ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Committer:
el17arm
Date:
Wed Apr 24 13:17:58 2019 +0000
Revision:
45:bad704c546d4
Parent:
44:e29458976114
Child:
46:de3462ad5aef
Test publish

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17arm 29:d85886364643 1 #include "Gameengine.h"
el17arm 29:d85886364643 2
el17arm 41:0cf320f73424 3
el17arm 29:d85886364643 4 Gameengine::Gameengine()
el17arm 29:d85886364643 5 {
el17arm 29:d85886364643 6 }
el17arm 29:d85886364643 7
el17arm 29:d85886364643 8 Gameengine::~Gameengine()
el17arm 29:d85886364643 9 {
el17arm 29:d85886364643 10 }
el17arm 29:d85886364643 11
el17arm 45:bad704c546d4 12 //initialises default game parameters
el17arm 29:d85886364643 13 void Gameengine::game_init()
el17arm 29:d85886364643 14 {
el17arm 45:bad704c546d4 15 _enem_flag = false; // flag to initialise enemies each new level
el17arm 45:bad704c546d4 16 _key_reinit = false; // re initialise keys at start of new level
el17arm 45:bad704c546d4 17 _five_keys = 5; // number of keys to advance to next level
el17arm 45:bad704c546d4 18 _level = 2; //start level
el17arm 45:bad704c546d4 19 _sprites.miner_init(3, 33); //start position of player
el17arm 45:bad704c546d4 20 _lives = 1; // starting lives
el17arm 45:bad704c546d4 21 _time = 120; // time to complete each level
el17arm 44:e29458976114 22
el17arm 29:d85886364643 23 }
el17arm 45:bad704c546d4 24 // updates player position and interaction with level objects
el17arm 29:d85886364643 25 void Gameengine::update(N5110 &lcd, Gamepad &pad)
el17arm 29:d85886364643 26 {
el17arm 42:d81c008b0436 27 _lev.level_exits(lcd);
el17arm 29:d85886364643 28 read_direction(pad);
el17arm 38:55bb9da08a52 29 _sprites.miner_draw(lcd);
el17arm 33:023f57d52b1c 30 _sprites.miner_move(_d, lcd);
el17arm 33:023f57d52b1c 31 _sprites.miner_gravity(lcd);
el17arm 33:023f57d52b1c 32 _sprites.miner_jump(lcd, pad);
el17arm 33:023f57d52b1c 33 _sprites.miner_land(lcd);
el17arm 40:913339e324b8 34 _sprites.keys_collected();
el17arm 40:913339e324b8 35 key_draw(lcd, pad);
el17arm 41:0cf320f73424 36 lose_life(pad, lcd);
el17arm 29:d85886364643 37 game_over();
el17arm 29:d85886364643 38 next_level(lcd);
el17arm 41:0cf320f73424 39 oxygen_leds();
el17arm 41:0cf320f73424 40 lives_leds();
el17arm 41:0cf320f73424 41 }
el17arm 45:bad704c546d4 42 // draws level 1 objects
el17arm 41:0cf320f73424 43 void Gameengine::draw_l1(N5110 &lcd, Gamepad &pad)
el17arm 41:0cf320f73424 44 {
el17arm 41:0cf320f73424 45 if (_level == 0) {
el17arm 41:0cf320f73424 46
el17arm 45:bad704c546d4 47 _t.start(); // starts level timer
el17arm 45:bad704c546d4 48 _lev.level_platforms1(lcd); // position of platforms
el17arm 45:bad704c546d4 49 _lev.key_pos1(); // key positions
el17arm 45:bad704c546d4 50 _lev.trap_pos1(); // trap positions
el17arm 45:bad704c546d4 51 _lev.block_pos1(); // solid block positions
el17arm 45:bad704c546d4 52 _lev.soft_pos1(); // sinking block positions
el17arm 45:bad704c546d4 53 _lev.enem_pos1(); // enemy positions
el17arm 45:bad704c546d4 54 blocks(lcd); // block placement and collision settings
el17arm 44:e29458976114 55
el17arm 41:0cf320f73424 56 }
el17arm 41:0cf320f73424 57 }
el17arm 45:bad704c546d4 58 // draws level 2 objects
el17arm 41:0cf320f73424 59 void Gameengine::draw_l2(N5110 &lcd, Gamepad &pad)
el17arm 41:0cf320f73424 60 {
el17arm 41:0cf320f73424 61 if(_level == 1) {
el17arm 41:0cf320f73424 62
el17arm 41:0cf320f73424 63 _t.start();
el17arm 45:bad704c546d4 64 key_reinit(); // re-sets key settings so they appear and disappear once collected
el17arm 42:d81c008b0436 65 _lev.level_platforms2(lcd);
el17arm 44:e29458976114 66 _lev.key_pos2();
el17arm 44:e29458976114 67 _lev.trap_pos2();
el17arm 42:d81c008b0436 68 _lev.block_pos2();
el17arm 42:d81c008b0436 69 _lev.soft_pos2();
el17arm 44:e29458976114 70 _lev.enem_pos2();
el17arm 41:0cf320f73424 71 blocks(lcd);
el17arm 41:0cf320f73424 72 }
el17arm 29:d85886364643 73 }
el17arm 45:bad704c546d4 74 // draws level 3 objects
el17arm 44:e29458976114 75 void Gameengine::draw_l3(N5110 &lcd, Gamepad &pad)
el17arm 44:e29458976114 76 {
el17arm 44:e29458976114 77 if(_level == 2) {
el17arm 44:e29458976114 78
el17arm 44:e29458976114 79 _t.start();
el17arm 44:e29458976114 80 key_reinit();
el17arm 44:e29458976114 81 _lev.level_platforms3(lcd);
el17arm 44:e29458976114 82 _lev.key_pos3();
el17arm 44:e29458976114 83 _lev.trap_pos3();
el17arm 44:e29458976114 84 _lev.block_pos3();
el17arm 44:e29458976114 85 _lev.soft_pos3();
el17arm 44:e29458976114 86 _lev.enem_pos3();
el17arm 44:e29458976114 87 blocks(lcd);
el17arm 45:bad704c546d4 88 game_complete(lcd); // displays game complete screen
el17arm 44:e29458976114 89 }
el17arm 44:e29458976114 90 }
el17arm 44:e29458976114 91
el17arm 45:bad704c546d4 92 // reads direction of joystick
el17arm 38:55bb9da08a52 93 void Gameengine::read_direction(Gamepad &pad)
el17arm 38:55bb9da08a52 94 {
el17arm 38:55bb9da08a52 95 _d = pad.get_direction();
el17arm 38:55bb9da08a52 96 }
el17arm 38:55bb9da08a52 97
el17arm 45:bad704c546d4 98 // turns off LEDS proportionally Vs level time
el17arm 41:0cf320f73424 99 int Gameengine::oxygen_leds()
el17arm 44:e29458976114 100 {
el17arm 41:0cf320f73424 101 if(_t.read() < (_time*0.33f)) {
el17arm 41:0cf320f73424 102 _oxy_state = 3;
el17arm 41:0cf320f73424 103 }
el17arm 41:0cf320f73424 104 if(_t.read() > (_time*0.33f) && _t.read() < (_time*0.66f)) {
el17arm 41:0cf320f73424 105 _oxy_state = 2;
el17arm 41:0cf320f73424 106 }
el17arm 41:0cf320f73424 107 if(_t.read() > (_time*0.66f)) {
el17arm 41:0cf320f73424 108 _oxy_state = 1;
el17arm 41:0cf320f73424 109 }
el17arm 41:0cf320f73424 110 if(_t.read() >= _time) {
el17arm 41:0cf320f73424 111 _oxy_state = 0;
el17arm 41:0cf320f73424 112 }
el17arm 41:0cf320f73424 113 return _oxy_state;
el17arm 41:0cf320f73424 114 }
el17arm 41:0cf320f73424 115
el17arm 45:bad704c546d4 116 // turns off led every time life is lost
el17arm 41:0cf320f73424 117 int Gameengine::lives_leds()
el17arm 41:0cf320f73424 118 {
el17arm 41:0cf320f73424 119 _life_state = _lives;
el17arm 41:0cf320f73424 120 return _life_state;
el17arm 41:0cf320f73424 121 }
el17arm 41:0cf320f73424 122
el17arm 45:bad704c546d4 123 // displays score at end of game
el17arm 41:0cf320f73424 124 void Gameengine::get_score(N5110 &lcd)
el17arm 45:bad704c546d4 125 {
el17arm 45:bad704c546d4 126 // score is, time left at each level multiplied by lives left + 10 points for each key
el17arm 41:0cf320f73424 127 float flt_score = ((_lives +1) * _total_time + (10 * _sprites.keys_collected()));
el17arm 41:0cf320f73424 128 int int_score = static_cast<int>(flt_score);
el17arm 41:0cf320f73424 129 char buffer[14];
el17arm 41:0cf320f73424 130 sprintf(buffer,"%2d",int_score);
el17arm 45:bad704c546d4 131 lcd.printString(buffer,52,2);
el17arm 41:0cf320f73424 132 printf("score = %i \n", int_score);
el17arm 44:e29458976114 133 }
el17arm 44:e29458976114 134
el17arm 45:bad704c546d4 135 // returns true final level complete
el17arm 44:e29458976114 136 bool Gameengine::game_complete(N5110 &lcd)
el17arm 44:e29458976114 137 {
el17arm 44:e29458976114 138 if(_level == 3) {
el17arm 44:e29458976114 139 return true;
el17arm 44:e29458976114 140 }
el17arm 44:e29458976114 141 return false;
el17arm 45:bad704c546d4 142 }
el17arm 45:bad704c546d4 143
el17arm 45:bad704c546d4 144 void Gameengine::lose_life(Gamepad &pad, N5110 &lcd)
el17arm 45:bad704c546d4 145 {
el17arm 45:bad704c546d4 146 if (trap_death(lcd) == true || enemies(lcd) == true) {
el17arm 45:bad704c546d4 147 _lives--; //reduces lives left by 1
el17arm 45:bad704c546d4 148 pad.tone(200, 0.5); // death sound
el17arm 45:bad704c546d4 149 _sprites.miner_init(3, 33); // puts player back to start of level
el17arm 45:bad704c546d4 150 wait(1); //short pause so restart isn't instant
el17arm 45:bad704c546d4 151 }
el17arm 45:bad704c546d4 152 }
el17arm 45:bad704c546d4 153
el17arm 45:bad704c546d4 154 // game over when lives lost or time runs out
el17arm 45:bad704c546d4 155 bool Gameengine::game_over()
el17arm 45:bad704c546d4 156 {
el17arm 45:bad704c546d4 157 if(_lives == 0 || _t.read() > _time) {
el17arm 45:bad704c546d4 158 _t.stop();
el17arm 45:bad704c546d4 159 return true;
el17arm 45:bad704c546d4 160 }
el17arm 45:bad704c546d4 161 return false;
el17arm 45:bad704c546d4 162 }
el17arm 45:bad704c546d4 163
el17arm 45:bad704c546d4 164 // activates level exit when all keys collected
el17arm 45:bad704c546d4 165 bool Gameengine::level_exit(N5110 &lcd)
el17arm 45:bad704c546d4 166 {
el17arm 45:bad704c546d4 167 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 168 if(_sprites.exit_level(_lev.exit1.lx[i],_lev.exit1.ly[i],lcd) == true) {
el17arm 45:bad704c546d4 169 return true;
el17arm 45:bad704c546d4 170 } else {
el17arm 45:bad704c546d4 171 return false;
el17arm 45:bad704c546d4 172 }
el17arm 45:bad704c546d4 173 }
el17arm 45:bad704c546d4 174
el17arm 45:bad704c546d4 175 // if keys collected and player reaches exit, sets next level parameters
el17arm 45:bad704c546d4 176 void Gameengine::next_level(N5110 &lcd)
el17arm 45:bad704c546d4 177 {
el17arm 45:bad704c546d4 178 if(level_exit(lcd) && _sprites.keys_collected() == _five_keys) {
el17arm 45:bad704c546d4 179 _t.stop(); // stops level timer
el17arm 45:bad704c546d4 180 _total_time += (_time - _t.read()); // adds up time left for score calculation
el17arm 45:bad704c546d4 181 _level = _level++; // next level activated
el17arm 45:bad704c546d4 182 _five_keys += 5; // raises keys needed by 5 for next level
el17arm 45:bad704c546d4 183 _sprites.miner_init(3,33); // resets player position
el17arm 45:bad704c546d4 184 _enem_flag = false; // allows enemies to be reinitialised
el17arm 45:bad704c546d4 185 _key_reinit = false; // allows keys to be reintialised
el17arm 45:bad704c546d4 186 _t.reset(); // resets level timer
el17arm 45:bad704c546d4 187 }
el17arm 45:bad704c546d4 188 }
el17arm 45:bad704c546d4 189
el17arm 45:bad704c546d4 190 // places traps and checks if collision with player
el17arm 45:bad704c546d4 191 bool Gameengine::trap_death(N5110 &lcd)
el17arm 45:bad704c546d4 192 {
el17arm 45:bad704c546d4 193 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 194 if( _sprites.trap(_lev.trap1.tx[i], _lev.trap1.ty[i], lcd) ||
el17arm 45:bad704c546d4 195 _sprites.trap(_lev.trap2.tx[i], _lev.trap2.ty[i], lcd) ||
el17arm 45:bad704c546d4 196 _sprites.trap(_lev.trap3.tx[i], _lev.trap3.ty[i], lcd) ||
el17arm 45:bad704c546d4 197 _sprites.trap(_lev.trap4.tx[i], _lev.trap4.ty[i], lcd) ||
el17arm 45:bad704c546d4 198 _sprites.trap(_lev.trap5.tx[i], _lev.trap5.ty[i], lcd)) {
el17arm 45:bad704c546d4 199 return true;
el17arm 45:bad704c546d4 200 }
el17arm 45:bad704c546d4 201 return false;
el17arm 45:bad704c546d4 202 }
el17arm 45:bad704c546d4 203
el17arm 45:bad704c546d4 204 // draws keys and checks if collision with player
el17arm 45:bad704c546d4 205 void Gameengine::key_draw(N5110 &lcd, Gamepad &pad)
el17arm 45:bad704c546d4 206 {
el17arm 45:bad704c546d4 207 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 208 _sprites.key_collect(0, _lev.key1.kx[i], _lev.key1.ky[i], lcd, pad);
el17arm 45:bad704c546d4 209 _sprites.key_collect(1, _lev.key2.kx[i], _lev.key2.ky[i], lcd, pad);
el17arm 45:bad704c546d4 210 _sprites.key_collect(2, _lev.key3.kx[i], _lev.key3.ky[i], lcd, pad);
el17arm 45:bad704c546d4 211 _sprites.key_collect(3, _lev.key4.kx[i], _lev.key4.ky[i], lcd, pad);
el17arm 45:bad704c546d4 212 _sprites.key_collect(4, _lev.key5.kx[i], _lev.key5.ky[i], lcd, pad);
el17arm 45:bad704c546d4 213 }
el17arm 45:bad704c546d4 214
el17arm 45:bad704c546d4 215 // reinitialises keys when level complete
el17arm 45:bad704c546d4 216 void Gameengine::key_reinit()
el17arm 45:bad704c546d4 217 {
el17arm 45:bad704c546d4 218 if(_key_reinit == false) {
el17arm 45:bad704c546d4 219 for(int i = 0; i<5; i++) {
el17arm 45:bad704c546d4 220 _sprites._k.key[i] = false;
el17arm 45:bad704c546d4 221 _key_reinit = true;
el17arm 45:bad704c546d4 222 }
el17arm 45:bad704c546d4 223 }
el17arm 45:bad704c546d4 224 }
el17arm 45:bad704c546d4 225 // places and checks for collision with sinking and solid blocks
el17arm 45:bad704c546d4 226 void Gameengine::blocks(N5110 &lcd)
el17arm 45:bad704c546d4 227 {
el17arm 45:bad704c546d4 228 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 229 // sinking blocks position length and collision detection
el17arm 45:bad704c546d4 230 _sprites.soft_blocks(_lev.sof1.sx1[i], _lev.sof1.sy[i], _lev.sof1.sx2[i], lcd);
el17arm 45:bad704c546d4 231 _sprites.soft_blocks(_lev.sof2.sx1[i], _lev.sof2.sy[i], _lev.sof2.sx2[i], lcd);
el17arm 45:bad704c546d4 232 _sprites.soft_blocks(_lev.sof3.sx1[i], _lev.sof3.sy[i], _lev.sof3.sx2[i], lcd);
el17arm 45:bad704c546d4 233 _sprites.soft_blocks(_lev.sof4.sx1[i], _lev.sof4.sy[i], _lev.sof4.sx2[i], lcd);
el17arm 45:bad704c546d4 234 _sprites.soft_blocks(_lev.sof5.sx1[i], _lev.sof5.sy[i], _lev.sof5.sx2[i], lcd);
el17arm 45:bad704c546d4 235 // block positions and collision settings, indexed so no conflicts if player is contact with multiple blocks
el17arm 45:bad704c546d4 236 _sprites.blocks(_d, 0, _lev.sol1.bx[i], _lev.sol1.by[i], lcd);
el17arm 45:bad704c546d4 237 _sprites.blocks(_d, 1, _lev.sol2.bx[i], _lev.sol2.by[i], lcd);
el17arm 45:bad704c546d4 238 _sprites.blocks(_d, 2, _lev.sol3.bx[i], _lev.sol3.by[i], lcd);
el17arm 45:bad704c546d4 239 _sprites.blocks(_d, 3, _lev.sol4.bx[i], _lev.sol4.by[i], lcd);
el17arm 45:bad704c546d4 240 _sprites.blocks(_d, 4, _lev.sol5.bx[i], _lev.sol5.by[i], lcd);
el17arm 45:bad704c546d4 241 }
el17arm 45:bad704c546d4 242 // initialises enemies at level start, updates movement, checks collisions
el17arm 45:bad704c546d4 243 // indexed (0, 1, 2) so each enemy is treated independently
el17arm 45:bad704c546d4 244 bool Gameengine::enemies(N5110 &lcd)
el17arm 45:bad704c546d4 245 {
el17arm 45:bad704c546d4 246 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 247 if(_enem_flag == false) {
el17arm 45:bad704c546d4 248 // initialises enemy position and distance to move each way
el17arm 45:bad704c546d4 249 _sprites.enemy_init(0, _lev.enem1.ex[i], _lev.enem1.ey[i], _lev.enem1.d[i]);
el17arm 45:bad704c546d4 250 _sprites.enemy_init(1, _lev.enem2.ex[i], _lev.enem2.ey[i], _lev.enem2.d[i]);
el17arm 45:bad704c546d4 251 _sprites.enemy_init(2, _lev.enem3.ex[i], _lev.enem3.ey[i], _lev.enem3.d[i]);
el17arm 45:bad704c546d4 252 _enem_flag = true;
el17arm 45:bad704c546d4 253 }
el17arm 45:bad704c546d4 254 // enemy velocity
el17arm 45:bad704c546d4 255 _sprites.enemy_move(0, _lev.enem1.v[i], lcd);
el17arm 45:bad704c546d4 256 _sprites.enemy_move(1, _lev.enem2.v[i], lcd);
el17arm 45:bad704c546d4 257 _sprites.enemy_move(2, _lev.enem3.v[i], lcd);
el17arm 45:bad704c546d4 258 // checks if collision
el17arm 45:bad704c546d4 259 if(_sprites.enemy_collision(0) || _sprites.enemy_collision(1) ||
el17arm 45:bad704c546d4 260 _sprites.enemy_collision(2)) {
el17arm 45:bad704c546d4 261 return true;
el17arm 45:bad704c546d4 262 }
el17arm 45:bad704c546d4 263 return false;
el17arm 37:4d525a37d5d2 264 }