ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Committer:
el17arm
Date:
Thu May 09 12:08:26 2019 +0000
Revision:
65:d807f9d9d0b3
Parent:
63:ec95e155fb30
Final submission

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 63:ec95e155fb30 16 _sprites.miner_init(3, 37); //start position of player
el17arm 49:9bea7089b657 17 _lives = 3; // starting lives
el17arm 45:bad704c546d4 18 _time = 120; // time to complete each level
el17arm 65:d807f9d9d0b3 19 _t.reset(); // resets timer to zero
el17arm 65:d807f9d9d0b3 20 _sprites.zero_keys(); // resets keys collected to zero
el17arm 29:d85886364643 21 }
el17arm 45:bad704c546d4 22 // updates player position and interaction with level objects
el17arm 29:d85886364643 23 void Gameengine::update(N5110 &lcd, Gamepad &pad)
el17arm 29:d85886364643 24 {
el17arm 29:d85886364643 25 read_direction(pad);
el17arm 38:55bb9da08a52 26 _sprites.miner_draw(lcd);
el17arm 33:023f57d52b1c 27 _sprites.miner_move(_d, lcd);
el17arm 33:023f57d52b1c 28 _sprites.miner_gravity(lcd);
el17arm 33:023f57d52b1c 29 _sprites.miner_jump(lcd, pad);
el17arm 33:023f57d52b1c 30 _sprites.miner_land(lcd);
el17arm 40:913339e324b8 31 _sprites.keys_collected();
el17arm 40:913339e324b8 32 key_draw(lcd, pad);
el17arm 41:0cf320f73424 33 lose_life(pad, lcd);
el17arm 29:d85886364643 34 game_over();
el17arm 60:3df033345059 35 next_level(lcd, pad);
el17arm 41:0cf320f73424 36 oxygen_leds();
el17arm 41:0cf320f73424 37 lives_leds();
el17arm 60:3df033345059 38 //printf("_x = %d \n",_sprites._x);
el17arm 60:3df033345059 39 //printf("_y = %d \n",_sprites._y);
el17arm 41:0cf320f73424 40 }
el17arm 45:bad704c546d4 41 // draws level 1 objects
el17arm 41:0cf320f73424 42 void Gameengine::draw_l1(N5110 &lcd, Gamepad &pad)
el17arm 41:0cf320f73424 43 {
el17arm 41:0cf320f73424 44 if (_level == 0) {
el17arm 41:0cf320f73424 45
el17arm 45:bad704c546d4 46 _t.start(); // starts level timer
el17arm 61:f17216566c0c 47 key_reinit();
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 41:0cf320f73424 55 }
el17arm 41:0cf320f73424 56 }
el17arm 45:bad704c546d4 57 // draws level 2 objects
el17arm 41:0cf320f73424 58 void Gameengine::draw_l2(N5110 &lcd, Gamepad &pad)
el17arm 41:0cf320f73424 59 {
el17arm 41:0cf320f73424 60 if(_level == 1) {
el17arm 41:0cf320f73424 61
el17arm 41:0cf320f73424 62 _t.start();
el17arm 45:bad704c546d4 63 key_reinit(); // re-sets key settings so they appear and disappear once collected
el17arm 42:d81c008b0436 64 _lev.level_platforms2(lcd);
el17arm 44:e29458976114 65 _lev.key_pos2();
el17arm 44:e29458976114 66 _lev.trap_pos2();
el17arm 42:d81c008b0436 67 _lev.block_pos2();
el17arm 42:d81c008b0436 68 _lev.soft_pos2();
el17arm 44:e29458976114 69 _lev.enem_pos2();
el17arm 41:0cf320f73424 70 blocks(lcd);
el17arm 60:3df033345059 71 //printf("_level = %d \n",_level);
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 58:4a826093d9e9 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 58:4a826093d9e9 88 }
el17arm 58:4a826093d9e9 89 }
el17arm 58:4a826093d9e9 90
el17arm 58:4a826093d9e9 91 void Gameengine::draw_l4(N5110 &lcd, Gamepad &pad)
el17arm 58:4a826093d9e9 92 {
el17arm 58:4a826093d9e9 93 if(_level == 3) {
el17arm 58:4a826093d9e9 94
el17arm 58:4a826093d9e9 95 _t.start();
el17arm 58:4a826093d9e9 96 key_reinit();
el17arm 58:4a826093d9e9 97 _lev.level_platforms4(lcd);
el17arm 58:4a826093d9e9 98 _lev.key_pos4();
el17arm 58:4a826093d9e9 99 _lev.trap_pos4();
el17arm 58:4a826093d9e9 100 _lev.block_pos4();
el17arm 58:4a826093d9e9 101 _lev.soft_pos4();
el17arm 58:4a826093d9e9 102 _lev.enem_pos4();
el17arm 58:4a826093d9e9 103 blocks(lcd);
el17arm 45:bad704c546d4 104 game_complete(lcd); // displays game complete screen
el17arm 44:e29458976114 105 }
el17arm 44:e29458976114 106 }
el17arm 44:e29458976114 107
el17arm 45:bad704c546d4 108 // reads direction of joystick
el17arm 38:55bb9da08a52 109 void Gameengine::read_direction(Gamepad &pad)
el17arm 38:55bb9da08a52 110 {
el17arm 38:55bb9da08a52 111 _d = pad.get_direction();
el17arm 38:55bb9da08a52 112 }
el17arm 38:55bb9da08a52 113
el17arm 58:4a826093d9e9 114 // turns off LEDS proportionally Vs time left to complete level
el17arm 41:0cf320f73424 115 int Gameengine::oxygen_leds()
el17arm 44:e29458976114 116 {
el17arm 41:0cf320f73424 117 if(_t.read() < (_time*0.33f)) {
el17arm 41:0cf320f73424 118 _oxy_state = 3;
el17arm 41:0cf320f73424 119 }
el17arm 41:0cf320f73424 120 if(_t.read() > (_time*0.33f) && _t.read() < (_time*0.66f)) {
el17arm 41:0cf320f73424 121 _oxy_state = 2;
el17arm 41:0cf320f73424 122 }
el17arm 41:0cf320f73424 123 if(_t.read() > (_time*0.66f)) {
el17arm 41:0cf320f73424 124 _oxy_state = 1;
el17arm 41:0cf320f73424 125 }
el17arm 41:0cf320f73424 126 if(_t.read() >= _time) {
el17arm 41:0cf320f73424 127 _oxy_state = 0;
el17arm 41:0cf320f73424 128 }
el17arm 46:de3462ad5aef 129 return _oxy_state; // _oxy_state will change FSM value in main.cpp leds()
el17arm 41:0cf320f73424 130 }
el17arm 41:0cf320f73424 131
el17arm 45:bad704c546d4 132 // turns off led every time life is lost
el17arm 41:0cf320f73424 133 int Gameengine::lives_leds()
el17arm 41:0cf320f73424 134 {
el17arm 41:0cf320f73424 135 _life_state = _lives;
el17arm 48:bd1f31fbfee3 136 return _life_state; // _life_state will change FSM value in main.cpp leds()
el17arm 41:0cf320f73424 137 }
el17arm 41:0cf320f73424 138
el17arm 45:bad704c546d4 139 // displays score at end of game
el17arm 41:0cf320f73424 140 void Gameengine::get_score(N5110 &lcd)
el17arm 45:bad704c546d4 141 {
el17arm 60:3df033345059 142 // score is, time left at each level + 10 points for each key, if game completed time is multiplied by lives left
el17arm 41:0cf320f73424 143 float flt_score = ((_lives +1) * _total_time + (10 * _sprites.keys_collected()));
el17arm 60:3df033345059 144 //printf("flt_score = %d \n",flt_score);
el17arm 60:3df033345059 145 int int_score = static_cast<int>(flt_score); //converts float to integer
el17arm 41:0cf320f73424 146 char buffer[14];
el17arm 41:0cf320f73424 147 sprintf(buffer,"%2d",int_score);
el17arm 58:4a826093d9e9 148 lcd.printString(buffer,54,2);
el17arm 44:e29458976114 149 }
el17arm 44:e29458976114 150
el17arm 45:bad704c546d4 151 // returns true final level complete
el17arm 44:e29458976114 152 bool Gameengine::game_complete(N5110 &lcd)
el17arm 44:e29458976114 153 {
el17arm 58:4a826093d9e9 154 if(_level == 4) {
el17arm 44:e29458976114 155 return true;
el17arm 44:e29458976114 156 }
el17arm 44:e29458976114 157 return false;
el17arm 45:bad704c546d4 158 }
el17arm 45:bad704c546d4 159
el17arm 45:bad704c546d4 160 void Gameengine::lose_life(Gamepad &pad, N5110 &lcd)
el17arm 45:bad704c546d4 161 {
el17arm 45:bad704c546d4 162 if (trap_death(lcd) == true || enemies(lcd) == true) {
el17arm 45:bad704c546d4 163 _lives--; //reduces lives left by 1
el17arm 45:bad704c546d4 164 pad.tone(200, 0.5); // death sound
el17arm 63:ec95e155fb30 165 _sprites.miner_init(3, 37); // puts player back to start of level
el17arm 45:bad704c546d4 166 wait(1); //short pause so restart isn't instant
el17arm 45:bad704c546d4 167 }
el17arm 45:bad704c546d4 168 }
el17arm 45:bad704c546d4 169
el17arm 45:bad704c546d4 170 // game over when lives lost or time runs out
el17arm 45:bad704c546d4 171 bool Gameengine::game_over()
el17arm 45:bad704c546d4 172 {
el17arm 45:bad704c546d4 173 if(_lives == 0 || _t.read() > _time) {
el17arm 45:bad704c546d4 174 _t.stop();
el17arm 57:0f3bbbac72fd 175 _lives = 0; // lives reduced to zero if time runs out
el17arm 57:0f3bbbac72fd 176 printf("total time %f \n", _total_time);
el17arm 45:bad704c546d4 177 return true;
el17arm 45:bad704c546d4 178 }
el17arm 45:bad704c546d4 179 return false;
el17arm 45:bad704c546d4 180 }
el17arm 45:bad704c546d4 181
el17arm 45:bad704c546d4 182 // activates level exit when all keys collected
el17arm 45:bad704c546d4 183 bool Gameengine::level_exit(N5110 &lcd)
el17arm 45:bad704c546d4 184 {
el17arm 54:7fa8c07fdea4 185 if(_sprites.exit_level(79,41,lcd) == true) {
el17arm 45:bad704c546d4 186 return true;
el17arm 45:bad704c546d4 187 } else {
el17arm 45:bad704c546d4 188 return false;
el17arm 45:bad704c546d4 189 }
el17arm 45:bad704c546d4 190 }
el17arm 45:bad704c546d4 191
el17arm 45:bad704c546d4 192 // if keys collected and player reaches exit, sets next level parameters
el17arm 60:3df033345059 193 void Gameengine::next_level(N5110 &lcd, Gamepad &pad)
el17arm 45:bad704c546d4 194 {
el17arm 45:bad704c546d4 195 if(level_exit(lcd) && _sprites.keys_collected() == _five_keys) {
el17arm 45:bad704c546d4 196 _t.stop(); // stops level timer
el17arm 45:bad704c546d4 197 _total_time += (_time - _t.read()); // adds up time left for score calculation
el17arm 45:bad704c546d4 198 _level = _level++; // next level activated
el17arm 45:bad704c546d4 199 _five_keys += 5; // raises keys needed by 5 for next level
el17arm 60:3df033345059 200 _sprites.miner_init(3,39); // resets player position
el17arm 45:bad704c546d4 201 _enem_flag = false; // allows enemies to be reinitialised
el17arm 45:bad704c546d4 202 _key_reinit = false; // allows keys to be reintialised
el17arm 45:bad704c546d4 203 _t.reset(); // resets level timer
el17arm 60:3df033345059 204 pad.tone(700, 0.5);
el17arm 45:bad704c546d4 205 }
el17arm 45:bad704c546d4 206 }
el17arm 45:bad704c546d4 207
el17arm 45:bad704c546d4 208 // places traps and checks if collision with player
el17arm 45:bad704c546d4 209 bool Gameengine::trap_death(N5110 &lcd)
el17arm 45:bad704c546d4 210 {
el17arm 45:bad704c546d4 211 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 212 if( _sprites.trap(_lev.trap1.tx[i], _lev.trap1.ty[i], lcd) ||
el17arm 45:bad704c546d4 213 _sprites.trap(_lev.trap2.tx[i], _lev.trap2.ty[i], lcd) ||
el17arm 45:bad704c546d4 214 _sprites.trap(_lev.trap3.tx[i], _lev.trap3.ty[i], lcd) ||
el17arm 45:bad704c546d4 215 _sprites.trap(_lev.trap4.tx[i], _lev.trap4.ty[i], lcd) ||
el17arm 45:bad704c546d4 216 _sprites.trap(_lev.trap5.tx[i], _lev.trap5.ty[i], lcd)) {
el17arm 45:bad704c546d4 217 return true;
el17arm 45:bad704c546d4 218 }
el17arm 45:bad704c546d4 219 return false;
el17arm 45:bad704c546d4 220 }
el17arm 45:bad704c546d4 221
el17arm 45:bad704c546d4 222 // draws keys and checks if collision with player
el17arm 45:bad704c546d4 223 void Gameengine::key_draw(N5110 &lcd, Gamepad &pad)
el17arm 45:bad704c546d4 224 {
el17arm 45:bad704c546d4 225 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 226 _sprites.key_collect(0, _lev.key1.kx[i], _lev.key1.ky[i], lcd, pad);
el17arm 45:bad704c546d4 227 _sprites.key_collect(1, _lev.key2.kx[i], _lev.key2.ky[i], lcd, pad);
el17arm 45:bad704c546d4 228 _sprites.key_collect(2, _lev.key3.kx[i], _lev.key3.ky[i], lcd, pad);
el17arm 45:bad704c546d4 229 _sprites.key_collect(3, _lev.key4.kx[i], _lev.key4.ky[i], lcd, pad);
el17arm 45:bad704c546d4 230 _sprites.key_collect(4, _lev.key5.kx[i], _lev.key5.ky[i], lcd, pad);
el17arm 45:bad704c546d4 231 }
el17arm 45:bad704c546d4 232
el17arm 46:de3462ad5aef 233
el17arm 45:bad704c546d4 234 // places and checks for collision with sinking and solid blocks
el17arm 45:bad704c546d4 235 void Gameengine::blocks(N5110 &lcd)
el17arm 45:bad704c546d4 236 {
el17arm 45:bad704c546d4 237 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 238 // sinking blocks position length and collision detection
el17arm 45:bad704c546d4 239 _sprites.soft_blocks(_lev.sof1.sx1[i], _lev.sof1.sy[i], _lev.sof1.sx2[i], lcd);
el17arm 45:bad704c546d4 240 _sprites.soft_blocks(_lev.sof2.sx1[i], _lev.sof2.sy[i], _lev.sof2.sx2[i], lcd);
el17arm 45:bad704c546d4 241 _sprites.soft_blocks(_lev.sof3.sx1[i], _lev.sof3.sy[i], _lev.sof3.sx2[i], lcd);
el17arm 45:bad704c546d4 242 _sprites.soft_blocks(_lev.sof4.sx1[i], _lev.sof4.sy[i], _lev.sof4.sx2[i], lcd);
el17arm 45:bad704c546d4 243 _sprites.soft_blocks(_lev.sof5.sx1[i], _lev.sof5.sy[i], _lev.sof5.sx2[i], lcd);
el17arm 45:bad704c546d4 244 // block positions and collision settings, indexed so no conflicts if player is contact with multiple blocks
el17arm 45:bad704c546d4 245 _sprites.blocks(_d, 0, _lev.sol1.bx[i], _lev.sol1.by[i], lcd);
el17arm 45:bad704c546d4 246 _sprites.blocks(_d, 1, _lev.sol2.bx[i], _lev.sol2.by[i], lcd);
el17arm 45:bad704c546d4 247 _sprites.blocks(_d, 2, _lev.sol3.bx[i], _lev.sol3.by[i], lcd);
el17arm 45:bad704c546d4 248 _sprites.blocks(_d, 3, _lev.sol4.bx[i], _lev.sol4.by[i], lcd);
el17arm 45:bad704c546d4 249 _sprites.blocks(_d, 4, _lev.sol5.bx[i], _lev.sol5.by[i], lcd);
el17arm 45:bad704c546d4 250 }
el17arm 45:bad704c546d4 251 // initialises enemies at level start, updates movement, checks collisions
el17arm 45:bad704c546d4 252 // indexed (0, 1, 2) so each enemy is treated independently
el17arm 45:bad704c546d4 253 bool Gameengine::enemies(N5110 &lcd)
el17arm 45:bad704c546d4 254 {
el17arm 45:bad704c546d4 255 int i = _level; // tells function which level settings to use
el17arm 45:bad704c546d4 256 if(_enem_flag == false) {
el17arm 45:bad704c546d4 257 // initialises enemy position and distance to move each way
el17arm 45:bad704c546d4 258 _sprites.enemy_init(0, _lev.enem1.ex[i], _lev.enem1.ey[i], _lev.enem1.d[i]);
el17arm 45:bad704c546d4 259 _sprites.enemy_init(1, _lev.enem2.ex[i], _lev.enem2.ey[i], _lev.enem2.d[i]);
el17arm 45:bad704c546d4 260 _sprites.enemy_init(2, _lev.enem3.ex[i], _lev.enem3.ey[i], _lev.enem3.d[i]);
el17arm 60:3df033345059 261 _enem_flag = true; // stops enemies from being reinitialised constantly
el17arm 45:bad704c546d4 262 }
el17arm 45:bad704c546d4 263 // enemy velocity
el17arm 45:bad704c546d4 264 _sprites.enemy_move(0, _lev.enem1.v[i], lcd);
el17arm 45:bad704c546d4 265 _sprites.enemy_move(1, _lev.enem2.v[i], lcd);
el17arm 45:bad704c546d4 266 _sprites.enemy_move(2, _lev.enem3.v[i], lcd);
el17arm 45:bad704c546d4 267 // checks if collision
el17arm 45:bad704c546d4 268 if(_sprites.enemy_collision(0) || _sprites.enemy_collision(1) ||
el17arm 45:bad704c546d4 269 _sprites.enemy_collision(2)) {
el17arm 45:bad704c546d4 270 return true;
el17arm 45:bad704c546d4 271 }
el17arm 45:bad704c546d4 272 return false;
el17arm 46:de3462ad5aef 273 }
el17arm 46:de3462ad5aef 274
el17arm 46:de3462ad5aef 275 // reinitialises keys when level complete
el17arm 46:de3462ad5aef 276 void Gameengine::key_reinit()
el17arm 46:de3462ad5aef 277 {
el17arm 46:de3462ad5aef 278 if(_key_reinit == false) {
el17arm 46:de3462ad5aef 279 for(int i = 0; i<5; i++) {
el17arm 58:4a826093d9e9 280 _sprites._key[i] = false;
el17arm 46:de3462ad5aef 281 }
el17arm 58:4a826093d9e9 282 _key_reinit = true;
el17arm 46:de3462ad5aef 283 }
el17arm 37:4d525a37d5d2 284 }