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Dependencies: mbed
RosenEngine/RosenEngine.cpp
- Committer:
- ikenna1
- Date:
- 2019-05-07
- Revision:
- 40:90c7a893d513
- Parent:
- 39:7824f9080f59
- Child:
- 41:e1fa36c0492e
File content as of revision 40:90c7a893d513:
#include "RosenEngine.h" DigitalIn A(PTB9); // Constructor RosenEngine::RosenEngine() { } // Destructor RosenEngine::~RosenEngine() { } void RosenEngine::init(int ship_width,int ship_height,int ship_speed,int ship_xpos,int ship_ypos) { // initialise the game parameters _ship.init(ship_width,ship_height,ship_speed,ship_xpos,ship_ypos); _no_shooters = 0; _no_seekers = 0; _enemy.init(_no_shooters,_no_seekers); _menu.init(16); _health.init(_shipno); _times_run = 0; _score = 0; _dead = false; _intro = false; _wait_time = 10.25; } void RosenEngine::reset() { _enemy.init(_no_shooters,_no_seekers); _health.init(_shipno); _wait_time = 10.25; _times_run = 0; _score = 0; _no_shooters = 0; _dead = false; _no_seekers = 0; } void RosenEngine::read_input(Gamepad &pad) { Vector2D mapped_coord = pad.get_coord(); _xjoystick = mapped_coord.x; _yjoystick = mapped_coord.y; _d = pad.get_direction(); wait(0.1); // printf("_xjoystick ,_yjoystick = %f , %f\n",_xjoystick, _yjoystick); } void RosenEngine::draw(N5110 &lcd, Gamepad &pad) { lcd.drawRect(0,0,78,48,FILL_TRANSPARENT); _health.draw_health(lcd,_shipno); _health.draw_shields(lcd); _enemy.draw_seeker(lcd); _enemy.draw_shooter(lcd); _enemy.draw_shw(lcd,pad); Vector2D inde = find_closest1(); int index = inde.x; Vector2D closest = find_closest2(index); if(_shipno == 0) { _ship.set_dimensions(9,6); _ship.draw_ship(lcd,_shipno); _weapons.draw(lcd,pad,_shipno,closest); } if(_shipno == 1) { _ship.set_dimensions(7,10); _ship.draw_ship(lcd,_shipno); _weapons.draw(lcd,pad,_shipno,closest); } if(_shipno == 2) { _ship.set_dimensions(7,10); _ship.draw_ship(lcd,_shipno); _weapons.draw(lcd,pad,_shipno,closest); } if(_dead == true) { game_over(lcd); } disp_points(lcd); } void RosenEngine::update(Gamepad &pad) { _enemy.update_seeker(ship_xpos, ship_ypos); _enemy.update_shooter(ship_xpos, ship_ypos); //printf("update_shooter\n"); _enemy.update_shw(); if(_shipno == 0) { _ship.update_ship(_xjoystick,_yjoystick); _weapons.update(); kestrelw_seeker_collision(pad); } //printf("if shipno == 0\n"); if(_shipno == 1 && A == false) { _ship.update_ship(_xjoystick,_yjoystick); _weapons.update(); } //printf("if shipno == 1\n"); if(_shipno == 2) { _ship.update_ship(_xjoystick,_yjoystick); _weapons.update(); } // test(); shooter_ship_collision(pad); seeker_ship_collision(pad); shooterw_ship_collision(pad); imperionw_seeker_collision(pad); kestrelw_shooter_collision(pad); imperionw_shooter_collision(pad); orionw_collision(pad); check_health(); rand_no(); scaling(timer(12)); } void RosenEngine::get_pos() { Vector2D ship_pos = _ship.get_pos(); ship_xpos = ship_pos.x; ship_ypos = ship_pos.y; _seeker1_pos = _enemy.get_seekerpos(1); _seeker2_pos = _enemy.get_seekerpos(2); _seeker3_pos = _enemy.get_seekerpos(3); _shooter1_pos = _enemy.get_shooterpos(1); _shooter2_pos = _enemy.get_shooterpos(2); _shooter3_pos = _enemy.get_shooterpos(3); _weapons.init(ship_xpos, ship_ypos, ship_width); _ycursor = _menu.get_ycursor(); if(_shipno == 0) { ship_width = 9; ship_height = 6; } if(_shipno == 1) { ship_width = 7; ship_height = 10; } } void RosenEngine::title(N5110 &lcd) { _menu.title(lcd,_shipno); _menu.update(_d); } int RosenEngine::get_ycursor() { _ycursor = _menu.get_ycursor(); return _ycursor; } int RosenEngine::get_shipno() { _shipno = _menu.get_xcursor(); return _shipno; } void RosenEngine::ship_select(N5110 &lcd) { _menu.update(_d); _menu.disp_ships(lcd); } bool RosenEngine::check_collision(int xpos1, int ypos1,int width1,int height1,int xpos2, int ypos2,int width2,int height2) { // Create arrays of all positions with appropriate height and length int xpos1_array[width1]; int ypos1_array[height1]; int xpos2_array[width2]; int ypos2_array[height2]; bool xcol = false; bool ycol = false; bool col = false; //printf("variables declared\n"); // Loop through both height and width to get a 2D aray of the sprites position for(int cx = 0; cx<width1; cx=cx+1) { xpos1_array[cx]= xpos1 + cx; for(int nx = 0; nx<width2; nx=nx+1) { xpos2_array[nx]= xpos2 + nx; if(xpos2_array[nx] == xpos1_array[cx]) { xcol = true; } // printf("xarray = %d,x2array = %d,xcol = %d\n",xpos2_array[nx],xpos1_array[cx],xcol); } } //printf("first loop done\n"); for(int cy = 0; cy<height1; cy=cy+1) { ypos1_array[cy]= ypos1 + cy; for(int ny = 0; ny<height2; ny=ny+1) { ypos2_array[ny]= ypos2 + ny; if(ypos2_array[ny] == ypos1_array[cy]) { ycol = true; } // printf("yarray = %d,y2array = %d,ycol = %d\n",ypos2_array[ny],ypos1_array[cy],ycol); } } //printf("second loop done\n"); // if both the hight and width position values are equal a collision has occured col = (xcol & ycol); //printf("col gotten, col = %d\n",col); return col; } bool RosenEngine::check_collision1(int xpos1,int width1,int xpos2,int width2) { // Create arrays of all positions with appropriate height and length int xpos1_array[width1]; int xpos2_array[width2]; bool xcol = false; for(int cx = 0; cx<width1; cx=cx+1) { xpos1_array[cx]= xpos1 + cx; for(int nx = 0; nx<width2; nx=nx+1) { xpos2_array[nx]= xpos2 + nx; if(xpos2_array[nx] == xpos1_array[cx]) { xcol = true; } // printf("xarray = %d,x2array = %d,xcol = %d\n",xpos2_array[nx],xpos1_array[cx],xcol); } } return xcol; } void RosenEngine::test() { bool test; test = check_collision(5,5,5,5,5,5,5,5); if (test == false) { printf("fail\n"); } else { printf("pass\n"); } test = check_collision(0,0,1,1,24,24,1,1); if (test == true) { printf("fail\n"); } else { printf("pass\n"); } } // make function resemble test void RosenEngine::seeker_ship_collision(Gamepad &pad) { bool col1,col2,col3; col1 = check_collision(ship_xpos,ship_ypos,9,6,_seeker1_pos.x, _seeker1_pos.y,10,7); col2 = check_collision(ship_xpos,ship_ypos,9,6,_seeker2_pos.x, _seeker2_pos.y,10,7); col3 = check_collision(ship_xpos,ship_ypos,9,6,_seeker3_pos.x, _seeker3_pos.y,10,7); int sel = 0; if (col1 == true && _no_seekers >= 1) { sel = 1; } if (col2 == true && _no_seekers >= 2) { sel = 2; } if (col3 == true && _no_seekers >= 3) { sel = 3; } // printf("col1 = %d, col2 = %d, col3 = %d, no_seekers = %d\n",col1,col2,col3,_no_seekers); if(sel != 0) { _health.update(5,pad); _health.seekerh_update(sel,10); pad.tone(500,0.05); wait(0.05); } } void RosenEngine::shooter_ship_collision(Gamepad &pad) { bool col1,col2,col3; int sel = 0; col1 = check_collision(ship_xpos,ship_ypos,9,6,_shooter1_pos.x, _shooter1_pos.y,10,7); col2 = check_collision(ship_xpos,ship_ypos,9,6,_shooter2_pos.x, _shooter2_pos.y,10,7); col3 = check_collision(ship_xpos,ship_ypos,9,6,_shooter3_pos.x, _shooter3_pos.y,10,7); if(col1 == true && _no_shooters >= 1) { sel = 1; } if(col2 == true && _no_shooters >= 2) { sel = 2; } if(col3 == true && _no_shooters >= 3) { sel = 3; } if(sel != 0) { _health.update(1,pad); _health.shooterh_update(sel,10); pad.tone(500,0.05); wait(0.05); } } void RosenEngine::shooterw_ship_collision(Gamepad &pad) { Vector2D _shooterw1_pos = _enemy.get_shwpos(1); Vector2D _shooterw2_pos = _enemy.get_shwpos(2); Vector2D _shooterw3_pos = _enemy.get_shwpos(3); bool col1,col2,col3; int sel = 0; col1 = check_collision(ship_xpos,ship_ypos,9,6,_shooterw1_pos.x, _shooterw1_pos.y,2,2); col2 = check_collision(ship_xpos,ship_ypos,9,6,_shooterw2_pos.x, _shooterw2_pos.y,2,2); col3 = check_collision(ship_xpos,ship_ypos,9,6,_shooterw3_pos.x, _shooterw3_pos.y,2,2); if(col1 == true && _no_shooters >= 1) { sel = 1; } if(col2 == true && _no_shooters >= 2) { sel = 2; } if(col3 == true && _no_shooters >= 3) { sel = 3; } if(sel != 0) { _health.update(1,pad); pad.tone(500,0.05); wait(0.05); } } void RosenEngine::kestrelw_seeker_collision(Gamepad &pad) { bool col1, col2, col3; int sel = 0; Vector2D missle_pos = _weapons.get_pos(_shipno); col1 = check_collision(_seeker1_pos.x,_seeker1_pos.y,9,6,missle_pos.x,missle_pos.y,1,1); col2 = check_collision(_seeker2_pos.x,_seeker2_pos.y,9,6,missle_pos.x,missle_pos.y,1,1); col3 = check_collision(_seeker3_pos.x,_seeker3_pos.y,9,6,missle_pos.x,missle_pos.y,1,1); if (col1 == true && _no_seekers >= 1) { sel = 1; } if (col2 == true && _no_seekers >= 2) { sel = 2; } if (col3 == true && _no_seekers >= 3) { sel = 3; } if(sel != 0) { pad.tone(500,0.05); _health.seekerh_update(sel,5); wait(0.05); } } void RosenEngine::imperionw_seeker_collision(Gamepad &pad) { bool col1,col2,col3; int sel = 0; if(_shipno == 1){ if(ship_ypos > _seeker1_pos.y + 6) { col1 = check_collision1(_seeker1_pos.x,9,ship_xpos + 2,3); if (col1 == true && A == true && _no_seekers >= 1) { sel = 1; } } if(ship_ypos > _seeker2_pos.y + 6) { col2 = check_collision1(_seeker2_pos.x,9,ship_xpos + 2,3); if (col2 == true && A == true && _no_seekers >= 2) { sel = 2; } } if(ship_ypos > _seeker1_pos.y + 6) { col3 = check_collision1(_seeker3_pos.x,9,ship_xpos + 2,3); if (col3 == true && A == true && _no_seekers >= 3) { sel = 3; } } } if(sel != 0) { _health.seekerh_update(sel,10); pad.tone(500,0.05); wait(0.05); } } void RosenEngine::kestrelw_shooter_collision(Gamepad &pad) { Vector2D missle_pos = _weapons.get_pos(_shipno); bool col1, col2, col3; int sel = 0; col1 = check_collision(_shooter1_pos.x,_shooter1_pos.y,9,6,missle_pos.x,missle_pos.y,1,1); col2 = check_collision(_shooter2_pos.x,_shooter2_pos.y,9,6,missle_pos.x,missle_pos.y,1,1); col3 = check_collision(_shooter3_pos.x,_shooter3_pos.y,9,6,missle_pos.x,missle_pos.y,1,1); if (col1 == true && _no_shooters >= 1) { sel = 1; } if (col2 == true && _no_shooters >= 2) { sel = 2; } if (col3 == true && _no_shooters >= 3) { sel = 3; } // printf("col1 = %d,col2 = %d,col3 = %d, no_shooters = %d\n",col1,col2,col3,_no_shooters); if(sel != 0) { pad.tone(500,0.05); _health.shooterh_update(sel,5); wait(0.05); } } void RosenEngine::imperionw_shooter_collision(Gamepad &pad) { bool col1,col2,col3; int sel = 0; if(_shipno == 1) { if(ship_ypos > _shooter1_pos.y + 6) { col1 = check_collision1(_shooter1_pos.x,9,ship_xpos + 2,3); if (col1 == true && A == true && _no_shooters >= 1) { sel = 1; } } if(ship_ypos > _shooter2_pos.y + 6) { col2 = check_collision1(_shooter2_pos.x,9,ship_xpos + 2,3); if (col2 == true && A == true && _no_shooters >= 2) { sel = 2; } } if(ship_ypos > _shooter3_pos.y + 6) { col3 = check_collision1(_shooter3_pos.x,9,ship_xpos + 2,3); if (col3 == true && A == true && _no_shooters >= 3) { sel = 3; } } } if(sel != 0) { _health.shooterh_update(sel,10); pad.tone(500,0.05); wait(0.05); } } void RosenEngine::orionw_collision(Gamepad &pad) { Vector2D inde = find_closest1(); int index1 = inde.x; int index2 = inde.x - 3; int distance = inde.y; // enemy 0,1 and 2 are shooters if(_no_shooters >= index1 && A == true && distance < 15){ _health.shooterh_update(index1,10); pad.tone(500,0.05); wait(0.05); } if(_no_seekers >= index2 && A == true && distance < 15){ _health.seekerh_update(index2,10); pad.tone(500,0.05); wait(0.05); } } void RosenEngine::check_health() { check_se_health(); check_sh_health(); Vector2D hp = _health.get_hp(); if(hp.x <= 0) { // printf("player deaad\n"); _dead = true; } } void RosenEngine::check_se_health() { int sel = 0; int seeker1_health = _health.get_seekerh(1); int seeker2_health = _health.get_seekerh(2); int seeker3_health = _health.get_seekerh(3); // printf("seeker1_h = %d, seeker2_h = %d, seeker3_h = %d\n",seeker1_health,seeker2_health,seeker3_health); if(seeker1_health == 0) { sel = 1; } if(seeker2_health == 0) { sel = 2; } if(seeker3_health == 0) { sel = 3; } if(sel != 0) { _enemy.reset_seeker(sel); _health.reset_seekerh(sel); _score = _score + 10; } } void RosenEngine::check_sh_health() { int sel = 0; int shooter1_health = _health.get_shooterh(1); int shooter2_health = _health.get_shooterh(2); int shooter3_health = _health.get_shooterh(3); if(shooter1_health == 0) { sel = 1; } if(shooter2_health == 0) { sel = 2; } if(shooter3_health == 0) { sel = 3; } if(sel != 0) { _enemy.reset_shooter(sel); _health.reset_shooterh(sel); _score = _score + 20; } } int RosenEngine::rand_no() { srand(time(NULL)); int rand_no = (rand() %45) + 1; // printf("random no = %d\n",rand_no); return rand_no; } float RosenEngine::timer(int fps) { _times_run = _times_run + 1; float time_frame = 1.0f/fps; float time_elapsed = _times_run * time_frame; // printf("time elapsed = %f,time frame = %f, _times_run = %d\n",time_elapsed,time_frame,_times_run); return time_elapsed; } void RosenEngine::score(int points) { _score = _score + points; } bool RosenEngine::dead() { return _dead; } void RosenEngine::scaling(float time_elapsed) { if(time_elapsed == _wait_time) { _no_shooters = _no_shooters + 1; _no_seekers = _no_seekers + 1; _enemy.sh_scaling(time_elapsed); _wait_time = _wait_time + 10.00; } if(_no_shooters > 3) { _no_shooters = 3; } if(_no_seekers > 3) { _no_seekers = 3; } _enemy.set_noshooters(_no_shooters); _enemy.set_noseekers(_no_seekers); // printf("time_elapsed = %f, no_shooters = %d, wait_time = %f\n",time_elapsed,_no_shooters,_wait_time); } void RosenEngine::game_over(N5110 &lcd) { /* lcd.clear(); lcd.refresh(); lcd.printString("Game Over ",2,2); lcd.printString("Try dodging ",2,3); lcd.printString("next time",2,4); lcd.refresh(); wait(2); */ _lore.display(lcd); } void RosenEngine::intro(N5110 &lcd) { if(_intro == false) { lcd.clear(); lcd.refresh(); lcd.printString("You're tasked",2,0); lcd.printString(" with holding",2,1); lcd.printString(" the line ",2,2); lcd.printString(" from an ",2,3); lcd.printString("invading army ",2,4); lcd.refresh(); wait(2); lcd.clear(); lcd.refresh(); lcd.printString(" as an ",2,0); lcd.printString(" expendable ",2,1); lcd.printString(" asset, ",2,2); lcd.printString(" you are not ",2,3); lcd.printString(" expected to",2,4); lcd.printString(" survive ",2,5); lcd.refresh(); wait(2); } _intro = true; } void RosenEngine::disp_points(N5110 &lcd) { char buffer[10]; sprintf(buffer,"%d",_score); lcd.printString(buffer,2,0); } Vector2D RosenEngine::get_enemynum() { return{_no_shooters,_no_seekers}; } int RosenEngine::range(int x1, int y1, float x2, float y2) { float rangex = (abs(x1 - x2)); float rangey = (abs(y1 - y2)); int distance = floor((rangex+rangey)/2); // printf("distance = %d\n",distance); return distance; } Vector2D RosenEngine::find_closest1() { // get the distance for all enemies int sh1 = range(ship_xpos,ship_ypos,_shooter1_pos.x,_shooter1_pos.y); int sh2 = range(ship_xpos,ship_ypos,_shooter2_pos.x,_shooter2_pos.y); int sh3 = range(ship_xpos,ship_ypos,_shooter3_pos.x,_shooter3_pos.y); int se1 = range(ship_xpos,ship_ypos,_seeker1_pos.x,_seeker1_pos.y); int se2 = range(ship_xpos,ship_ypos,_seeker2_pos.x,_seeker2_pos.y); int se3 = range(ship_xpos,ship_ypos,_seeker3_pos.x,_seeker3_pos.y); int close[6] = {sh1,sh2,sh3,se1,se2,se3}; // find index of the smallest element int index = 0; int smallest = close[0]; for(int i=0; i<6; i=i+1) { if(smallest>close[i]) { smallest=close[i]; index = i; } } return {(index + 1),smallest}; } Vector2D RosenEngine::find_closest2(int index) { // printf("index = %d, _no_shooters = %d, _no_seekers = %d\n",index,_no_shooters,_no_seekers); // return the position of the closest enemy if(index == 1 && _no_shooters >= 1) { return {_shooter1_pos.x,_shooter1_pos.y}; } if(index == 2 && _no_shooters >= 2) { return {_shooter2_pos.x,_shooter2_pos.y}; } if(index == 3 && _no_shooters >= 3) { return {_shooter3_pos.x,_shooter3_pos.y}; } if(index == 4 && _no_seekers >= 1 ) { return {_seeker1_pos.x,_seeker1_pos.y}; } if(index == 5 && _no_seekers >= 2) { return {_seeker2_pos.x,_seeker2_pos.y}; } if(index == 6 && _no_seekers >= 3) { return {_seeker3_pos.x,_seeker3_pos.y}; } }