Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: mbed
Engine/Engine.h
- Committer:
- davidwst421
- Date:
- 2019-05-09
- Revision:
- 16:a5f5bc55d1bb
- Parent:
- 15:749c595b19e2
File content as of revision 16:a5f5bc55d1bb:
#ifndef ENGINE_H
#define ENGINE_H
#include "mbed.h"
#include "N5110.h"
#include "Gamepad.h"
#include "Stone.h"
#include "Avenger.h"
#include "Wall.h"
/** Engine class
*
* @brief Class for running functions for main.cpp and retrieving data from other classes
*
* @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 Engine
{
public:
Engine();
~Engine();
// constructors
/**
* @brief Initiates the parameters for every objects
* @param wall_width @details Width of Wall
* @param wall_gap @details Gap of Wall
* @param stone_size @details Radius of Stone
* @param speed @details Speed of the moving objects
*/
void init(int wall_width,int wall_gap,int stone_size,int speed);
/**
* @brief Reads the data input from the joystick
* @param Gamepad @details Gamepad that holds the parameters of the joystick
*/
void read_input(Gamepad &pad);
/**
* @brief Draws every objects on the screen using initiate data/update data
* @param N5110 @details LCD which diaplay the game
*/
void draw(N5110 &lcd);
/**
* @brief Renews positions for all the objects
* @param Gamepad @details Gamepad that holds the parameters of the joystick
*/
void update(Gamepad &pad);
/**
* @brief Gets the score
* @returns The number of score
*/
int get_score(); // get score for the incoming events
private:
/**
* @brief Checks whether an collision occurs between Wall and Avenger
* @param Gamepad @details Gamepad that holds the parameters of the joystick
*/
void check_wall_collision(Gamepad &pad);
/**
* @brief Checks whether an collision occurs between Stone and Avenger, and lights the leds on
* @param Gamepad @details Gamepad that holds the parameters of the joystick
*/
void check_score(Gamepad &pad);
Wall _w0;
Wall _w1;
Wall _w2;
Wall _w3;
Wall _w4;
int _wall_width;
int _wall_gap;
int _stone_size;
int _speed;
// x positions of the walls
int _w0x;
int _w1x;
int _w2x;
int _w3x;
int _w4x;
int _avengerx;
int _stonex;
Avenger _avenger;
Stone _stone;
Direction _d;
float _mag;
Vector2D _mapped_coord;
};
#endif