) {
                npc_speech2();
            }

            if(east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC && Player.has_key == 0 ) {
                npc_speech1();
            }

            if(north->type == PORTAL||south->type == PORTAL||east->type == PORTAL||west->type == PORTAL) {
                init_dung();
                Player.x = Player.y = 7;
            }

            if((north->type == DRAGON||south->type == DRAGON||east->type == DRAGON||west->type == DRAGON )&& Player.spell == WATER) {
                slay_dragon();
                Player.has_key = 1;
            }

            if(north->type == PORTAl||south->type == PORTAl||east->type == PORTAl||west->type == PORTAl) {
                init_main_map();
            }

            if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 1) {
                Player.won = door_open();
            }

            if((north->type == PLANT||south->type == PLANT||east->type == PLANT||west->type == PLANT||curr->type == PLANT)&&
                    (north->data == FRUIT||south->data == FRUIT||east->data == FRUIT||west->data == FRUIT||curr->data == FRUIT)){
                if(Player.HP < 100) {
                    fruit();
                    Player.HP += 5;
                    north->data = NULL;
                    south->data = NULL;
                    east->data = NULL;
                    west->data = NULL;
                    curr->data = NULL;
                } else 
                    no_fruit();
                  wave_file = fopen("/sd/rzelda-1s.wav","r");
                  waver.play(wave_file);
                  fclose(wave_file);
                  
                    
                    
                
            }
            }
            break;
            case MENU_BUTTON: {
                init_spells();
                Player.spell = spell();
            }
            break;
            case GOD_MODE: {

                Player.god = !Player.god;
                if (Player.god) {
                    god_modeOn();
                } else
                    god_modeOff();
                    
            }
            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(Player.x,Player.y);
        draw_lower_status(Player.HP,Player.MP);
    }


    /**
     * Initialize the main world map. Add walls around the edges, interior chambers,
     * and plants in the background so you can see motion. Note: using the similar
     * procedure you can init the secondary map(s).
     */
    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");



        for(int i = 7; i < 13; i++) {
            for (int j = 23; j <31; j++) {
                add_kindom(j,i);
            }
        }
    
     
     
        set_npc(9,9);

        //add_chest(10,10);

        add_door(26,12);

        add_portal(20,35);

        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() {

        Player.HP = 100;
        Player.MP = 100;

        // MapItem* north = get_north(Player.x,Player.y);


        // 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();

            // Actually do the game update:
            // 1. Read inputs
            GameInputs input = read_inputs();
            // 2. Determine action (get_action)
            int action = get_action(input);
            // 3. Update game (update_game)
            update_game(action);
            // 3b. Check for game over
            if(Player.won == 1) {
                draw_gameover();
                break;
            }
            // 4. Draw frame (draw_game)
            draw_game(true);

            // 5. Frame delay
            t.stop();
            int dt = t.read_ms();
            if (dt < 100) wait_ms(100 - dt);
        }
        //


    }