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ECE 2035 Homework
Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
main.cpp
- Committer:
- zkang0729
- Date:
- 2019-11-14
- Revision:
- 4:e3fbc74a3783
- Parent:
- 3:e4690ad5a4d2
File content as of revision 4:e3fbc74a3783:
// 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; // 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 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: Player.y != 0 && Player.y - 1; break; case GO_LEFT: Player.x != 0 && Player.x - 1; break; case GO_DOWN: Player.y != map_height() && Player.y + 1; break; case GO_RIGHT: Player.x != map_width() && Player.x + 1; 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. 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"); 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() { //Game Over Indication unsigned int GameOver = 0; // 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 (!GameOver) { // Timer to measure game update speed Timer t; t.start(); // Actuall do the game update: // 1. Read inputs //inputs = read_inputs(); // 2. Determine action (get_action) //action = get_action(input); // 3. Update game (update_game) //next_state = update_game(action); // 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); } }