Game For ECE 2035
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
main.cpp
- Committer:
- nasiromar
- Date:
- 2021-11-20
- Revision:
- 8:fcc333a8f9e1
- Parent:
- 7:862062ffca62
- Child:
- 9:cbb9cfb1f6c5
File content as of revision 8:fcc333a8f9e1:
// Project includes #include "globals.h" #include "hardware.h" #include "map.h" #include "graphics.h" #include "speech.h" #include "spells.h" #include "actions.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; int spell; int god; int won; // 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. */ // Gmae Life and Magic Points #define HP 100 #define MP 100 #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(); } } break; case MENU_BUTTON: { init_spells(); Player.spell = spell(); } break; case GOD_MODE: { Player.god = !Player.god; } 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(HP,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); } } add_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() { // 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); } // }