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
Diff: GameEngine/GameEngine.cpp
- Revision:
- 1:3916f272663e
- Child:
- 2:88019d96e1da
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/GameEngine/GameEngine.cpp Sun Apr 21 19:02:21 2019 +0000
@@ -0,0 +1,110 @@
+#include "GameEngine.h"
+
+
+GameEngine::GameEngine()
+{
+
+}
+
+GameEngine::~GameEngine()
+{
+
+}
+
+void GameEngine::init(int CrossHairsSpeed, int fps)
+{
+ // initialise the game parameters
+ _fps = fps;
+ _levelNumber = 100;
+ _money = 0;
+
+
+
+ _crossHairs.init(CrossHairsSpeed);
+
+
+
+
+ srand(time(NULL));
+
+ _enemies = _level.init(_levelNumber);
+
+
+
+
+
+
+
+}
+
+void GameEngine::read_input(Gamepad &pad)
+{
+ _angle = pad.get_angle();
+ _mag = pad.get_mag();
+}
+
+void GameEngine::draw(N5110 &lcd)
+{
+ //draw wall
+ lcd.drawRect(0,28,10,20,FILL_TRANSPARENT);
+ lcd.drawLine(0,28,10,0,1); //back top of wall
+ lcd.drawLine(10,0,20,0,1); //side of wall
+ lcd.drawLine(10,28,20,0,1); //front top of wall
+ lcd.drawLine(10,48,20,20,1); //front bottom of wall
+ lcd.drawLine(20,20,20,0,1); //front side of wall
+
+
+
+ // draw the elements in the LCD buffer
+ /*
+ _enemy.draw(lcd);
+ _enemy2.draw(lcd);
+ */
+ _crossHairs.draw(lcd);
+
+
+
+
+ for (int i=0; i < _levelNumber; i++) {
+ _enemies[i].draw(lcd);
+ }
+
+
+}
+
+void GameEngine::update(Gamepad &pad)
+{
+ _level.update(_fps);
+ _crossHairs.update(_angle,_mag, _fps);
+ /*
+ _enemy.update();
+ _enemy2.update();
+ */
+
+
+ for (int i=0; i < _levelNumber; i++) {
+ _enemies[i].update();
+ }
+
+ if ( pad.check_event(Gamepad::B_PRESSED) == true) {
+ fireShot(pad);
+ }
+
+
+
+}
+
+void GameEngine::fireShot(Gamepad &gpad)
+{
+ Vector2D shotLoc = _crossHairs.get_pos();
+ for(int i = 0; i < _levelNumber; i++) {
+ Vector2D enemyLoc = _enemies[i].get_pos();
+
+ if (abs(enemyLoc.x - shotLoc.x) < 4) {
+ if (abs(enemyLoc.y - shotLoc.y) < 4) {
+ _enemies[i].set_alive(false);
+ }
+ }
+ }
+}
+