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dungeon.ino
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#include "FastLED.h"
#include "Enemy.h"
#include "Spawner.h"
#include "Lava.h"
//Treba testirati
#define LEVEL_NUMBER 10
#define ATTACK_SIZE 70
#define ATTACK_DURATION 500
const int leftPin = 2;
const int rightPin = 3;
const int attackPin = 4;
int const enemyCount = 10;
int const spawnCount = 2;
int const lavaCount = 4;
long previousTime = 0;
int levelNumber = 0;
long lastInputTime = 0;
char* state;
int playerPosition;
bool playerAlive;
long attackStart = 0;
bool attacking = 0;
//Prepreke
Enemy enemyPool[10] = {Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy(), Enemy()};
Spawner spawnPool[2] = {Spawner(), Spawner()};
Lava lavaPool[4] = {Lava(), Lava(), Lava(), Lava()};
CRGB leds[120];
void setup() {
Serial.begin(9600);
while (!Serial);
//Podesavanje dugmica za pomeranje i napadanje kao ulaza
pinMode(leftPin, INPUT);
pinMode(rightPin, INPUT);
pinMode(attackPin, INPUT);
//Podesavanje LED strip-a
FastLED.addLeds<WS2812, ledPin, GRB>(leds, 120);
FastLED.setBrightness(150);
FastLED.setDither(1);
loadLevel();
}
void loop() {
long time = millis();
int brightness = 0;
//Refresh 60 puta po sekundi
if (time - previousTime >= 16){
previousTime = time;
if(state == "PLAY"){
if(attacking && attackStart + ATTACK_DURATION < time)
attacking = 0; //Proverava da li je napad gotov
if(!attacking && digitalRead(attackPin) == HIGH){ //Zapocinje napad ako je pritisnuto dugme za napad
attackStart = time;
attacking = 1;
}
if(!attacking){
int moveAmount;
//Proverava u koju stranu treba da se krece u zavisnosti od toga sta je kliknuto
if(digitalRead(rightPin) == HIGH && digitalRead(leftPin) != HIGH)
moveAmount = 10;
else if(digitalRead(leftPin) == HIGH && digitalRead(rightPin) != HIGH)
moveAmount = -10;
else //Ako nijedno dugme nije kliknuto ili su kliknuti i lefi i right ne krece se
moveAmount = 0;
playerPosition += moveAmount;
//Ne dopusta igracu da napusti opseg level-a
if(playerPosition < 0)
playerPosition = 0;
//Igrac pobedjuje level ako dodje do kraja
if(playerPosition >= 1000)
levelComplete();
}
if(inLava(playerPosition))
die();
//Refreshuje ceo LED strip i prikaze sve na novim lokacijama/u novim stanjima
FastLED.clear();
tickSpawners();
tickLava();
tickEnemies();
drawPlayer();
drawAttack();
drawExit();
}
else if(state == "DEAD"){
FastLED.clear();
gameOver();
}
else if(state == "WIN"){
FastLED.clear();
nextLevel();
}
FastLED.show();
}
}
//Pronalazi koje LEDove treba ukljuciti/iskljuciti/promeniti
int getLED(int position){
return constrain((int)map(position, 0, 1000, 0, 119), 0, 119);
}
//Popuniti level-ima kad ih smislimo
void loadLevel(){
//...
state = "PLAY";
}
//Prelazi na sledeci level
void nextLevel(){
levelNumber++;
if(levelNumber > LEVEL_NUMBER)
levelNumber = 1; //Ako su svi level-i predjeni vraca se na prvi
loadLevel();
}
void levelComplete(){
state = "WIN";
}
//Vraca se na pocetni level
void gameOver(){
levelNumber = 1;
loadLevel();
}
//Stvori enemy-ja koji se krece u pravcu direction brzinom speed
//Patrolira od position do position +/- patrolWidth
//Ako je patrolWidth == 0, samo se krece u pravcu direction
void spawnEnemy(int position, int direction, int speed, int patrolWidth){
for(int i = 0; i < enemyCount; ++i)
if(!enemyPool[i].Alive()){
enemyPool[i].Spawn(position, direction, speed, patrolWidth);
enemyPool[i].playerSide = position > playerPosition ? 1:-1;
return;
}
}
//Stvori lavu izmedju left i right koja je ukljucena onDuration ms i iskljucena offDuration ms
void spawnLava(int left, int right, int onDuration, int offDuration, int offset, char* state){
for(int i = 0; i < lavaCount; ++i)
if(!lavaPool[i].Alive()){
lavaPool[i].Spawn(left, right, onDuration, offDuration, offset, state);
return;
}
}
//Proveri da li je pozicija unutar aktivne lave
bool inLava(int position){
int i;
Lava lavaPool_;
for(i = 0; i < lavaCount; ++i){
lavaPool_ = lavaPool[i];
if(lavaPool_.Alive() && lavaPool_._state == "ON")
if(lavaPool_._left < position && lavaPool_._right > position)
return true;
}
return false;
}
void die(){
playerAlive = 0;
levelNumber = 0;
state = "DEAD";
}
void drawPlayer(){
leds[getLED(playerPosition)] = CRGB(0, 255, 0);
}
void drawExit(){
leds[119] = CRGB(0, 0, 255);
}
//Kontrolise enemy-je
void tickEnemies(){
for(int i = 0; i < enemyCount; --i){
if(enemyPool[i].Alive()){
enemyPool[i].Tick();
if(attacking)
if(enemyPool[i]._pos > playerPosition-(ATTACK_SIZE/2) && enemyPool[i]._pos < playerPosition+(ATTACK_SIZE/2)) //Proverava da li je enemy udaren
enemyPool[i].Kill();
if(inLava(enemyPool[i]._pos)) //Proverava da li je enemy u lavi
enemyPool[i].Kill();
if(enemyPool[i].Alive())
leds[getLED(enemyPool[i]._pos)] = CRGB(255, 0, 0); //Prikaze enemy-ja
if((enemyPool[i].playerSide == 1 && enemyPool[i]._pos <= playerPosition) || (enemyPool[i].playerSide == -1 && enemyPool[i]._pos >= playerPosition)){ //Proveri da li se enemy sudario sa igracem
die();
return;
}
}
}
}
//Kontrolise spawner-e
void tickSpawners(){
long timeS = millis();
for(int i = 0; i < spawnCount; ++i)
if(spawnPool[i].Alive() && spawnPool[i]._activate < timeS)
if(spawnPool[i]._lastSpawned + spawnPool[i]._rate < timeS || spawnPool[i]._lastSpawned == 0){ //Proverava da li treba da spawn-uje novog enemy-ja
spawnEnemy(spawnPool[i]._pos, spawnPool[i]._dir, spawnPool[i]._sp, 0);
spawnPool[i]._lastSpawned = timeS;
}
}
//Kontrolise lavu
void tickLava(){
int A, B, j, i, brightness, flicker;
long timeL = millis();
Lava lavaPool_;
for(i = 0; i < lavaCount; ++i){
flicker = random8(5);
lavaPool_ = lavaPool[i];
if(lavaPool_.Alive()){
A = getLED(lavaPool_._left);
B = getLED(lavaPool_._right);
if(lavaPool_._state == "OFF"){
if(lavaPool_._lastOn + lavaPool_._offtime < timeL){ //Ukljucuje lavu kad treba
lavaPool_._state = "ON";
lavaPool_._lastOn = timeL;
}
for(j = A; j <= B; ++j) //Osvetli sva polja lave
leds[j] = CRGB(3 + flicker, (3 + flicker)/1.5, 0); //flicker sluzi da lava treperi kako bi se lakse primetila
}
else if(lavaPool_._state == "ON"){
if(lavaPool_._lastOn + lavaPool_._ontime < timeL){ //Iskljucuje lavu kad treba
lavaPool_._state = "OFF";
lavaPool_._lastOn = timeL;
}
for(j = A; j <= B; ++j) //Osvetli sva polja lave
leds[j] = CRGB(150 + flicker, 100 + flicker, 0); //flicker sluzi da lava treperi kako bi se lakse primetila
}
}
lavaPool[i] = lavaPool_;
}
}
//Animacija za napad
void drawAttack(){
if(!attacking)
return;
int n = map(millis() - attackStart, 0, ATTACK_DURATION, 100, 5); //Da bi se dobio fade efekat
for(int i = getLED(playerPosition - (ATTACK_SIZE/2)) + 1; i <= getLED(playerPosition + (ATTACK_SIZE/2)) - 1; ++i)
leds[i] = CRGB(0, 0, n);
if(n > 90) {
n = 255;
leds[getLED(playerPosition)] = CRGB(255, 255, 255);
}
else{
n = 0;
leds[getLED(playerPosition)] = CRGB(0, 255, 0);
}
leds[getLED(playerPosition - (ATTACK_SIZE/2))] = CRGB(n, n, 255);
leds[getLED(playerPosition + (ATTACK_SIZE/2))] = CRGB(n, n, 255);
}