Adam Baker 201166301

Dependencies:   mbed Gamepad N5110

Revision:
24:f5dd1f3db693
Parent:
23:4b1abf659467
Child:
25:230e4163cb6b
--- a/main.cpp	Wed Apr 17 13:35:39 2019 +0000
+++ b/main.cpp	Sun Apr 21 18:17:20 2019 +0000
@@ -22,28 +22,19 @@
 {
 
     int fps = 6; //6
-    int d = 0 ; // direction of moving plats
-    int l = 0;  //length
-    int r = 0;
-    int d2 = 0;
-    int l2 = 0;
-    int r2 = 0;
-    int d3 = 0;
-    int d4 = 0;
-    int g = 0;
 
-    
     pad.init();
     lcd.init();
     lcd.setContrast(0.55);
     Move move;
     Pos pos;
-    
+
     move = runner.init(move);
     pos = lev.init(pos);
-    
+
     ticker.attach(&timer_isr,1.0f/fps);
 
+    int gameover = 0;
 
     while(1) {
 
@@ -52,67 +43,12 @@
             timer_flag = 0;  // if it has, clear the flag
 
             lcd.clear();
-
-            float speed = runner.getSpeed(pad);
-
-            move = runner.nextLevel(move); //must happen befofre 'fall' otherwise runner can fall out of screen
-
-            pos = lev.whatLevel(lcd, move.l);
-
-            move = runner.buttonPress(move, lcd, pad, d3, d4);
-
-            move = runner.jump(move, lcd);
-
-            move = runner.wallJumpL(move, lcd, speed);
-
-            move = runner.wallJumpR(move, lcd, speed);
-
-            move = runner.runLeft(move, lcd, speed);
-
-            move = runner.runRight(move, lcd, speed);
             
-            move = runner.cancelSprint(move, lcd, speed);
-
-            move = runner.fall(move, lcd);
-
-            move = runner.runnerState(move, lcd, speed, d3, d4); //what state runner is in (must come after next level
+            move = runner.nextLevel(move); 
+            pos = lev.whatLevel(lcd, move.l); 
+            move = runner.blockhead(move, pos, lcd, pad);
+            gameover = runner.gameover(move, pos, lcd);
 
-            //runner.whatLevel(move, lcd); // call level(why again)??
-            d = runner.onHozCheck(move, pos);
-            
-            r = runner.byHozCheckRight(move, pos);
-            
-            l = runner.byHozCheckLeft(move, pos);
-            
-            d2 = runner.onHoz2Check(move, pos);
-                        
-            r2 = runner.byHoz2CheckRight(move, pos);
-            
-            l2 = runner.byHoz2CheckLeft(move, pos);
-            
-            d3 = runner.onVerCheck(move, pos);
-            
-            d4 = runner.onVer2Check(move, pos);
-            
-            g = runner.crushedByVer(move, pos);
-            
-            g = g + runner.crushedByVer2(move, pos);
-            
-            g = g + runner.spikeHit(lcd, pos);
-            
-        
-            
-            move = runner.onPlatform(lcd, move, d, r, l, d2, r2, l2, d3, d4);
-
-
-            char buffer[14];
-            sprintf(buffer,"%i",  g);
-            lcd.printString(buffer,0,0);
-           /** char buffer1[14];
-            sprintf(buffer1,"%i %i %i %i %i",pos.vx, pos. vy, pos.vd, pos.vc, pos.vl);
-            lcd.printString(buffer1,0,1);
-            */
-            
             lcd.refresh();
 
         } else {
@@ -132,5 +68,9 @@
 
 
 //rtos
-
-
+/**
+            char buffer[14];
+            sprintf(buffer,"%i", gameover);
+            lcd.printString(buffer,0,0);
+            */
+   //NEED TO RESET POS CORDS EACH NEW LEVEL TO PREVENT UNNECERSARRY GAME OVER (have fun x)