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EndingGame.h
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#ifndef EndingGame_H
#define EndingGame_H
#include "SmartMatrix_32x32.h"
#include "IRremote.h"
class EndingGame{
private:
enum DIRECTION {
UP = 0,
DOWN = 1,
LEFT = 2,
RIGHT = 3,
};
DIRECTION directions[4] = {
UP, DOWN, LEFT, RIGHT,
};
struct Player {
int16_t x;
int16_t y;
};
struct Enemy {
int16_t x;
int16_t newX;
int16_t y;
int16_t newY;
int index;
int newIndex;
bool isActive;
int tileType;
int newTileType;
bool alreadyMoved;
static const int STATIC_CRUSHER_LEFT = 5;
static const int STATIC_CRUSHER_RIGHT = 6;
static const int STATIC_CRUSHER_UP = 7;
static const int STATIC_CRUSHER_DOWN = 8;
static const int STATIC_CRUSHER_LEFT_RIGHT = 9;
static const int STATIC_CRUSHER_UP_DOWN = 10;
static const int MOBILE_CRUSHER_LEFT = 11;
static const int MOBILE_CRUSHER_RIGHT = 12;
static const int MOBILE_CRUSHER_UP = 13;
static const int MOBILE_CRUSHER_DOWN = 14;
static const int SPAWNER_MOBILE_CRUSHER_LEFT = 15;
static const int SPAWNER_MOBILE_CRUSHER_RIGHT = 16;
static const int SPAWNER_MOBILE_CRUSHER_UP = 17;
static const int SPAWNER_MOBILE_CRUSHER_DOWN = 18;
int mobileCrusherDirections[4] = {
MOBILE_CRUSHER_UP,
MOBILE_CRUSHER_DOWN,
MOBILE_CRUSHER_LEFT,
MOBILE_CRUSHER_RIGHT,
};
int spawnerMobileCrusherDirections[4] = {
SPAWNER_MOBILE_CRUSHER_UP,
SPAWNER_MOBILE_CRUSHER_DOWN,
SPAWNER_MOBILE_CRUSHER_LEFT,
SPAWNER_MOBILE_CRUSHER_RIGHT,
};
static bool isEnemy(int tileType) {
return tileType > 4;
}
bool isEnemy() {
return Enemy::isEnemy(tileType);
}
bool isMobile() {
switch (tileType) {
case MOBILE_CRUSHER_LEFT:
case MOBILE_CRUSHER_RIGHT:
case MOBILE_CRUSHER_UP:
case MOBILE_CRUSHER_DOWN:
return true;
}
return false;
}
int turn(int direction) {
switch (tileType) {
case MOBILE_CRUSHER_LEFT:
case MOBILE_CRUSHER_RIGHT:
case MOBILE_CRUSHER_UP:
case MOBILE_CRUSHER_DOWN:
return mobileCrusherDirections[direction];
case SPAWNER_MOBILE_CRUSHER_LEFT:
case SPAWNER_MOBILE_CRUSHER_RIGHT:
case SPAWNER_MOBILE_CRUSHER_UP:
case SPAWNER_MOBILE_CRUSHER_DOWN:
return spawnerMobileCrusherDirections[direction];
}
return tileType;
}
int getDirection() {
switch (tileType) {
case STATIC_CRUSHER_LEFT:
case MOBILE_CRUSHER_LEFT:
return LEFT;
case STATIC_CRUSHER_RIGHT:
case MOBILE_CRUSHER_RIGHT:
return RIGHT;
case STATIC_CRUSHER_UP:
case MOBILE_CRUSHER_UP:
return UP;
case STATIC_CRUSHER_DOWN:
case MOBILE_CRUSHER_DOWN:
return DOWN;
}
return DOWN;
}
bool isFacingDirection(DIRECTION direction) {
switch (tileType) {
case STATIC_CRUSHER_LEFT:
case MOBILE_CRUSHER_LEFT:
return direction == LEFT;
case STATIC_CRUSHER_RIGHT:
case MOBILE_CRUSHER_RIGHT:
return direction == RIGHT;
case STATIC_CRUSHER_LEFT_RIGHT:
return direction == LEFT || direction == RIGHT;
break;
case STATIC_CRUSHER_UP:
case MOBILE_CRUSHER_UP:
return direction == UP;
case STATIC_CRUSHER_DOWN:
case MOBILE_CRUSHER_DOWN:
return direction == DOWN;
case STATIC_CRUSHER_UP_DOWN:
return direction == UP || direction == DOWN;
}
return false;
}
};
Enemy enemies[81];
Player player;
bool isPlayerDead;
bool isPlayerFinished;
int16_t screenWidth;
int16_t screenHeight;
double getDistance(int x1, int y1, int x2, int y2);
void reset(SmartMatrix &matrix);
void setup(SmartMatrix &matrix);
unsigned long handleInput(IRrecv &irReceiver);
void update(SmartMatrix &matrix);
void die();
void loadLevel(int levelIndex);
void draw(SmartMatrix &matrix);
void drawWall(SmartMatrix &matrix, int x, int y);
void drawPlayer(SmartMatrix &matrix, int x, int y);
void drawBlock(SmartMatrix &matrix, int x, int y);
void drawEnd(SmartMatrix &matrix, int x, int y);
void drawStaticCrusherLeft(SmartMatrix &matrix, int x, int y);
void drawStaticCrusherRight(SmartMatrix &matrix, int x, int y);
void drawStaticCrusherUp(SmartMatrix &matrix, int x, int y);
void drawStaticCrusherDown(SmartMatrix &matrix, int x, int y);
void drawMobileCrusherLeft(SmartMatrix &matrix, int x, int y);
void drawMobileCrusherRight(SmartMatrix &matrix, int x, int y);
void drawMobileCrusherUp(SmartMatrix &matrix, int x, int y);
void drawMobileCrusherDown(SmartMatrix &matrix, int x, int y);
void drawSpawnerMobileCrusherLeft(SmartMatrix &matrix, int x, int y);
void drawSpawnerMobileCrusherRight(SmartMatrix &matrix, int x, int y);
void drawSpawnerMobileCrusherUp(SmartMatrix &matrix, int x, int y);
void drawSpawnerMobileCrusherDown(SmartMatrix &matrix, int x, int y);
bool isEnemy(int tileType);
bool isMobile(int tileType);
int turnEnemy(int tileType, int direction);
int getDirection(int tileType);
bool isFacingDirection(int tileType, DIRECTION direction);
bool move(int newX, int newY);
void moveEnemies();
static const int EMPTY = 0;
static const int WALL = 1;
static const int PLAYER = 2;
static const int BLOCK = 3;
static const int END = 4;
int currentLevelIndex = 0;
int currentLevel[81];
static const int LEVEL_COUNT = 6;
int levels[LEVEL_COUNT][81] = {
{ // level 0
0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0,
1, 1, 1, 1, 1, 1, 1, 1, 1,
1, 0, 0, 0, 3, 0, 0, 0, 1,
1, 2, 0, 0, 3, 0, 1, 0, 4,
1, 0, 0, 0, 3, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0,
},
{ // level 1
0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 1,
0, 1, 0, 0, 8, 0, 0, 0, 1,
0, 1, 0, 2, 0, 0, 10, 0, 4,
0, 1, 0, 0, 7, 0, 0, 0, 1,
0, 1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0,
},
{ // level 2
0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 0, 0,
0, 1, 11, 11, 0, 0, 1, 0, 0,
0, 1, 14, 1, 0, 0, 1, 0, 0,
0, 1, 2, 1, 0, 0, 4, 0, 0,
0, 1, 14, 1, 0, 0, 1, 0, 0,
0, 1, 12, 12, 0, 0, 1, 0, 0,
0, 1, 1, 1, 1, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0,
},
{ // level 3
0, 0, 0, 0, 0, 0, 0, 0, 0,
0, 1, 1, 1, 1, 1, 1, 1, 0,
0, 1, 0, 0, 0, 0, 11, 1, 0,
1, 1, 0, 1, 0, 0, 0, 1, 1,
1, 2, 0, 0, 0, 0, 0, 11, 4,
1, 1, 0, 1, 0, 0, 0, 1, 1,
0, 1, 0, 0, 0, 0, 11, 1, 0,
0, 1, 1, 1, 1, 1, 1, 1, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0,
},
{ // level 4
0, 0, 1, 1, 1, 1, 1, 0, 0,
0, 0, 1, 14, 8, 14, 0, 0, 0,
0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 0, 1, 0, 2, 0, 1, 0, 0,
0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 0, 1, 13, 7, 13, 1, 0, 0,
0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 0, 1, 0, 0, 0, 1, 0, 0,
0, 0, 1, 1, 4, 1, 1, 0, 0,
},
{ // level 5
1, 1, 1, 1, 1, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0, 0,
1, 0, 2, 0, 1, 0, 0, 0, 0,
1, 0, 0, 0, 1, 0, 0, 0, 0,
1, 0, 0, 0, 1, 1, 1, 1, 1,
1, 0, 0, 0, 11, 0, 0, 0, 1,
1, 0, 0, 0, 0, 0, 15, 0, 4,
1, 0, 13, 0, 0, 0, 0, 0, 1,
1, 1, 1, 1, 1, 1, 1, 1, 1,
},
};
public:
EndingGame();
~EndingGame();
void run(SmartMatrix &matrix, IRrecv &irReceiver);
};
#endif