ELEC2645 (2018/19) / Mbed 2 deprecated el17aj

Dependencies:   mbed

Committer:
adat80
Date:
Wed Apr 24 12:38:53 2019 +0000
Revision:
2:88019d96e1da
Parent:
1:3916f272663e
Child:
3:97cd7b3d89d0
game with levels changing and, currency;

Who changed what in which revision?

UserRevisionLine numberNew contents of line
adat80 1:3916f272663e 1 #include "GameEngine.h"
adat80 1:3916f272663e 2
adat80 2:88019d96e1da 3 //enum Action { waiting, moving, attacking, dying };
adat80 2:88019d96e1da 4 //enum Vegetable { Potato, Carrot, Onion };
adat80 2:88019d96e1da 5
adat80 2:88019d96e1da 6 int bulletSymbol[8][4] = {
adat80 2:88019d96e1da 7 { 0,1,1,0 },
adat80 2:88019d96e1da 8 { 1,1,1,1 },
adat80 2:88019d96e1da 9 { 1,1,1,1 },
adat80 2:88019d96e1da 10 { 1,1,1,1 },
adat80 2:88019d96e1da 11 { 1,1,1,1 },
adat80 2:88019d96e1da 12 { 1,1,1,1 },
adat80 2:88019d96e1da 13 { 0,0,0,0 },
adat80 2:88019d96e1da 14 { 1,1,1,1 },
adat80 2:88019d96e1da 15 };
adat80 2:88019d96e1da 16
adat80 2:88019d96e1da 17 int healthSymbol[5][5] = {
adat80 2:88019d96e1da 18 { 1,1,1,1,1 },
adat80 2:88019d96e1da 19 { 1,1,0,1,1 },
adat80 2:88019d96e1da 20 { 1,0,0,0,1 },
adat80 2:88019d96e1da 21 { 1,1,0,1,1 },
adat80 2:88019d96e1da 22 { 1,1,1,1,1 },
adat80 2:88019d96e1da 23 };
adat80 2:88019d96e1da 24
adat80 2:88019d96e1da 25 int shot[5][5] = {
adat80 2:88019d96e1da 26 { 0,0,1,0,0 },
adat80 2:88019d96e1da 27 { 0,1,1,1,0 },
adat80 2:88019d96e1da 28 { 1,1,1,1,1 },
adat80 2:88019d96e1da 29 { 0,1,1,1,0 },
adat80 2:88019d96e1da 30 { 0,0,1,0,0 },
adat80 2:88019d96e1da 31 };
adat80 2:88019d96e1da 32
adat80 1:3916f272663e 33
adat80 1:3916f272663e 34 GameEngine::GameEngine()
adat80 1:3916f272663e 35 {
adat80 1:3916f272663e 36
adat80 1:3916f272663e 37 }
adat80 1:3916f272663e 38
adat80 1:3916f272663e 39 GameEngine::~GameEngine()
adat80 1:3916f272663e 40 {
adat80 1:3916f272663e 41
adat80 1:3916f272663e 42 }
adat80 1:3916f272663e 43
adat80 1:3916f272663e 44 void GameEngine::init(int CrossHairsSpeed, int fps)
adat80 1:3916f272663e 45 {
adat80 1:3916f272663e 46 // initialise the game parameters
adat80 1:3916f272663e 47 _fps = fps;
adat80 2:88019d96e1da 48 _levelNumber = 3;
adat80 2:88019d96e1da 49 _money = 0.0f;
adat80 2:88019d96e1da 50 _killCount = 0;
adat80 1:3916f272663e 51
adat80 2:88019d96e1da 52 _wall.init(100);
adat80 1:3916f272663e 53 _crossHairs.init(CrossHairsSpeed);
adat80 1:3916f272663e 54
adat80 1:3916f272663e 55
adat80 1:3916f272663e 56
adat80 1:3916f272663e 57
adat80 1:3916f272663e 58 srand(time(NULL));
adat80 1:3916f272663e 59
adat80 1:3916f272663e 60 _enemies = _level.init(_levelNumber);
adat80 1:3916f272663e 61
adat80 1:3916f272663e 62
adat80 1:3916f272663e 63
adat80 1:3916f272663e 64
adat80 1:3916f272663e 65
adat80 1:3916f272663e 66
adat80 1:3916f272663e 67
adat80 1:3916f272663e 68 }
adat80 1:3916f272663e 69
adat80 1:3916f272663e 70 void GameEngine::read_input(Gamepad &pad)
adat80 1:3916f272663e 71 {
adat80 1:3916f272663e 72 _angle = pad.get_angle();
adat80 1:3916f272663e 73 _mag = pad.get_mag();
adat80 1:3916f272663e 74 }
adat80 1:3916f272663e 75
adat80 1:3916f272663e 76 void GameEngine::draw(N5110 &lcd)
adat80 1:3916f272663e 77 {
adat80 1:3916f272663e 78
adat80 1:3916f272663e 79
adat80 2:88019d96e1da 80 char money[14]; // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14)
adat80 2:88019d96e1da 81 // so can display a string of a maximum 14 characters in length
adat80 2:88019d96e1da 82 // or create formatted strings - ensure they aren't more than 14 characters long
adat80 2:88019d96e1da 83 int length = sprintf(money,"$%.1f",_money); // print formatted data to buffer
adat80 2:88019d96e1da 84 // it is important the format specifier ensures the length will fit in the buffer
adat80 2:88019d96e1da 85 if (length <= 14) { // if string will fit on display (assuming printing at x=0)
adat80 2:88019d96e1da 86 lcd.printString(money,23,0);
adat80 2:88019d96e1da 87 }
adat80 2:88019d96e1da 88
adat80 2:88019d96e1da 89
adat80 2:88019d96e1da 90 //draw wall
adat80 2:88019d96e1da 91 _wall.draw(lcd);
adat80 2:88019d96e1da 92
adat80 2:88019d96e1da 93 //draw ammo symbol
adat80 2:88019d96e1da 94 // x origin, y origin, rows, cols, sprite
adat80 2:88019d96e1da 95 lcd.drawSprite((WIDTH/4)*3,0,8,4,(int *)bulletSymbol);
adat80 1:3916f272663e 96
adat80 1:3916f272663e 97 // draw the elements in the LCD buffer
adat80 1:3916f272663e 98 /*
adat80 1:3916f272663e 99 _enemy.draw(lcd);
adat80 1:3916f272663e 100 _enemy2.draw(lcd);
adat80 1:3916f272663e 101 */
adat80 1:3916f272663e 102
adat80 1:3916f272663e 103
adat80 1:3916f272663e 104
adat80 1:3916f272663e 105
adat80 1:3916f272663e 106 for (int i=0; i < _levelNumber; i++) {
adat80 1:3916f272663e 107 _enemies[i].draw(lcd);
adat80 1:3916f272663e 108 }
adat80 1:3916f272663e 109
adat80 2:88019d96e1da 110 _crossHairs.draw(lcd);
adat80 1:3916f272663e 111 }
adat80 1:3916f272663e 112
adat80 1:3916f272663e 113 void GameEngine::update(Gamepad &pad)
adat80 1:3916f272663e 114 {
adat80 1:3916f272663e 115 _level.update(_fps);
adat80 1:3916f272663e 116 _crossHairs.update(_angle,_mag, _fps);
adat80 1:3916f272663e 117 /*
adat80 1:3916f272663e 118 _enemy.update();
adat80 1:3916f272663e 119 _enemy2.update();
adat80 1:3916f272663e 120 */
adat80 1:3916f272663e 121
adat80 1:3916f272663e 122
adat80 1:3916f272663e 123 for (int i=0; i < _levelNumber; i++) {
adat80 2:88019d96e1da 124 _enemies[i].update(_fps);
adat80 1:3916f272663e 125 }
adat80 1:3916f272663e 126
adat80 1:3916f272663e 127 if ( pad.check_event(Gamepad::B_PRESSED) == true) {
adat80 1:3916f272663e 128 fireShot(pad);
adat80 2:88019d96e1da 129 } else if ( pad.check_event(Gamepad::A_PRESSED) == true) {
adat80 2:88019d96e1da 130 fireShot(pad);
adat80 1:3916f272663e 131 }
adat80 1:3916f272663e 132
adat80 1:3916f272663e 133
adat80 1:3916f272663e 134
adat80 1:3916f272663e 135 }
adat80 1:3916f272663e 136
adat80 1:3916f272663e 137 void GameEngine::fireShot(Gamepad &gpad)
adat80 1:3916f272663e 138 {
adat80 2:88019d96e1da 139
adat80 2:88019d96e1da 140
adat80 2:88019d96e1da 141
adat80 1:3916f272663e 142 Vector2D shotLoc = _crossHairs.get_pos();
adat80 1:3916f272663e 143 for(int i = 0; i < _levelNumber; i++) {
adat80 2:88019d96e1da 144 if (_enemies[i].get_alive()) {
adat80 2:88019d96e1da 145 Vector2D enemyLoc = _enemies[i].get_pos();
adat80 2:88019d96e1da 146 if (abs(enemyLoc.x - shotLoc.x) < 4) {
adat80 2:88019d96e1da 147 if (abs(enemyLoc.y - shotLoc.y) < 4) {
adat80 2:88019d96e1da 148 _killCount = _killCount + 1;
adat80 2:88019d96e1da 149 _enemies[i].set_alive(false);
adat80 2:88019d96e1da 150 float moneyEarnt = _enemies[i].get_value();
adat80 2:88019d96e1da 151 _money = _money + moneyEarnt;
adat80 2:88019d96e1da 152 Action myAc;
adat80 2:88019d96e1da 153 myAc = dying;
adat80 2:88019d96e1da 154 _enemies[i].set_current_action(myAc);
adat80 2:88019d96e1da 155
adat80 2:88019d96e1da 156
adat80 2:88019d96e1da 157 if (_killCount == _levelNumber) {
adat80 2:88019d96e1da 158 Vector2D posch = {WIDTH/2, HEIGHT/2};
adat80 2:88019d96e1da 159 _crossHairs.set_pos(posch);
adat80 2:88019d96e1da 160 _killCount = 0;
adat80 2:88019d96e1da 161 _levelNumber = _levelNumber + 1;
adat80 2:88019d96e1da 162 _enemies = _level.init(_levelNumber);
adat80 2:88019d96e1da 163
adat80 2:88019d96e1da 164 }
adat80 2:88019d96e1da 165
adat80 2:88019d96e1da 166 }
adat80 1:3916f272663e 167 }
adat80 1:3916f272663e 168 }
adat80 1:3916f272663e 169 }
adat80 1:3916f272663e 170 }
adat80 1:3916f272663e 171