ECE 2035 final project

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Revision:
0:35660d7952f7
Child:
2:22d36e7740f1
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp	Fri Mar 30 17:07:25 2018 +0000
@@ -0,0 +1,207 @@
+// Project includes
+#include "globals.h"
+#include "hardware.h"
+#include "map.h"
+#include "graphics.h"
+#include "speech.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;
+} 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
+int get_action(GameInputs inputs)
+{
+    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.
+ */
+#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.
+    switch(action)
+    {
+        case GO_UP:     break;
+        case GO_LEFT:   break;            
+        case GO_DOWN:   break;
+        case GO_RIGHT:  break;
+        case ACTION_BUTTON: break;
+        case MENU_BUTTON: 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();
+    draw_lower_status();
+}
+
+
+/**
+ * Initialize the main world map. Add walls around the edges, interior chambers,
+ * and plants in the background so you can see motion.
+ */
+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");
+
+    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()
+{
+    // 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();
+        
+        // Actuall do the game update:
+        // 1. Read inputs        
+        // 2. Determine action (get_action)        
+        // 3. Update game (update_game)
+        // 3b. Check for game over
+        // 4. Draw frame (draw_game)
+        
+        // 5. Frame delay
+        t.stop();
+        int dt = t.read_ms();
+        if (dt < 100) wait_ms(100 - dt);
+    }
+}