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);
    }
    //
    

}