Game For ECE 2035

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
nasiromar
Date:
Thu Dec 02 16:58:38 2021 +0000
Revision:
12:116a4cc85b16
Parent:
11:6cd02a8539d1
Child:
13:798a4dd14c7e
working map;

Who changed what in which revision?

UserRevisionLine numberNew contents of line
rconnorlawson 0:35660d7952f7 1 // Project includes
rconnorlawson 0:35660d7952f7 2 #include "globals.h"
rconnorlawson 0:35660d7952f7 3 #include "hardware.h"
rconnorlawson 0:35660d7952f7 4 #include "map.h"
rconnorlawson 0:35660d7952f7 5 #include "graphics.h"
rconnorlawson 0:35660d7952f7 6 #include "speech.h"
nasiromar 6:c9695079521d 7 #include "spells.h"
nasiromar 6:c9695079521d 8 #include "actions.h"
nasiromar 9:cbb9cfb1f6c5 9 #include "SDFileSystem.h"
rconnorlawson 0:35660d7952f7 10
rconnorlawson 0:35660d7952f7 11 // Functions in this file
rconnorlawson 0:35660d7952f7 12 int get_action (GameInputs inputs);
rconnorlawson 0:35660d7952f7 13 int update_game (int action);
rconnorlawson 0:35660d7952f7 14 void draw_game (int init);
rconnorlawson 0:35660d7952f7 15 void init_main_map ();
rconnorlawson 0:35660d7952f7 16 int main ();
rconnorlawson 0:35660d7952f7 17
nasiromar 9:cbb9cfb1f6c5 18
nasiromar 10:e18685911e84 19
nasiromar 9:cbb9cfb1f6c5 20 FILE *wave_file;
nasiromar 9:cbb9cfb1f6c5 21
nasiromar 10:e18685911e84 22
nasiromar 10:e18685911e84 23
rconnorlawson 0:35660d7952f7 24 /**
rconnorlawson 0:35660d7952f7 25 * The main game state. Must include Player locations and previous locations for
rconnorlawson 0:35660d7952f7 26 * drawing to work properly. Other items can be added as needed.
rconnorlawson 0:35660d7952f7 27 */
rconnorlawson 0:35660d7952f7 28 struct {
rconnorlawson 0:35660d7952f7 29 int x,y; // Current locations
rconnorlawson 0:35660d7952f7 30 int px, py; // Previous locations
rconnorlawson 0:35660d7952f7 31 int has_key;
nasiromar 6:c9695079521d 32 int spell;
nasiromar 6:c9695079521d 33 int god;
nasiromar 8:fcc333a8f9e1 34 int won;
nasiromar 9:cbb9cfb1f6c5 35 int HP,MP;
nasiromar 11:6cd02a8539d1 36 int talked;
rashidi1saeed 2:1ca97843a334 37 // You can add other properties for the player here
rconnorlawson 0:35660d7952f7 38 } Player;
rconnorlawson 0:35660d7952f7 39
nasiromar 9:cbb9cfb1f6c5 40
nasiromar 9:cbb9cfb1f6c5 41
rconnorlawson 0:35660d7952f7 42 /**
rconnorlawson 0:35660d7952f7 43 * Given the game inputs, determine what kind of update needs to happen.
rconnorlawson 0:35660d7952f7 44 * Possbile return values are defined below.
rconnorlawson 0:35660d7952f7 45 */
rconnorlawson 0:35660d7952f7 46 #define NO_ACTION 0
rconnorlawson 0:35660d7952f7 47 #define ACTION_BUTTON 1
rconnorlawson 0:35660d7952f7 48 #define MENU_BUTTON 2
rconnorlawson 0:35660d7952f7 49 #define GO_LEFT 3
rconnorlawson 0:35660d7952f7 50 #define GO_RIGHT 4
rconnorlawson 0:35660d7952f7 51 #define GO_UP 5
rconnorlawson 0:35660d7952f7 52 #define GO_DOWN 6
nasiromar 6:c9695079521d 53 #define GOD_MODE 7
nasiromar 6:c9695079521d 54
nasiromar 6:c9695079521d 55 #define TILT .25
rconnorlawson 0:35660d7952f7 56 int get_action(GameInputs inputs)
rconnorlawson 0:35660d7952f7 57 {
nasiromar 6:c9695079521d 58
nasiromar 6:c9695079521d 59 if(inputs.ay > TILT) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 60 return GO_UP;
nasiromar 6:c9695079521d 61 }
nasiromar 6:c9695079521d 62 if(inputs.ay < TILT *-1) { //Go in south direction if it is not blocked
nasiromar 6:c9695079521d 63 return GO_DOWN;
nasiromar 6:c9695079521d 64 }
nasiromar 6:c9695079521d 65 if(inputs.ax > TILT) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 66 return GO_RIGHT;
nasiromar 6:c9695079521d 67 }
nasiromar 6:c9695079521d 68 if(inputs.ax < TILT *-1) { //Go in north direction if it is not blocked
nasiromar 6:c9695079521d 69 return GO_LEFT;
nasiromar 6:c9695079521d 70 }
nasiromar 6:c9695079521d 71 if(!inputs.b1) {
nasiromar 6:c9695079521d 72 wait(.5);
nasiromar 6:c9695079521d 73 return ACTION_BUTTON;
nasiromar 6:c9695079521d 74 }
nasiromar 6:c9695079521d 75 if(!inputs.b2) {
nasiromar 6:c9695079521d 76 wait(.5);
nasiromar 6:c9695079521d 77 return MENU_BUTTON;
nasiromar 6:c9695079521d 78 }
nasiromar 6:c9695079521d 79 if (!inputs.b3) {
nasiromar 6:c9695079521d 80 wait(.5);
nasiromar 6:c9695079521d 81 return GOD_MODE;
nasiromar 6:c9695079521d 82 } else {
nasiromar 6:c9695079521d 83 return NO_ACTION;
nasiromar 6:c9695079521d 84 }
rconnorlawson 0:35660d7952f7 85 }
rconnorlawson 0:35660d7952f7 86
nasiromar 6:c9695079521d 87
rconnorlawson 0:35660d7952f7 88 /**
rconnorlawson 0:35660d7952f7 89 * Update the game state based on the user action. For example, if the user
rconnorlawson 0:35660d7952f7 90 * requests GO_UP, then this function should determine if that is possible by
rconnorlawson 0:35660d7952f7 91 * consulting the map, and update the Player position accordingly.
nasiromar 6:c9695079521d 92 *
rconnorlawson 0:35660d7952f7 93 * Return values are defined below. FULL_DRAW indicates that for this frame,
rconnorlawson 0:35660d7952f7 94 * draw_game should not optimize drawing and should draw every tile, even if
rconnorlawson 0:35660d7952f7 95 * the player has not moved.
rconnorlawson 0:35660d7952f7 96 */
nasiromar 9:cbb9cfb1f6c5 97 // Game Life and Magic Points
nasiromar 6:c9695079521d 98
nasiromar 6:c9695079521d 99
nasiromar 6:c9695079521d 100
nasiromar 10:e18685911e84 101
nasiromar 10:e18685911e84 102
rconnorlawson 0:35660d7952f7 103 #define NO_RESULT 0
rconnorlawson 0:35660d7952f7 104 #define GAME_OVER 1
rconnorlawson 0:35660d7952f7 105 #define FULL_DRAW 2
rconnorlawson 0:35660d7952f7 106 int update_game(int action)
rconnorlawson 0:35660d7952f7 107 {
nasiromar 11:6cd02a8539d1 108 //walk_goblin(0);
nasiromar 10:e18685911e84 109
nasiromar 10:e18685911e84 110
nasiromar 10:e18685911e84 111
nasiromar 10:e18685911e84 112 // Save player previous location before updating
rconnorlawson 0:35660d7952f7 113 Player.px = Player.x;
rconnorlawson 0:35660d7952f7 114 Player.py = Player.y;
nasiromar 6:c9695079521d 115
rconnorlawson 0:35660d7952f7 116 // Do different things based on the each action.
rconnorlawson 0:35660d7952f7 117 // You can define functions like "go_up()" that get called for each case.
nasiromar 6:c9695079521d 118
nasiromar 6:c9695079521d 119 // Need to check if Claue has changed as well if whats in front of me is able to be walked into
nasiromar 6:c9695079521d 120 switch(action) {
nasiromar 6:c9695079521d 121 case GO_UP: {
nasiromar 6:c9695079521d 122 MapItem* north = get_north(Player.x,Player.y);
nasiromar 6:c9695079521d 123 if (north->walkable && north == NULL || north->type == (PORTAL || PLANT) && Player.y != 0 || Player.god ) {
nasiromar 6:c9695079521d 124 Player.y--;
nasiromar 10:e18685911e84 125
nasiromar 6:c9695079521d 126 }
nasiromar 6:c9695079521d 127 break;
nasiromar 6:c9695079521d 128 }
nasiromar 6:c9695079521d 129 case GO_RIGHT: {
nasiromar 6:c9695079521d 130 MapItem* east = get_east(Player.x,Player.y);
nasiromar 6:c9695079521d 131 if (east->walkable && east == NULL || east->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) {
nasiromar 6:c9695079521d 132 Player.x++;
nasiromar 6:c9695079521d 133 }
nasiromar 6:c9695079521d 134 break;
nasiromar 6:c9695079521d 135 }
nasiromar 6:c9695079521d 136 case GO_DOWN: {
nasiromar 6:c9695079521d 137 MapItem* south = get_south(Player.x,Player.y);
nasiromar 6:c9695079521d 138 if (south->walkable && south == NULL || south->type ==(PORTAL || PLANT) && Player.y != 0 || Player.god ) {
nasiromar 6:c9695079521d 139 Player.y++;
nasiromar 6:c9695079521d 140 }
nasiromar 6:c9695079521d 141 break;
nasiromar 6:c9695079521d 142 }
nasiromar 6:c9695079521d 143 case GO_LEFT: {
nasiromar 6:c9695079521d 144 MapItem* west = get_west(Player.x,Player.y);
nasiromar 6:c9695079521d 145 if (west->walkable && west == NULL || west->type == (PORTAL || PLANT) && Player.x != 0 || Player.god ) {
nasiromar 6:c9695079521d 146 Player.x--;
nasiromar 6:c9695079521d 147 }
nasiromar 6:c9695079521d 148 break;
nasiromar 6:c9695079521d 149 }
nasiromar 6:c9695079521d 150 case ACTION_BUTTON: {
nasiromar 6:c9695079521d 151 MapItem* west = get_west(Player.x,Player.y);
nasiromar 6:c9695079521d 152 MapItem* south = get_south(Player.x,Player.y);
nasiromar 6:c9695079521d 153 MapItem* north = get_north(Player.x,Player.y);
nasiromar 6:c9695079521d 154 MapItem* east = get_east(Player.x,Player.y);
nasiromar 6:c9695079521d 155 MapItem* curr = get_here(Player.x,Player.y);
nasiromar 9:cbb9cfb1f6c5 156
nasiromar 9:cbb9cfb1f6c5 157 if((east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC)&& Player.has_key == 1) {
nasiromar 7:862062ffca62 158 npc_speech2();
nasiromar 9:cbb9cfb1f6c5 159 }
nasiromar 9:cbb9cfb1f6c5 160
nasiromar 9:cbb9cfb1f6c5 161 if(east->type == NPC||west->type == NPC||north->type == NPC||south->type == NPC && Player.has_key == 0 ) {
nasiromar 6:c9695079521d 162 npc_speech1();
nasiromar 11:6cd02a8539d1 163 Player.talked = 1;
nasiromar 9:cbb9cfb1f6c5 164 }
nasiromar 9:cbb9cfb1f6c5 165
nasiromar 9:cbb9cfb1f6c5 166 if(north->type == PORTAL||south->type == PORTAL||east->type == PORTAL||west->type == PORTAL) {
nasiromar 11:6cd02a8539d1 167 set_active_map(1);
nasiromar 7:862062ffca62 168 Player.x = Player.y = 7;
nasiromar 9:cbb9cfb1f6c5 169 }
nasiromar 11:6cd02a8539d1 170
nasiromar 11:6cd02a8539d1 171 if((east->type == ENEMY||west->type == ENEMY||north->type == ENEMY||south->type == ENEMY)&& Player.spell == EARTH) {
nasiromar 11:6cd02a8539d1 172 map_delete(13,14);
nasiromar 11:6cd02a8539d1 173 }
nasiromar 11:6cd02a8539d1 174
nasiromar 11:6cd02a8539d1 175 if((east->type == ENEMY||west->type == ENEMY||north->type == ENEMY||south->type == ENEMY)&& Player.spell == FIRE) {
nasiromar 11:6cd02a8539d1 176 Player.HP-=2;
nasiromar 11:6cd02a8539d1 177 map_delete(5,10);
nasiromar 11:6cd02a8539d1 178 }
nasiromar 11:6cd02a8539d1 179
nasiromar 11:6cd02a8539d1 180 if((east->type == ENEMY||west->type == ENEMY||north->type == ENEMY||south->type == ENEMY)&& Player.spell == WATER) {
nasiromar 11:6cd02a8539d1 181 Player.HP-=10;
nasiromar 11:6cd02a8539d1 182 Player.x--;
nasiromar 11:6cd02a8539d1 183 Player.y--;
nasiromar 11:6cd02a8539d1 184 }
nasiromar 11:6cd02a8539d1 185
nasiromar 9:cbb9cfb1f6c5 186
nasiromar 9:cbb9cfb1f6c5 187 if((north->type == DRAGON||south->type == DRAGON||east->type == DRAGON||west->type == DRAGON )&& Player.spell == WATER) {
nasiromar 7:862062ffca62 188 slay_dragon();
nasiromar 7:862062ffca62 189 Player.has_key = 1;
nasiromar 11:6cd02a8539d1 190 walk_goblin(0);
nasiromar 9:cbb9cfb1f6c5 191 }
rconnorlawson 0:35660d7952f7 192
nasiromar 9:cbb9cfb1f6c5 193 if(north->type == PORTAl||south->type == PORTAl||east->type == PORTAl||west->type == PORTAl) {
nasiromar 11:6cd02a8539d1 194 set_active_map(0);
nasiromar 11:6cd02a8539d1 195 Player.x=20;
nasiromar 11:6cd02a8539d1 196 Player.y = 36;
nasiromar 9:cbb9cfb1f6c5 197 }
nasiromar 6:c9695079521d 198
nasiromar 9:cbb9cfb1f6c5 199 if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 1) {
nasiromar 9:cbb9cfb1f6c5 200 Player.won = door_open();
rconnorlawson 0:35660d7952f7 201 }
nasiromar 11:6cd02a8539d1 202
nasiromar 11:6cd02a8539d1 203 if((north->type == DOOR||south->type == DOOR||east->type == DOOR||west->type == DOOR)&&Player.has_key == 0) {
nasiromar 11:6cd02a8539d1 204 door_locked();
nasiromar 11:6cd02a8539d1 205 }
rconnorlawson 0:35660d7952f7 206
nasiromar 9:cbb9cfb1f6c5 207 if((north->type == PLANT||south->type == PLANT||east->type == PLANT||west->type == PLANT||curr->type == PLANT)&&
nasiromar 10:e18685911e84 208 (north->data == FRUIT||south->data == FRUIT||east->data == FRUIT||west->data == FRUIT||curr->data == FRUIT)) {
nasiromar 9:cbb9cfb1f6c5 209 if(Player.HP < 100) {
nasiromar 9:cbb9cfb1f6c5 210 fruit();
nasiromar 9:cbb9cfb1f6c5 211 Player.HP += 5;
nasiromar 9:cbb9cfb1f6c5 212 north->data = NULL;
nasiromar 9:cbb9cfb1f6c5 213 south->data = NULL;
nasiromar 9:cbb9cfb1f6c5 214 east->data = NULL;
nasiromar 9:cbb9cfb1f6c5 215 west->data = NULL;
nasiromar 9:cbb9cfb1f6c5 216 curr->data = NULL;
nasiromar 10:e18685911e84 217 } else
nasiromar 9:cbb9cfb1f6c5 218 no_fruit();
nasiromar 10:e18685911e84 219 wave_file = fopen("/sd/rupee-collect.wav","r");
nasiromar 10:e18685911e84 220 waver.play(wave_file);
nasiromar 10:e18685911e84 221 fclose(wave_file);
nasiromar 10:e18685911e84 222
nasiromar 10:e18685911e84 223
nasiromar 10:e18685911e84 224
nasiromar 10:e18685911e84 225
nasiromar 9:cbb9cfb1f6c5 226 }
nasiromar 10:e18685911e84 227 }
nasiromar 10:e18685911e84 228 break;
nasiromar 10:e18685911e84 229 case MENU_BUTTON: {
nasiromar 10:e18685911e84 230 init_spells();
nasiromar 10:e18685911e84 231 Player.spell = spell();
nasiromar 11:6cd02a8539d1 232 Player.MP -= 10;
nasiromar 10:e18685911e84 233 }
nasiromar 10:e18685911e84 234 break;
nasiromar 10:e18685911e84 235 case GOD_MODE: {
nasiromar 10:e18685911e84 236
nasiromar 10:e18685911e84 237 Player.god = !Player.god;
nasiromar 10:e18685911e84 238 if (Player.god) {
nasiromar 10:e18685911e84 239 god_modeOn();
nasiromar 10:e18685911e84 240 } else
nasiromar 10:e18685911e84 241 god_modeOff();
nasiromar 10:e18685911e84 242
nasiromar 10:e18685911e84 243 }
nasiromar 10:e18685911e84 244 break;
nasiromar 10:e18685911e84 245
nasiromar 10:e18685911e84 246 default:
nasiromar 10:e18685911e84 247
nasiromar 9:cbb9cfb1f6c5 248 break;
nasiromar 10:e18685911e84 249 }
nasiromar 10:e18685911e84 250
nasiromar 10:e18685911e84 251
nasiromar 10:e18685911e84 252 return NO_RESULT;
nasiromar 10:e18685911e84 253
nasiromar 10:e18685911e84 254
nasiromar 10:e18685911e84 255 }
nasiromar 10:e18685911e84 256
nasiromar 10:e18685911e84 257 /**
nasiromar 10:e18685911e84 258 * Entry point for frame drawing. This should be called once per iteration of
nasiromar 10:e18685911e84 259 * the game loop. This draws all tiles on the screen, followed by the status
nasiromar 10:e18685911e84 260 * bars. Unless init is nonzero, this function will optimize drawing by only
nasiromar 10:e18685911e84 261 * drawing tiles that have changed from the previous frame.
nasiromar 10:e18685911e84 262 */
nasiromar 10:e18685911e84 263 void draw_game(int init)
nasiromar 10:e18685911e84 264 {
nasiromar 10:e18685911e84 265 // Draw game border first
nasiromar 10:e18685911e84 266 if(init) draw_border();
nasiromar 10:e18685911e84 267
nasiromar 10:e18685911e84 268 // Iterate over all visible map tiles
nasiromar 10:e18685911e84 269 for (int i = -5; i <= 5; i++) { // Iterate over columns of tiles
nasiromar 10:e18685911e84 270 for (int j = -4; j <= 4; j++) { // Iterate over one column of tiles
nasiromar 10:e18685911e84 271 // Here, we have a given (i,j)
nasiromar 10:e18685911e84 272
nasiromar 10:e18685911e84 273 // Compute the current map (x,y) of this tile
nasiromar 10:e18685911e84 274 int x = i + Player.x;
nasiromar 10:e18685911e84 275 int y = j + Player.y;
nasiromar 9:cbb9cfb1f6c5 276
nasiromar 10:e18685911e84 277 // Compute the previous map (px, py) of this tile
nasiromar 10:e18685911e84 278 int px = i + Player.px;
nasiromar 10:e18685911e84 279 int py = j + Player.py;
nasiromar 10:e18685911e84 280
nasiromar 10:e18685911e84 281 // Compute u,v coordinates for drawing
nasiromar 10:e18685911e84 282 int u = (i+5)*11 + 3;
nasiromar 10:e18685911e84 283 int v = (j+4)*11 + 15;
nasiromar 10:e18685911e84 284
nasiromar 10:e18685911e84 285 // Figure out what to draw
nasiromar 10:e18685911e84 286 DrawFunc draw = NULL;
nasiromar 10:e18685911e84 287 if (init && i == 0 && j == 0) { // Only draw the player on init
nasiromar 10:e18685911e84 288 draw_player(u, v, Player.has_key);
nasiromar 10:e18685911e84 289 continue;
nasiromar 10:e18685911e84 290 } else if (x >= 0 && y >= 0 && x < map_width() && y < map_height()) { // Current (i,j) in the map
nasiromar 10:e18685911e84 291 MapItem* curr_item = get_here(x, y);
nasiromar 10:e18685911e84 292 MapItem* prev_item = get_here(px, py);
nasiromar 10:e18685911e84 293 if (init || curr_item != prev_item) { // Only draw if they're different
nasiromar 10:e18685911e84 294 if (curr_item) { // There's something here! Draw it
nasiromar 10:e18685911e84 295 draw = curr_item->draw;
nasiromar 10:e18685911e84 296 } else { // There used to be something, but now there isn't
nasiromar 10:e18685911e84 297 draw = draw_nothing;
nasiromar 10:e18685911e84 298 }
nasiromar 10:e18685911e84 299 }
nasiromar 10:e18685911e84 300 } else if (init) { // If doing a full draw, but we're out of bounds, draw the walls.
nasiromar 10:e18685911e84 301 draw = draw_wall;
nasiromar 9:cbb9cfb1f6c5 302 }
nasiromar 9:cbb9cfb1f6c5 303
nasiromar 10:e18685911e84 304 // Actually draw the tile
nasiromar 10:e18685911e84 305 if (draw) draw(u, v);
nasiromar 10:e18685911e84 306 }
rconnorlawson 0:35660d7952f7 307 }
rconnorlawson 0:35660d7952f7 308
nasiromar 10:e18685911e84 309 // Draw status bars
nasiromar 10:e18685911e84 310 draw_upper_status(Player.x,Player.y);
nasiromar 10:e18685911e84 311 draw_lower_status(Player.HP,Player.MP);
nasiromar 10:e18685911e84 312 }
nasiromar 9:cbb9cfb1f6c5 313
nasiromar 9:cbb9cfb1f6c5 314
nasiromar 10:e18685911e84 315 /**
nasiromar 10:e18685911e84 316 * Initialize the main world map. Add walls around the edges, interior chambers,
nasiromar 10:e18685911e84 317 * and plants in the background so you can see motion. Note: using the similar
nasiromar 10:e18685911e84 318 * procedure you can init the secondary map(s).
nasiromar 10:e18685911e84 319 */
nasiromar 10:e18685911e84 320 void init_main_map()
nasiromar 10:e18685911e84 321 {
nasiromar 10:e18685911e84 322 // "Random" plants
nasiromar 10:e18685911e84 323 Map* map = set_active_map(0);
nasiromar 11:6cd02a8539d1 324 for(int i = map_width() + 9; i < map_area(); i += 39) {
nasiromar 10:e18685911e84 325 add_plant(i % map_width(), i / map_width());
nasiromar 10:e18685911e84 326 }
nasiromar 10:e18685911e84 327 pc.printf("plants\r\n");
nasiromar 9:cbb9cfb1f6c5 328
nasiromar 10:e18685911e84 329 pc.printf("Adding walls!\r\n");
nasiromar 10:e18685911e84 330 add_wall(0, 0, HORIZONTAL, map_width());
nasiromar 10:e18685911e84 331 add_wall(0, map_height()-1, HORIZONTAL, map_width());
nasiromar 10:e18685911e84 332 add_wall(0, 0, VERTICAL, map_height());
nasiromar 10:e18685911e84 333 add_wall(map_width()-1, 0, VERTICAL, map_height());
nasiromar 10:e18685911e84 334 pc.printf("Walls done!\r\n");
nasiromar 10:e18685911e84 335
nasiromar 10:e18685911e84 336
nasiromar 10:e18685911e84 337
nasiromar 10:e18685911e84 338 for(int i = 7; i < 13; i++) {
nasiromar 10:e18685911e84 339 for (int j = 23; j <31; j++) {
nasiromar 10:e18685911e84 340 add_kindom(j,i);
nasiromar 9:cbb9cfb1f6c5 341 }
nasiromar 9:cbb9cfb1f6c5 342 }
rconnorlawson 0:35660d7952f7 343
rconnorlawson 0:35660d7952f7 344
nasiromar 10:e18685911e84 345
nasiromar 11:6cd02a8539d1 346 add_npc(9,9);
nasiromar 11:6cd02a8539d1 347
nasiromar 11:6cd02a8539d1 348 add_npc2(30,30);
nasiromar 11:6cd02a8539d1 349
nasiromar 11:6cd02a8539d1 350
nasiromar 10:e18685911e84 351 add_door(26,12);
nasiromar 10:e18685911e84 352
nasiromar 10:e18685911e84 353 add_portal(20,35);
nasiromar 10:e18685911e84 354
nasiromar 10:e18685911e84 355 print_map();
nasiromar 10:e18685911e84 356 }
nasiromar 10:e18685911e84 357
nasiromar 10:e18685911e84 358 /**
nasiromar 10:e18685911e84 359 * Program entry point! This is where it all begins.
nasiromar 10:e18685911e84 360 * This function orchestrates all the parts of the game. Most of your
nasiromar 10:e18685911e84 361 * implementation should be elsewhere - this holds the game loop, and should
nasiromar 10:e18685911e84 362 * read like a road map for the rest of the code.
nasiromar 10:e18685911e84 363 */
nasiromar 10:e18685911e84 364 int main()
nasiromar 10:e18685911e84 365 {
nasiromar 10:e18685911e84 366
nasiromar 10:e18685911e84 367 Player.HP = 100;
nasiromar 10:e18685911e84 368 Player.MP = 100;
nasiromar 10:e18685911e84 369
nasiromar 10:e18685911e84 370 // MapItem* north = get_north(Player.x,Player.y);
rconnorlawson 0:35660d7952f7 371
nasiromar 6:c9695079521d 372
nasiromar 10:e18685911e84 373 // First things first: initialize hardware
nasiromar 10:e18685911e84 374 ASSERT_P(hardware_init() == ERROR_NONE, "Hardware init failed!");
nasiromar 9:cbb9cfb1f6c5 375
nasiromar 10:e18685911e84 376 // Initialize the maps
nasiromar 10:e18685911e84 377 maps_init();
nasiromar 10:e18685911e84 378 init_main_map();
nasiromar 11:6cd02a8539d1 379 init_dung();
nasiromar 11:6cd02a8539d1 380
nasiromar 12:116a4cc85b16 381
nasiromar 10:e18685911e84 382
nasiromar 10:e18685911e84 383 // Initialize game state
nasiromar 10:e18685911e84 384 set_active_map(0);
nasiromar 10:e18685911e84 385 Player.x = Player.y = 5;
nasiromar 12:116a4cc85b16 386 Player.spell = NULL;
nasiromar 10:e18685911e84 387
nasiromar 10:e18685911e84 388 draw_start();
nasiromar 10:e18685911e84 389
nasiromar 12:116a4cc85b16 390 //wave_file = fopen("/sd/godfather.wav","r");
nasiromar 12:116a4cc85b16 391 //waver.play(wave_file);
nasiromar 12:116a4cc85b16 392 //fclose(wave_file);
nasiromar 10:e18685911e84 393
nasiromar 10:e18685911e84 394 while(1) {
nasiromar 10:e18685911e84 395
nasiromar 10:e18685911e84 396 Timer t;
nasiromar 10:e18685911e84 397 t.start();
nasiromar 10:e18685911e84 398 GameInputs inp = read_inputs();
nasiromar 10:e18685911e84 399 int action = get_action(inp);
nasiromar 10:e18685911e84 400
nasiromar 10:e18685911e84 401
nasiromar 10:e18685911e84 402 if( action == ACTION_BUTTON) {
nasiromar 10:e18685911e84 403
nasiromar 10:e18685911e84 404 break;
nasiromar 9:cbb9cfb1f6c5 405 }
nasiromar 10:e18685911e84 406 t.stop();
nasiromar 10:e18685911e84 407 int dt = t.read_ms();
nasiromar 10:e18685911e84 408 if (dt < 100) wait_ms(100-dt);
nasiromar 9:cbb9cfb1f6c5 409
nasiromar 9:cbb9cfb1f6c5 410 }
nasiromar 9:cbb9cfb1f6c5 411
nasiromar 6:c9695079521d 412
nasiromar 10:e18685911e84 413 // Initial drawing
nasiromar 10:e18685911e84 414 draw_game(true);
nasiromar 10:e18685911e84 415 // Main game loop
nasiromar 10:e18685911e84 416 while(1) {
nasiromar 10:e18685911e84 417 // Timer to measure game update speed
nasiromar 10:e18685911e84 418 Timer t;
nasiromar 10:e18685911e84 419 t.start();
nasiromar 6:c9695079521d 420
nasiromar 10:e18685911e84 421 // Actually do the game update:
nasiromar 10:e18685911e84 422 // 1. Read inputs
nasiromar 10:e18685911e84 423 GameInputs input = read_inputs();
nasiromar 10:e18685911e84 424 // 2. Determine action (get_action)
nasiromar 10:e18685911e84 425 int action = get_action(input);
nasiromar 10:e18685911e84 426 // 3. Update game (update_game)
nasiromar 10:e18685911e84 427 update_game(action);
nasiromar 10:e18685911e84 428 // 3b. Check for game over
nasiromar 10:e18685911e84 429 if(Player.won == 1) {
nasiromar 10:e18685911e84 430 draw_gameover();
nasiromar 10:e18685911e84 431 break;
nasiromar 10:e18685911e84 432 }
nasiromar 10:e18685911e84 433 // 4. Draw frame (draw_game)
nasiromar 10:e18685911e84 434 draw_game(true);
nasiromar 9:cbb9cfb1f6c5 435
nasiromar 10:e18685911e84 436 // 5. Frame delay
nasiromar 10:e18685911e84 437 t.stop();
nasiromar 10:e18685911e84 438 int dt = t.read_ms();
nasiromar 10:e18685911e84 439 if (dt < 100) wait_ms(100 - dt);
nasiromar 10:e18685911e84 440 }
nasiromar 10:e18685911e84 441 //
nasiromar 9:cbb9cfb1f6c5 442
nasiromar 9:cbb9cfb1f6c5 443
nasiromar 10:e18685911e84 444 }