ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Committer:
el17arm
Date:
Tue May 07 23:51:54 2019 +0000
Revision:
60:3df033345059
Parent:
58:4a826093d9e9
Child:
61:f17216566c0c
Hopefully final commit

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 60:3df033345059 16 _sprites.miner_init(3, 39); //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 60:3df033345059 33 next_level(lcd, pad);
el17arm 41:0cf320f73424 34 oxygen_leds();
el17arm 41:0cf320f73424 35 lives_leds();
el17arm 60:3df033345059 36 //printf("_x = %d \n",_sprites._x);
el17arm 60:3df033345059 37 //printf("_y = %d \n",_sprites._y);
el17arm 41:0cf320f73424 38 }
el17arm 45:bad704c546d4 39 // draws level 1 objects
el17arm 41:0cf320f73424 40 void Gameengine::draw_l1(N5110 &lcd, Gamepad &pad)
el17arm 41:0cf320f73424 41 {
el17arm 41:0cf320f73424 42 if (_level == 0) {
el17arm 41:0cf320f73424 43
el17arm 45:bad704c546d4 44 _t.start(); // starts level timer
el17arm 45:bad704c546d4 45 _lev.level_platforms1(lcd); // position of platforms
el17arm 45:bad704c546d4 46 _lev.key_pos1(); // key positions
el17arm 45:bad704c546d4 47 _lev.trap_pos1(); // trap positions
el17arm 45:bad704c546d4 48 _lev.block_pos1(); // solid block positions
el17arm 45:bad704c546d4 49 _lev.soft_pos1(); // sinking block positions
el17arm 45:bad704c546d4 50 _lev.enem_pos1(); // enemy positions
el17arm 45:bad704c546d4 51 blocks(lcd); // block placement and collision settings
el17arm 41:0cf320f73424 52 }
el17arm 41:0cf320f73424 53 }
el17arm 45:bad704c546d4 54 // draws level 2 objects
el17arm 41:0cf320f73424 55 void Gameengine::draw_l2(N5110 &lcd, Gamepad &pad)
el17arm 41:0cf320f73424 56 {
el17arm 41:0cf320f73424 57 if(_level == 1) {
el17arm 41:0cf320f73424 58
el17arm 41:0cf320f73424 59 _t.start();
el17arm 45:bad704c546d4 60 key_reinit(); // re-sets key settings so they appear and disappear once collected
el17arm 42:d81c008b0436 61 _lev.level_platforms2(lcd);
el17arm 44:e29458976114 62 _lev.key_pos2();
el17arm 44:e29458976114 63 _lev.trap_pos2();
el17arm 42:d81c008b0436 64 _lev.block_pos2();
el17arm 42:d81c008b0436 65 _lev.soft_pos2();
el17arm 44:e29458976114 66 _lev.enem_pos2();
el17arm 41:0cf320f73424 67 blocks(lcd);
el17arm 60:3df033345059 68 //printf("_level = %d \n",_level);
el17arm 41:0cf320f73424 69 }
el17arm 29:d85886364643 70 }
el17arm 45:bad704c546d4 71 // draws level 3 objects
el17arm 44:e29458976114 72 void Gameengine::draw_l3(N5110 &lcd, Gamepad &pad)
el17arm 44:e29458976114 73 {
el17arm 44:e29458976114 74 if(_level == 2) {
el17arm 58:4a826093d9e9 75
el17arm 44:e29458976114 76 _t.start();
el17arm 44:e29458976114 77 key_reinit();
el17arm 44:e29458976114 78 _lev.level_platforms3(lcd);
el17arm 44:e29458976114 79 _lev.key_pos3();
el17arm 44:e29458976114 80 _lev.trap_pos3();
el17arm 44:e29458976114 81 _lev.block_pos3();
el17arm 44:e29458976114 82 _lev.soft_pos3();
el17arm 44:e29458976114 83 _lev.enem_pos3();
el17arm 44:e29458976114 84 blocks(lcd);
el17arm 58:4a826093d9e9 85 }
el17arm 58:4a826093d9e9 86 }
el17arm 58:4a826093d9e9 87
el17arm 58:4a826093d9e9 88 void Gameengine::draw_l4(N5110 &lcd, Gamepad &pad)
el17arm 58:4a826093d9e9 89 {
el17arm 58:4a826093d9e9 90 if(_level == 3) {
el17arm 58:4a826093d9e9 91
el17arm 58:4a826093d9e9 92 _t.start();
el17arm 58:4a826093d9e9 93 key_reinit();
el17arm 58:4a826093d9e9 94 _lev.level_platforms4(lcd);
el17arm 58:4a826093d9e9 95 _lev.key_pos4();
el17arm 58:4a826093d9e9 96 _lev.trap_pos4();
el17arm 58:4a826093d9e9 97 _lev.block_pos4();
el17arm 58:4a826093d9e9 98 _lev.soft_pos4();
el17arm 58:4a826093d9e9 99 _lev.enem_pos4();
el17arm 58:4a826093d9e9 100 blocks(lcd);
el17arm 45:bad704c546d4 101 game_complete(lcd); // displays game complete screen
el17arm 44:e29458976114 102 }
el17arm 44:e29458976114 103 }
el17arm 44:e29458976114 104
el17arm 45:bad704c546d4 105 // reads direction of joystick
el17arm 38:55bb9da08a52 106 void Gameengine::read_direction(Gamepad &pad)
el17arm 38:55bb9da08a52 107 {
el17arm 38:55bb9da08a52 108 _d = pad.get_direction();
el17arm 38:55bb9da08a52 109 }
el17arm 38:55bb9da08a52 110
el17arm 58:4a826093d9e9 111 // turns off LEDS proportionally Vs time left to complete level
el17arm 41:0cf320f73424 112 int Gameengine::oxygen_leds()
el17arm 44:e29458976114 113 {
el17arm 41:0cf320f73424 114 if(_t.read() < (_time*0.33f)) {
el17arm 41:0cf320f73424 115 _oxy_state = 3;
el17arm 41:0cf320f73424 116 }
el17arm 41:0cf320f73424 117 if(_t.read() > (_time*0.33f) && _t.read() < (_time*0.66f)) {
el17arm 41:0cf320f73424 118 _oxy_state = 2;
el17arm 41:0cf320f73424 119 }
el17arm 41:0cf320f73424 120 if(_t.read() > (_time*0.66f)) {
el17arm 41:0cf320f73424 121 _oxy_state = 1;
el17arm 41:0cf320f73424 122 }
el17arm 41:0cf320f73424 123 if(_t.read() >= _time) {
el17arm 41:0cf320f73424 124 _oxy_state = 0;
el17arm 41:0cf320f73424 125 }
el17arm 46:de3462ad5aef 126 return _oxy_state; // _oxy_state will change FSM value in main.cpp leds()
el17arm 41:0cf320f73424 127 }
el17arm 41:0cf320f73424 128
el17arm 45:bad704c546d4 129 // turns off led every time life is lost
el17arm 41:0cf320f73424 130 int Gameengine::lives_leds()
el17arm 41:0cf320f73424 131 {
el17arm 41:0cf320f73424 132 _life_state = _lives;
el17arm 48:bd1f31fbfee3 133 return _life_state; // _life_state will change FSM value in main.cpp leds()
el17arm 41:0cf320f73424 134 }
el17arm 41:0cf320f73424 135
el17arm 45:bad704c546d4 136 // displays score at end of game
el17arm 41:0cf320f73424 137 void Gameengine::get_score(N5110 &lcd)
el17arm 45:bad704c546d4 138 {
el17arm 60:3df033345059 139 // score is, time left at each level + 10 points for each key, if game completed time is multiplied by lives left
el17arm 41:0cf320f73424 140 float flt_score = ((_lives +1) * _total_time + (10 * _sprites.keys_collected()));
el17arm 60:3df033345059 141 //printf("flt_score = %d \n",flt_score);
el17arm 60:3df033345059 142 int int_score = static_cast<int>(flt_score); //converts float to integer
el17arm 41:0cf320f73424 143 char buffer[14];
el17arm 41:0cf320f73424 144 sprintf(buffer,"%2d",int_score);
el17arm 58:4a826093d9e9 145 lcd.printString(buffer,54,2);
el17arm 44:e29458976114 146 }
el17arm 44:e29458976114 147
el17arm 45:bad704c546d4 148 // returns true final level complete
el17arm 44:e29458976114 149 bool Gameengine::game_complete(N5110 &lcd)
el17arm 44:e29458976114 150 {
el17arm 58:4a826093d9e9 151 if(_level == 4) {
el17arm 44:e29458976114 152 return true;
el17arm 44:e29458976114 153 }
el17arm 44:e29458976114 154 return false;
el17arm 45:bad704c546d4 155 }
el17arm 45:bad704c546d4 156
el17arm 45:bad704c546d4 157 void Gameengine::lose_life(Gamepad &pad, N5110 &lcd)
el17arm 45:bad704c546d4 158 {
el17arm 45:bad704c546d4 159 if (trap_death(lcd) == true || enemies(lcd) == true) {
el17arm 45:bad704c546d4 160 _lives--; //reduces lives left by 1
el17arm 45:bad704c546d4 161 pad.tone(200, 0.5); // death sound
el17arm 45:bad704c546d4 162 _sprites.miner_init(3, 33); // puts player back to start of level
el17arm 45:bad704c546d4 163 wait(1); //short pause so restart isn't instant
el17arm 45:bad704c546d4 164 }
el17arm 45:bad704c546d4 165 }
el17arm 45:bad704c546d4 166
el17arm 45:bad704c546d4 167 // game over when lives lost or time runs out
el17arm 45:bad704c546d4 168 bool Gameengine::game_over()
el17arm 45:bad704c546d4 169 {
el17arm 45:bad704c546d4 170 if(_lives == 0 || _t.read() > _time) {
el17arm 45:bad704c546d4 171 _t.stop();
el17arm 57:0f3bbbac72fd 172 _lives = 0; // lives reduced to zero if time runs out
el17arm 57:0f3bbbac72fd 173 printf("total time %f \n", _total_time);
el17arm 45:bad704c546d4 174 return true;
el17arm 45:bad704c546d4 175 }
el17arm 45:bad704c546d4 176 return false;
el17arm 45:bad704c546d4 177 }
el17arm 45:bad704c546d4 178
el17arm 45:bad704c546d4 179 // activates level exit when all keys collected
el17arm 45:bad704c546d4 180 bool Gameengine::level_exit(N5110 &lcd)
el17arm 45:bad704c546d4 181 {
el17arm 54:7fa8c07fdea4 182 if(_sprites.exit_level(79,41,lcd) == true) {
el17arm 45:bad704c546d4 183 return true;
el17arm 45:bad704c546d4 184 } else {
el17arm 45:bad704c546d4 185 return false;
el17arm 45:bad704c546d4 186 }
el17arm 45:bad704c546d4 187 }
el17arm 45:bad704c546d4 188
el17arm 45:bad704c546d4 189 // if keys collected and player reaches exit, sets next level parameters
el17arm 60:3df033345059 190 void Gameengine::next_level(N5110 &lcd, Gamepad &pad)
el17arm 45:bad704c546d4 191 {
el17arm 45:bad704c546d4 192 if(level_exit(lcd) && _sprites.keys_collected() == _five_keys) {
el17arm 45:bad704c546d4 193 _t.stop(); // stops level timer
el17arm 45:bad704c546d4 194 _total_time += (_time - _t.read()); // adds up time left for score calculation
el17arm 45:bad704c546d4 195 _level = _level++; // next level activated
el17arm 45:bad704c546d4 196 _five_keys += 5; // raises keys needed by 5 for next level
el17arm 60:3df033345059 197 _sprites.miner_init(3,39); // resets player position
el17arm 45:bad704c546d4 198 _enem_flag = false; // allows enemies to be reinitialised
el17arm 45:bad704c546d4 199 _key_reinit = false; // allows keys to be reintialised
el17arm 45:bad704c546d4 200 _t.reset(); // resets level timer
el17arm 60:3df033345059 201 pad.tone(700, 0.5);
el17arm 45:bad704c546d4 202 }
el17arm 45:bad704c546d4 203 }
el17arm 45:bad704c546d4 204
el17arm 45:bad704c546d4 205 // places traps and checks if collision with player
el17arm 45:bad704c546d4 206 bool Gameengine::trap_death(N5110 &lcd)
el17arm 45:bad704c546d4 207 {
el17arm 45:bad704c546d4 208 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 209 if( _sprites.trap(_lev.trap1.tx[i], _lev.trap1.ty[i], lcd) ||
el17arm 45:bad704c546d4 210 _sprites.trap(_lev.trap2.tx[i], _lev.trap2.ty[i], lcd) ||
el17arm 45:bad704c546d4 211 _sprites.trap(_lev.trap3.tx[i], _lev.trap3.ty[i], lcd) ||
el17arm 45:bad704c546d4 212 _sprites.trap(_lev.trap4.tx[i], _lev.trap4.ty[i], lcd) ||
el17arm 45:bad704c546d4 213 _sprites.trap(_lev.trap5.tx[i], _lev.trap5.ty[i], lcd)) {
el17arm 45:bad704c546d4 214 return true;
el17arm 45:bad704c546d4 215 }
el17arm 45:bad704c546d4 216 return false;
el17arm 45:bad704c546d4 217 }
el17arm 45:bad704c546d4 218
el17arm 45:bad704c546d4 219 // draws keys and checks if collision with player
el17arm 45:bad704c546d4 220 void Gameengine::key_draw(N5110 &lcd, Gamepad &pad)
el17arm 45:bad704c546d4 221 {
el17arm 45:bad704c546d4 222 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 223 _sprites.key_collect(0, _lev.key1.kx[i], _lev.key1.ky[i], lcd, pad);
el17arm 45:bad704c546d4 224 _sprites.key_collect(1, _lev.key2.kx[i], _lev.key2.ky[i], lcd, pad);
el17arm 45:bad704c546d4 225 _sprites.key_collect(2, _lev.key3.kx[i], _lev.key3.ky[i], lcd, pad);
el17arm 45:bad704c546d4 226 _sprites.key_collect(3, _lev.key4.kx[i], _lev.key4.ky[i], lcd, pad);
el17arm 45:bad704c546d4 227 _sprites.key_collect(4, _lev.key5.kx[i], _lev.key5.ky[i], lcd, pad);
el17arm 45:bad704c546d4 228 }
el17arm 45:bad704c546d4 229
el17arm 46:de3462ad5aef 230
el17arm 45:bad704c546d4 231 // places and checks for collision with sinking and solid blocks
el17arm 45:bad704c546d4 232 void Gameengine::blocks(N5110 &lcd)
el17arm 45:bad704c546d4 233 {
el17arm 45:bad704c546d4 234 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 235 // sinking blocks position length and collision detection
el17arm 45:bad704c546d4 236 _sprites.soft_blocks(_lev.sof1.sx1[i], _lev.sof1.sy[i], _lev.sof1.sx2[i], lcd);
el17arm 45:bad704c546d4 237 _sprites.soft_blocks(_lev.sof2.sx1[i], _lev.sof2.sy[i], _lev.sof2.sx2[i], lcd);
el17arm 45:bad704c546d4 238 _sprites.soft_blocks(_lev.sof3.sx1[i], _lev.sof3.sy[i], _lev.sof3.sx2[i], lcd);
el17arm 45:bad704c546d4 239 _sprites.soft_blocks(_lev.sof4.sx1[i], _lev.sof4.sy[i], _lev.sof4.sx2[i], lcd);
el17arm 45:bad704c546d4 240 _sprites.soft_blocks(_lev.sof5.sx1[i], _lev.sof5.sy[i], _lev.sof5.sx2[i], lcd);
el17arm 45:bad704c546d4 241 // block positions and collision settings, indexed so no conflicts if player is contact with multiple blocks
el17arm 45:bad704c546d4 242 _sprites.blocks(_d, 0, _lev.sol1.bx[i], _lev.sol1.by[i], lcd);
el17arm 45:bad704c546d4 243 _sprites.blocks(_d, 1, _lev.sol2.bx[i], _lev.sol2.by[i], lcd);
el17arm 45:bad704c546d4 244 _sprites.blocks(_d, 2, _lev.sol3.bx[i], _lev.sol3.by[i], lcd);
el17arm 45:bad704c546d4 245 _sprites.blocks(_d, 3, _lev.sol4.bx[i], _lev.sol4.by[i], lcd);
el17arm 45:bad704c546d4 246 _sprites.blocks(_d, 4, _lev.sol5.bx[i], _lev.sol5.by[i], lcd);
el17arm 45:bad704c546d4 247 }
el17arm 45:bad704c546d4 248 // initialises enemies at level start, updates movement, checks collisions
el17arm 45:bad704c546d4 249 // indexed (0, 1, 2) so each enemy is treated independently
el17arm 45:bad704c546d4 250 bool Gameengine::enemies(N5110 &lcd)
el17arm 45:bad704c546d4 251 {
el17arm 45:bad704c546d4 252 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 253 if(_enem_flag == false) {
el17arm 45:bad704c546d4 254 // initialises enemy position and distance to move each way
el17arm 45:bad704c546d4 255 _sprites.enemy_init(0, _lev.enem1.ex[i], _lev.enem1.ey[i], _lev.enem1.d[i]);
el17arm 45:bad704c546d4 256 _sprites.enemy_init(1, _lev.enem2.ex[i], _lev.enem2.ey[i], _lev.enem2.d[i]);
el17arm 45:bad704c546d4 257 _sprites.enemy_init(2, _lev.enem3.ex[i], _lev.enem3.ey[i], _lev.enem3.d[i]);
el17arm 60:3df033345059 258 _enem_flag = true; // stops enemies from being reinitialised constantly
el17arm 45:bad704c546d4 259 }
el17arm 45:bad704c546d4 260 // enemy velocity
el17arm 45:bad704c546d4 261 _sprites.enemy_move(0, _lev.enem1.v[i], lcd);
el17arm 45:bad704c546d4 262 _sprites.enemy_move(1, _lev.enem2.v[i], lcd);
el17arm 45:bad704c546d4 263 _sprites.enemy_move(2, _lev.enem3.v[i], lcd);
el17arm 45:bad704c546d4 264 // checks if collision
el17arm 45:bad704c546d4 265 if(_sprites.enemy_collision(0) || _sprites.enemy_collision(1) ||
el17arm 45:bad704c546d4 266 _sprites.enemy_collision(2)) {
el17arm 45:bad704c546d4 267 return true;
el17arm 45:bad704c546d4 268 }
el17arm 45:bad704c546d4 269 return false;
el17arm 46:de3462ad5aef 270 }
el17arm 46:de3462ad5aef 271
el17arm 46:de3462ad5aef 272 // reinitialises keys when level complete
el17arm 46:de3462ad5aef 273 void Gameengine::key_reinit()
el17arm 46:de3462ad5aef 274 {
el17arm 46:de3462ad5aef 275 if(_key_reinit == false) {
el17arm 46:de3462ad5aef 276 for(int i = 0; i<5; i++) {
el17arm 58:4a826093d9e9 277 _sprites._key[i] = false;
el17arm 46:de3462ad5aef 278 }
el17arm 58:4a826093d9e9 279 _key_reinit = true;
el17arm 46:de3462ad5aef 280 }
el17arm 37:4d525a37d5d2 281 }