ELEC2645 (2018/19) / Mbed 2 deprecated 2645_Project_SiutingWong201186503

Dependencies:   mbed

Wall/Wall.h

Committer:
davidwst421
Date:
2019-05-09
Revision:
15:749c595b19e2
Parent:
14:13e82f720bea
Child:
16:a5f5bc55d1bb

File content as of revision 15:749c595b19e2:

#ifndef WALL_H
#define WALL_H

#include "mbed.h"
#include "N5110.h"
#include "Gamepad.h"

/** Wall class

@brief Class for listing the parameter of Wall and its characteristics

@version 0.56

@author Siuting Wong 201186503

@date 8th May 2019

@code

/////////////// structs /////////////////
struct UserInput {
    Direction d;
    float mag;
    Vector2D mapped_coord;
};
/////////////// objects ///////////////
N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
Gamepad pad;
Engine eng;

///////////// prototypes ///////////////
void init();
void update_game(UserInput input);
void render();
void welcome();
void endgame();
void introduction();
void fingersnap();

///////////// Images ///////////////
const int Avenger0[25][32] = {
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,1,0,0,0,0,0,0,0,1,1,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,0,0,0,1,1,1,0,0,0,1,1,0,1,1,1,0,1,1,0,0,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,1,1,0,1,1,1,0,1,1,0,0,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1,1,1,0,1,1,1,0,0,0,1,0,0,0 },
    { 0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,0 },
    { 0,0,0,1,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,1,0,0,0 },
    { 0,0,1,1,1,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,1,0,0,0,1,1,0,1,1,1,0,0 },
    { 0,0,1,1,1,0,1,1,0,0,0,1,1,1,0,0,0,1,0,1,1,0,0,0,1,1,0,1,1,1,0,0 },
    { 0,0,0,1,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,0,0,1,0,0,0 },
    { 0,0,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,1,0,1,1,0,0,1,1,1,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,1,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,1,0,1,1,1,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0 },
    { 0,0,0,1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,0,1,1,1,0,1,1,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
};

const int Avenger1[25][32] = {
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,1,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,1,0,0,0 },
    { 0,0,1,1,1,0,0,0,0,0,0,1,1,0,0,1,1,0,1,1,1,1,1,0,0,0,0,1,1,1,0,0 },
    { 0,0,1,1,1,0,0,0,0,1,1,1,0,0,0,1,1,0,1,1,1,0,1,1,0,0,0,1,1,1,0,0 },
    { 0,0,0,1,0,0,0,0,0,1,1,0,0,0,1,1,1,0,1,1,1,0,1,1,0,0,0,0,1,0,0,0 },
    { 0,0,0,0,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1,1,1,0,1,1,1,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,0,0,0,1,1,1,0,0,1,1,1,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,0,0,0,0 },
    { 0,0,0,1,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,1,0,0,0,1,1,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,1,1,0,0,0,1,1,1,0,0,0,1,0,1,1,0,0,0,1,1,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,0,1,0,0,0,1,1,0,0,1,0,0,0 },
    { 0,0,0,1,0,0,1,1,1,0,1,1,1,0,0,0,0,1,0,1,1,0,0,1,1,1,0,0,1,0,0,0 },
    { 0,0,0,0,0,0,0,1,0,0,1,1,0,0,0,0,0,0,1,1,1,0,0,1,1,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,1,1,0,1,1,1,0,0,0,0,0,0,0 },
    { 0,0,0,1,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,1,1,0,1,1,0,0,0,0,1,0,0,0 },
    { 0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,1,0,0 },
    { 0,0,1,1,1,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,1,1,1,0,0 },
    { 0,0,0,1,0,0,0,1,1,1,0,1,1,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,1,0,0,0 },
    { 0,0,0,0,0,0,0,1,1,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
};

const int intro0[8][84] = {
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 },
    { 0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 },
    { 0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 },
    { 0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 },
    { 0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 },
    { 0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
};
const int intro1[8][84] = {
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
};
const int intro2[8][84] = {
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,1,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 },
};

const int intro3[16][18] = {
    { 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0 },
    { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0 },
    { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
    { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
    { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1 },
    { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0 },
    { 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0 },
    { 0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0 },
};

///////////// functions ////////////////
int main() {
    while (1) {
        int fps = 6;
        
        init();     // initialise and then display welcome screen...
        welcome();
        introduction(); // The intro of the story
        render();
        wait(1.0f/fps);  // and wait for one frame period
    
        while (1) {
            eng.read_input(pad);
            eng.update(pad);
            render();
            wait(1.0f/fps);
            if (eng.get_score() < 3) { // setting diffculty regarding the current stone number
                fps = 6;
            }
            if (eng.get_score() == 3) {
                fps = 9;
            }
            if (eng.get_score() == 4) {
                fps = 12;
            }
            if (eng.get_score() == 5) {
                fps = 15;
            }
            if (eng.get_score() == 6) { // you win!!
                fingersnap();
                break;
            } else if (eng.get_score() < 0) { // you lose :(
                endgame();
                break;
            }
        }
    }
}

void init() {
    // need to initialise LCD and Gamepad 
    lcd.init();
    pad.init();
     
    // initialise the game with correct ball and paddle sizes
    eng.init(WALL_WIDTH,WALL_GAP,STONE_SIZE,SPEED);
}

void welcome() {
    lcd.clear();
    lcd.printString("Eternity Stone",0,0); //play messages
    lcd.printString("Start story",9,4);
    lcd.drawSprite(25,8,25,32,(int *)Avenger0);
    lcd.refresh();
    pad.tone(440.00,0.21); // adding avenger music
    wait(0.21);
    pad.tone(587.3,0.63);
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.63);
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.63);
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.42);
    wait(0.42);
    pad.tone(880.0,0.21);
    wait(0.21);
    pad.tone(784.0,1.40);
    wait(1.40);
    pad.tone(698.5,0.70);
    wait(0.70);
    pad.tone(659.3,0.70);
    wait(0.70);
    pad.tone(587.3,0.63);
    wait(0.70);
    while (pad.check_event(Gamepad::START_PRESSED) == false) { // animation loop until start button is pressed
        lcd.clear();
        lcd.printString("Eternity Stone",0,0);
        lcd.printString("Start story",9,4);
        lcd.drawSprite(25,8,25,32,(int *)Avenger0);
        lcd.refresh();
        wait(0.5);
        lcd.clear();
        lcd.printString("Eternity Stone",0,0);
        lcd.printString("Start story",9,4);
        lcd.drawSprite(25,8,25,32,(int *)Avenger1);
        lcd.refresh();
        wait(0.5);
    }
}

void introduction() { // background story
    lcd.clear();
    lcd.printString("Five years",12,0);
    lcd.refresh();
    wait(1.0);
    lcd.printString("Since Thanos",6,2);
    lcd.printString("destroyed half",0,3);
    lcd.printString("of all life",9,4);
    lcd.printString("on Earth",18,5);
    lcd.refresh();
    wait(1.0);
    lcd.printString("(Press start)",3,1);
    wait(1.0);
    while (pad.check_event(Gamepad::START_PRESSED) == false) { // while-looping until the button is on
        lcd.refresh();
        wait(0.5);
    }
    
    lcd.clear(); // background story
    lcd.printString("You are a",12,0);
    lcd.printString("member of",15,1);
    lcd.printString("Avengers and",6,2);
    lcd.printString("you need to",9,3);
    lcd.printString("time travel in",0,4);
    lcd.printString("Quantum realm",3,5);
    lcd.refresh();
    wait(1.0);
    while ( pad.check_event(Gamepad::START_PRESSED) == false) { // while-looping until the button is on
        lcd.refresh();
        wait(0.5);
    }
    
    while (pad.check_event(Gamepad::START_PRESSED) == false) { // tutorial with animation
        lcd.clear();
        lcd.printString("Use your",18,0);
        lcd.printString("joystick to",9,1);
        lcd.printString("send yourself",3,2);
        lcd.printString("to the right",6,3);
        lcd.printString("Wormhole",18,4);
        lcd.drawSprite(0,40,8,84,(int *)intro0);
        lcd.refresh();
        wait(0.5);
        lcd.clear();
        lcd.printString("Use your",18,0);
        lcd.printString("joystick to",9,1);
        lcd.printString("send yourself",3,2);
        lcd.printString("to the right",6,3);
        lcd.printString("Wormhole",18,4);
        lcd.drawSprite(0,40,8,84,(int *)intro1);
        lcd.refresh();
        wait(0.5);
        lcd.clear();
        lcd.printString("Use your",18,0);
        lcd.printString("joystick to",9,1);
        lcd.printString("send yourself",3,2);
        lcd.printString("to the right",6,3);
        lcd.printString("Wormhole",18,4);
        lcd.drawSprite(0,40,8,84,(int *)intro2);
        lcd.refresh();
        wait(0.5);
    }
    
    while (pad.check_event(Gamepad::START_PRESSED) == false) { // tutorial with animation
        lcd.clear();
        lcd.printString("try not to",12,0);
        lcd.printString("interrupt",15,1);
        lcd.printString("the time",0,2);
        lcd.printString("line but",0,3);
        lcd.printString("pass thro.",12,4);
        lcd.printString("the gap",21,5);
        lcd.drawSprite(54,16,16,18,(int *)intro3);
        lcd.drawRect(77,0,2,18,FILL_BLACK);
        lcd.drawRect(77,30,2,18,FILL_BLACK);
        lcd.refresh();
        wait(0.5);
        lcd.clear();
        lcd.printString("try not to",12,0);
        lcd.printString("interrupt",15,1);
        lcd.printString("the time",0,2);
        lcd.printString("line but",0,3);
        lcd.printString("pass thro.",12,4);
        lcd.printString("the gap",21,5);
        lcd.drawSprite(60,16,16,18,(int *)intro3);
        lcd.drawRect(77,0,2,18,FILL_BLACK);
        lcd.drawRect(77,30,2,18,FILL_BLACK);
        lcd.refresh();
        wait(0.5);
    }
    
    lcd.clear(); // last message before the game begins
    lcd.printString("retrieve 6",12,0);
    lcd.printString("stones and",12,1);
    lcd.printString("win the game",6,2);
    lcd.printString("God speed",15,3);
    lcd.printString("Avengers!",15,4);
    lcd.refresh();
    wait(0.5);
    
    while (pad.check_event(Gamepad::START_PRESSED) == false) { //sparking leds
        pad.leds_on();
        wait(0.25);
        pad.leds_off();
        wait(0.25);
    }
}

void render() {
    // clear screen, re-draw and refresh
    lcd.clear();  
    eng.draw(lcd);
    lcd.refresh();
}

void fingersnap() {
    lcd.clear(); // at this point the game has broken the while loop, clear screen to display congrat message
    lcd.printString("Congrat!!",15,0);
    lcd.printString("Credit: STWong",0,1);
    lcd.printString("201186503",15,2);
    lcd.refresh();
    
    pad.tone(440.00,0.21); // avenger theme again
    wait(0.21);
    pad.tone(587.3,0.63);
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.63);
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.63);
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.42);
    wait(0.42);
    pad.tone(880.0,0.21);
    wait(0.21);
    pad.tone(784.0,1.40);
    wait(1.40);
    pad.tone(698.5,0.70);
    wait(0.70);
    pad.tone(659.3,0.70);
    wait(0.70);
    pad.tone(587.3,0.63);
    wait(0.70);
    while (pad.check_event(Gamepad::START_PRESSED) == false) { // enter loop waiting to restart the game
        lcd.printString("press start",9,4);
        lcd.printString("to return",15,5);
        lcd.refresh();
        pad.leds_on();
        wait(0.5);
        pad.leds_off();
        wait(0.5);
    }
}

void endgame() {
    lcd.clear(); //break the while loop and enter gameover
    lcd.printString("Mr.Stark",18,1);
    lcd.printString("I don't feel",6,2);
    lcd.printString("so good ...",9,3);
    lcd.refresh();
    
    pad.tone(587.3,0.63); // play sad music when lose
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.63);
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.63);
    wait(0.63);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(698.5,0.42);
    wait(0.42);
    pad.tone(659.3,0.21);
    wait(0.21);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(659.3,0.42);
    wait(0.42);
    pad.tone(587.3,0.21);
    wait(0.21);
    pad.tone(0.0,0.06);
    wait(0.06);
    pad.tone(587.3,0.42);
    wait(0.42);
    pad.tone(554.4,0.21);
    wait(0.21);
    pad.tone(587.3,0.42);
    wait(0.42);
    while (pad.check_event(Gamepad::START_PRESSED) == false) { // enter loop waiting to restart the game
        lcd.printString("press start",9,4);
        lcd.printString("to return",15,5);
        lcd.refresh();
        wait(0.5);
    }
}

@endcode
*/

class Wall
{
    
public:
    Wall();
    ~Wall();
    // constructors
    /**
    * @brief Initiates the parameters for every objects
    * @param x @details Vertical position of Wall
    * @param gap @details Gap of Wall
    * @param width @details Width of Wall
    * @param speed @details Speed of Wall
    */
    void init(int x,int gap,int width,int speed);
    /**
    * @brief Draws the wall near the top first on the LCD
    * @param N5110 @details LCD screen
    */
    void draw1(N5110 &lcd);
    /**
    * @brief Draws the wall near the bottom then
    * @param N5110 @details LCD screen
    */
    void draw2(N5110 &lcd);
    /** 
    * @brief Updates the new corrdinate of Wall
    * @returns The new coordinate of Wall
    */
    void update();
    /** 
    * @brief Resets the new corrdinate of Wall
    * @returns The original coordinate of Wall
    */
    void reset();
    /** 
    * @brief Gets the vertical position of Wall
    * @returns The vertical position of Wall
    */
    int get_x();
    /** 
    * @brief Gets the vertical length of Wall
    * @returns The vertical length of Wall
    */
    int get_height();

private:
    // parameters of the walls
    int _height;
    int _width;
    int _x;
    int _y;
    int _speed;
    int _gap;
};
#endif