ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Committer:
el17arm
Date:
Wed Apr 24 20:56:36 2019 +0000
Revision:
57:0f3bbbac72fd
Parent:
54:7fa8c07fdea4
Child:
58:4a826093d9e9
Full documentation

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17arm 29:d85886364643 1 #include "Gameengine.h"
el17arm 29:d85886364643 2
el17arm 29:d85886364643 3 Gameengine::Gameengine()
el17arm 29:d85886364643 4 {
el17arm 29:d85886364643 5 }
el17arm 29:d85886364643 6 Gameengine::~Gameengine()
el17arm 29:d85886364643 7 {
el17arm 29:d85886364643 8 }
el17arm 45:bad704c546d4 9 //initialises default game parameters
el17arm 29:d85886364643 10 void Gameengine::game_init()
el17arm 29:d85886364643 11 {
el17arm 45:bad704c546d4 12 _enem_flag = false; // flag to initialise enemies each new level
el17arm 45:bad704c546d4 13 _key_reinit = false; // re initialise keys at start of new level
el17arm 45:bad704c546d4 14 _five_keys = 5; // number of keys to advance to next level
el17arm 49:9bea7089b657 15 _level = 0; //start level
el17arm 45:bad704c546d4 16 _sprites.miner_init(3, 33); //start position of player
el17arm 49:9bea7089b657 17 _lives = 3; // starting lives
el17arm 45:bad704c546d4 18 _time = 120; // time to complete each level
el17arm 29:d85886364643 19 }
el17arm 45:bad704c546d4 20 // updates player position and interaction with level objects
el17arm 29:d85886364643 21 void Gameengine::update(N5110 &lcd, Gamepad &pad)
el17arm 29:d85886364643 22 {
el17arm 29:d85886364643 23 read_direction(pad);
el17arm 38:55bb9da08a52 24 _sprites.miner_draw(lcd);
el17arm 33:023f57d52b1c 25 _sprites.miner_move(_d, lcd);
el17arm 33:023f57d52b1c 26 _sprites.miner_gravity(lcd);
el17arm 33:023f57d52b1c 27 _sprites.miner_jump(lcd, pad);
el17arm 33:023f57d52b1c 28 _sprites.miner_land(lcd);
el17arm 40:913339e324b8 29 _sprites.keys_collected();
el17arm 40:913339e324b8 30 key_draw(lcd, pad);
el17arm 41:0cf320f73424 31 lose_life(pad, lcd);
el17arm 29:d85886364643 32 game_over();
el17arm 29:d85886364643 33 next_level(lcd);
el17arm 41:0cf320f73424 34 oxygen_leds();
el17arm 41:0cf320f73424 35 lives_leds();
el17arm 41:0cf320f73424 36 }
el17arm 45:bad704c546d4 37 // draws level 1 objects
el17arm 41:0cf320f73424 38 void Gameengine::draw_l1(N5110 &lcd, Gamepad &pad)
el17arm 41:0cf320f73424 39 {
el17arm 41:0cf320f73424 40 if (_level == 0) {
el17arm 41:0cf320f73424 41
el17arm 45:bad704c546d4 42 _t.start(); // starts level timer
el17arm 45:bad704c546d4 43 _lev.level_platforms1(lcd); // position of platforms
el17arm 45:bad704c546d4 44 _lev.key_pos1(); // key positions
el17arm 45:bad704c546d4 45 _lev.trap_pos1(); // trap positions
el17arm 45:bad704c546d4 46 _lev.block_pos1(); // solid block positions
el17arm 45:bad704c546d4 47 _lev.soft_pos1(); // sinking block positions
el17arm 45:bad704c546d4 48 _lev.enem_pos1(); // enemy positions
el17arm 45:bad704c546d4 49 blocks(lcd); // block placement and collision settings
el17arm 41:0cf320f73424 50 }
el17arm 41:0cf320f73424 51 }
el17arm 45:bad704c546d4 52 // draws level 2 objects
el17arm 41:0cf320f73424 53 void Gameengine::draw_l2(N5110 &lcd, Gamepad &pad)
el17arm 41:0cf320f73424 54 {
el17arm 41:0cf320f73424 55 if(_level == 1) {
el17arm 41:0cf320f73424 56
el17arm 41:0cf320f73424 57 _t.start();
el17arm 45:bad704c546d4 58 key_reinit(); // re-sets key settings so they appear and disappear once collected
el17arm 42:d81c008b0436 59 _lev.level_platforms2(lcd);
el17arm 44:e29458976114 60 _lev.key_pos2();
el17arm 44:e29458976114 61 _lev.trap_pos2();
el17arm 42:d81c008b0436 62 _lev.block_pos2();
el17arm 42:d81c008b0436 63 _lev.soft_pos2();
el17arm 44:e29458976114 64 _lev.enem_pos2();
el17arm 41:0cf320f73424 65 blocks(lcd);
el17arm 41:0cf320f73424 66 }
el17arm 29:d85886364643 67 }
el17arm 45:bad704c546d4 68 // draws level 3 objects
el17arm 44:e29458976114 69 void Gameengine::draw_l3(N5110 &lcd, Gamepad &pad)
el17arm 44:e29458976114 70 {
el17arm 44:e29458976114 71 if(_level == 2) {
el17arm 44:e29458976114 72
el17arm 44:e29458976114 73 _t.start();
el17arm 44:e29458976114 74 key_reinit();
el17arm 44:e29458976114 75 _lev.level_platforms3(lcd);
el17arm 44:e29458976114 76 _lev.key_pos3();
el17arm 44:e29458976114 77 _lev.trap_pos3();
el17arm 44:e29458976114 78 _lev.block_pos3();
el17arm 44:e29458976114 79 _lev.soft_pos3();
el17arm 44:e29458976114 80 _lev.enem_pos3();
el17arm 44:e29458976114 81 blocks(lcd);
el17arm 45:bad704c546d4 82 game_complete(lcd); // displays game complete screen
el17arm 44:e29458976114 83 }
el17arm 44:e29458976114 84 }
el17arm 44:e29458976114 85
el17arm 45:bad704c546d4 86 // reads direction of joystick
el17arm 38:55bb9da08a52 87 void Gameengine::read_direction(Gamepad &pad)
el17arm 38:55bb9da08a52 88 {
el17arm 38:55bb9da08a52 89 _d = pad.get_direction();
el17arm 38:55bb9da08a52 90 }
el17arm 38:55bb9da08a52 91
el17arm 45:bad704c546d4 92 // turns off LEDS proportionally Vs level time
el17arm 41:0cf320f73424 93 int Gameengine::oxygen_leds()
el17arm 44:e29458976114 94 {
el17arm 41:0cf320f73424 95 if(_t.read() < (_time*0.33f)) {
el17arm 41:0cf320f73424 96 _oxy_state = 3;
el17arm 41:0cf320f73424 97 }
el17arm 41:0cf320f73424 98 if(_t.read() > (_time*0.33f) && _t.read() < (_time*0.66f)) {
el17arm 41:0cf320f73424 99 _oxy_state = 2;
el17arm 41:0cf320f73424 100 }
el17arm 41:0cf320f73424 101 if(_t.read() > (_time*0.66f)) {
el17arm 41:0cf320f73424 102 _oxy_state = 1;
el17arm 41:0cf320f73424 103 }
el17arm 41:0cf320f73424 104 if(_t.read() >= _time) {
el17arm 41:0cf320f73424 105 _oxy_state = 0;
el17arm 41:0cf320f73424 106 }
el17arm 46:de3462ad5aef 107 return _oxy_state; // _oxy_state will change FSM value in main.cpp leds()
el17arm 41:0cf320f73424 108 }
el17arm 41:0cf320f73424 109
el17arm 45:bad704c546d4 110 // turns off led every time life is lost
el17arm 41:0cf320f73424 111 int Gameengine::lives_leds()
el17arm 41:0cf320f73424 112 {
el17arm 41:0cf320f73424 113 _life_state = _lives;
el17arm 48:bd1f31fbfee3 114 return _life_state; // _life_state will change FSM value in main.cpp leds()
el17arm 41:0cf320f73424 115 }
el17arm 41:0cf320f73424 116
el17arm 45:bad704c546d4 117 // displays score at end of game
el17arm 41:0cf320f73424 118 void Gameengine::get_score(N5110 &lcd)
el17arm 45:bad704c546d4 119 {
el17arm 45:bad704c546d4 120 // score is, time left at each level multiplied by lives left + 10 points for each key
el17arm 41:0cf320f73424 121 float flt_score = ((_lives +1) * _total_time + (10 * _sprites.keys_collected()));
el17arm 41:0cf320f73424 122 int int_score = static_cast<int>(flt_score);
el17arm 41:0cf320f73424 123 char buffer[14];
el17arm 41:0cf320f73424 124 sprintf(buffer,"%2d",int_score);
el17arm 45:bad704c546d4 125 lcd.printString(buffer,52,2);
el17arm 44:e29458976114 126 }
el17arm 44:e29458976114 127
el17arm 45:bad704c546d4 128 // returns true final level complete
el17arm 44:e29458976114 129 bool Gameengine::game_complete(N5110 &lcd)
el17arm 44:e29458976114 130 {
el17arm 44:e29458976114 131 if(_level == 3) {
el17arm 44:e29458976114 132 return true;
el17arm 44:e29458976114 133 }
el17arm 44:e29458976114 134 return false;
el17arm 45:bad704c546d4 135 }
el17arm 45:bad704c546d4 136
el17arm 45:bad704c546d4 137 void Gameengine::lose_life(Gamepad &pad, N5110 &lcd)
el17arm 45:bad704c546d4 138 {
el17arm 45:bad704c546d4 139 if (trap_death(lcd) == true || enemies(lcd) == true) {
el17arm 45:bad704c546d4 140 _lives--; //reduces lives left by 1
el17arm 45:bad704c546d4 141 pad.tone(200, 0.5); // death sound
el17arm 45:bad704c546d4 142 _sprites.miner_init(3, 33); // puts player back to start of level
el17arm 45:bad704c546d4 143 wait(1); //short pause so restart isn't instant
el17arm 45:bad704c546d4 144 }
el17arm 45:bad704c546d4 145 }
el17arm 45:bad704c546d4 146
el17arm 45:bad704c546d4 147 // game over when lives lost or time runs out
el17arm 45:bad704c546d4 148 bool Gameengine::game_over()
el17arm 45:bad704c546d4 149 {
el17arm 45:bad704c546d4 150 if(_lives == 0 || _t.read() > _time) {
el17arm 45:bad704c546d4 151 _t.stop();
el17arm 57:0f3bbbac72fd 152 _lives = 0; // lives reduced to zero if time runs out
el17arm 57:0f3bbbac72fd 153 printf("total time %f \n", _total_time);
el17arm 45:bad704c546d4 154 return true;
el17arm 45:bad704c546d4 155 }
el17arm 45:bad704c546d4 156 return false;
el17arm 45:bad704c546d4 157 }
el17arm 45:bad704c546d4 158
el17arm 45:bad704c546d4 159 // activates level exit when all keys collected
el17arm 45:bad704c546d4 160 bool Gameengine::level_exit(N5110 &lcd)
el17arm 45:bad704c546d4 161 {
el17arm 54:7fa8c07fdea4 162 if(_sprites.exit_level(79,41,lcd) == true) {
el17arm 45:bad704c546d4 163 return true;
el17arm 45:bad704c546d4 164 } else {
el17arm 45:bad704c546d4 165 return false;
el17arm 45:bad704c546d4 166 }
el17arm 45:bad704c546d4 167 }
el17arm 45:bad704c546d4 168
el17arm 45:bad704c546d4 169 // if keys collected and player reaches exit, sets next level parameters
el17arm 45:bad704c546d4 170 void Gameengine::next_level(N5110 &lcd)
el17arm 45:bad704c546d4 171 {
el17arm 45:bad704c546d4 172 if(level_exit(lcd) && _sprites.keys_collected() == _five_keys) {
el17arm 45:bad704c546d4 173 _t.stop(); // stops level timer
el17arm 45:bad704c546d4 174 _total_time += (_time - _t.read()); // adds up time left for score calculation
el17arm 45:bad704c546d4 175 _level = _level++; // next level activated
el17arm 45:bad704c546d4 176 _five_keys += 5; // raises keys needed by 5 for next level
el17arm 45:bad704c546d4 177 _sprites.miner_init(3,33); // resets player position
el17arm 45:bad704c546d4 178 _enem_flag = false; // allows enemies to be reinitialised
el17arm 45:bad704c546d4 179 _key_reinit = false; // allows keys to be reintialised
el17arm 45:bad704c546d4 180 _t.reset(); // resets level timer
el17arm 45:bad704c546d4 181 }
el17arm 45:bad704c546d4 182 }
el17arm 45:bad704c546d4 183
el17arm 45:bad704c546d4 184 // places traps and checks if collision with player
el17arm 45:bad704c546d4 185 bool Gameengine::trap_death(N5110 &lcd)
el17arm 45:bad704c546d4 186 {
el17arm 45:bad704c546d4 187 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 188 if( _sprites.trap(_lev.trap1.tx[i], _lev.trap1.ty[i], lcd) ||
el17arm 45:bad704c546d4 189 _sprites.trap(_lev.trap2.tx[i], _lev.trap2.ty[i], lcd) ||
el17arm 45:bad704c546d4 190 _sprites.trap(_lev.trap3.tx[i], _lev.trap3.ty[i], lcd) ||
el17arm 45:bad704c546d4 191 _sprites.trap(_lev.trap4.tx[i], _lev.trap4.ty[i], lcd) ||
el17arm 45:bad704c546d4 192 _sprites.trap(_lev.trap5.tx[i], _lev.trap5.ty[i], lcd)) {
el17arm 45:bad704c546d4 193 return true;
el17arm 45:bad704c546d4 194 }
el17arm 45:bad704c546d4 195 return false;
el17arm 45:bad704c546d4 196 }
el17arm 45:bad704c546d4 197
el17arm 45:bad704c546d4 198 // draws keys and checks if collision with player
el17arm 45:bad704c546d4 199 void Gameengine::key_draw(N5110 &lcd, Gamepad &pad)
el17arm 45:bad704c546d4 200 {
el17arm 45:bad704c546d4 201 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 202 _sprites.key_collect(0, _lev.key1.kx[i], _lev.key1.ky[i], lcd, pad);
el17arm 45:bad704c546d4 203 _sprites.key_collect(1, _lev.key2.kx[i], _lev.key2.ky[i], lcd, pad);
el17arm 45:bad704c546d4 204 _sprites.key_collect(2, _lev.key3.kx[i], _lev.key3.ky[i], lcd, pad);
el17arm 45:bad704c546d4 205 _sprites.key_collect(3, _lev.key4.kx[i], _lev.key4.ky[i], lcd, pad);
el17arm 45:bad704c546d4 206 _sprites.key_collect(4, _lev.key5.kx[i], _lev.key5.ky[i], lcd, pad);
el17arm 45:bad704c546d4 207 }
el17arm 45:bad704c546d4 208
el17arm 46:de3462ad5aef 209
el17arm 45:bad704c546d4 210 // places and checks for collision with sinking and solid blocks
el17arm 45:bad704c546d4 211 void Gameengine::blocks(N5110 &lcd)
el17arm 45:bad704c546d4 212 {
el17arm 45:bad704c546d4 213 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 214 // sinking blocks position length and collision detection
el17arm 45:bad704c546d4 215 _sprites.soft_blocks(_lev.sof1.sx1[i], _lev.sof1.sy[i], _lev.sof1.sx2[i], lcd);
el17arm 45:bad704c546d4 216 _sprites.soft_blocks(_lev.sof2.sx1[i], _lev.sof2.sy[i], _lev.sof2.sx2[i], lcd);
el17arm 45:bad704c546d4 217 _sprites.soft_blocks(_lev.sof3.sx1[i], _lev.sof3.sy[i], _lev.sof3.sx2[i], lcd);
el17arm 45:bad704c546d4 218 _sprites.soft_blocks(_lev.sof4.sx1[i], _lev.sof4.sy[i], _lev.sof4.sx2[i], lcd);
el17arm 45:bad704c546d4 219 _sprites.soft_blocks(_lev.sof5.sx1[i], _lev.sof5.sy[i], _lev.sof5.sx2[i], lcd);
el17arm 45:bad704c546d4 220 // block positions and collision settings, indexed so no conflicts if player is contact with multiple blocks
el17arm 45:bad704c546d4 221 _sprites.blocks(_d, 0, _lev.sol1.bx[i], _lev.sol1.by[i], lcd);
el17arm 45:bad704c546d4 222 _sprites.blocks(_d, 1, _lev.sol2.bx[i], _lev.sol2.by[i], lcd);
el17arm 45:bad704c546d4 223 _sprites.blocks(_d, 2, _lev.sol3.bx[i], _lev.sol3.by[i], lcd);
el17arm 45:bad704c546d4 224 _sprites.blocks(_d, 3, _lev.sol4.bx[i], _lev.sol4.by[i], lcd);
el17arm 45:bad704c546d4 225 _sprites.blocks(_d, 4, _lev.sol5.bx[i], _lev.sol5.by[i], lcd);
el17arm 45:bad704c546d4 226 }
el17arm 45:bad704c546d4 227 // initialises enemies at level start, updates movement, checks collisions
el17arm 45:bad704c546d4 228 // indexed (0, 1, 2) so each enemy is treated independently
el17arm 45:bad704c546d4 229 bool Gameengine::enemies(N5110 &lcd)
el17arm 45:bad704c546d4 230 {
el17arm 45:bad704c546d4 231 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 232 if(_enem_flag == false) {
el17arm 45:bad704c546d4 233 // initialises enemy position and distance to move each way
el17arm 45:bad704c546d4 234 _sprites.enemy_init(0, _lev.enem1.ex[i], _lev.enem1.ey[i], _lev.enem1.d[i]);
el17arm 45:bad704c546d4 235 _sprites.enemy_init(1, _lev.enem2.ex[i], _lev.enem2.ey[i], _lev.enem2.d[i]);
el17arm 45:bad704c546d4 236 _sprites.enemy_init(2, _lev.enem3.ex[i], _lev.enem3.ey[i], _lev.enem3.d[i]);
el17arm 45:bad704c546d4 237 _enem_flag = true;
el17arm 45:bad704c546d4 238 }
el17arm 45:bad704c546d4 239 // enemy velocity
el17arm 45:bad704c546d4 240 _sprites.enemy_move(0, _lev.enem1.v[i], lcd);
el17arm 45:bad704c546d4 241 _sprites.enemy_move(1, _lev.enem2.v[i], lcd);
el17arm 45:bad704c546d4 242 _sprites.enemy_move(2, _lev.enem3.v[i], lcd);
el17arm 45:bad704c546d4 243 // checks if collision
el17arm 45:bad704c546d4 244 if(_sprites.enemy_collision(0) || _sprites.enemy_collision(1) ||
el17arm 45:bad704c546d4 245 _sprites.enemy_collision(2)) {
el17arm 45:bad704c546d4 246 return true;
el17arm 45:bad704c546d4 247 }
el17arm 45:bad704c546d4 248 return false;
el17arm 46:de3462ad5aef 249 }
el17arm 46:de3462ad5aef 250
el17arm 46:de3462ad5aef 251 // reinitialises keys when level complete
el17arm 46:de3462ad5aef 252 void Gameengine::key_reinit()
el17arm 46:de3462ad5aef 253 {
el17arm 46:de3462ad5aef 254 if(_key_reinit == false) {
el17arm 46:de3462ad5aef 255 for(int i = 0; i<5; i++) {
el17arm 46:de3462ad5aef 256 _sprites._k.key[i] = false;
el17arm 46:de3462ad5aef 257 _key_reinit = true;
el17arm 46:de3462ad5aef 258 }
el17arm 46:de3462ad5aef 259 }
el17arm 37:4d525a37d5d2 260 }