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Dependencies: mbed
Gameengine/Gameengine.cpp@45:bad704c546d4, 2019-04-24 (annotated)
- 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?
| User | Revision | Line number | New 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 | } |