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Dependencies: mbed
Gameengine/Gameengine.cpp@63:ec95e155fb30, 2019-05-09 (annotated)
- Committer:
- el17arm
- Date:
- Thu May 09 11:04:28 2019 +0000
- Revision:
- 63:ec95e155fb30
- Parent:
- 61:f17216566c0c
- Child:
- 65:d807f9d9d0b3
Added test files for debugging purposes
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 | 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 | 61:f17216566c0c | 19 | _t.reset(); |
| el17arm | 29:d85886364643 | 20 | } |
| el17arm | 45:bad704c546d4 | 21 | // updates player position and interaction with level objects |
| el17arm | 29:d85886364643 | 22 | void Gameengine::update(N5110 &lcd, Gamepad &pad) |
| el17arm | 29:d85886364643 | 23 | { |
| el17arm | 29:d85886364643 | 24 | read_direction(pad); |
| el17arm | 38:55bb9da08a52 | 25 | _sprites.miner_draw(lcd); |
| el17arm | 33:023f57d52b1c | 26 | _sprites.miner_move(_d, lcd); |
| el17arm | 33:023f57d52b1c | 27 | _sprites.miner_gravity(lcd); |
| el17arm | 33:023f57d52b1c | 28 | _sprites.miner_jump(lcd, pad); |
| el17arm | 33:023f57d52b1c | 29 | _sprites.miner_land(lcd); |
| el17arm | 40:913339e324b8 | 30 | _sprites.keys_collected(); |
| el17arm | 40:913339e324b8 | 31 | key_draw(lcd, pad); |
| el17arm | 41:0cf320f73424 | 32 | lose_life(pad, lcd); |
| el17arm | 29:d85886364643 | 33 | game_over(); |
| el17arm | 60:3df033345059 | 34 | next_level(lcd, pad); |
| el17arm | 41:0cf320f73424 | 35 | oxygen_leds(); |
| el17arm | 41:0cf320f73424 | 36 | lives_leds(); |
| el17arm | 60:3df033345059 | 37 | //printf("_x = %d \n",_sprites._x); |
| el17arm | 60:3df033345059 | 38 | //printf("_y = %d \n",_sprites._y); |
| el17arm | 41:0cf320f73424 | 39 | } |
| el17arm | 45:bad704c546d4 | 40 | // draws level 1 objects |
| el17arm | 41:0cf320f73424 | 41 | void Gameengine::draw_l1(N5110 &lcd, Gamepad &pad) |
| el17arm | 41:0cf320f73424 | 42 | { |
| el17arm | 41:0cf320f73424 | 43 | if (_level == 0) { |
| el17arm | 41:0cf320f73424 | 44 | |
| el17arm | 45:bad704c546d4 | 45 | _t.start(); // starts level timer |
| el17arm | 61:f17216566c0c | 46 | key_reinit(); |
| el17arm | 45:bad704c546d4 | 47 | _lev.level_platforms1(lcd); // position of platforms |
| el17arm | 45:bad704c546d4 | 48 | _lev.key_pos1(); // key positions |
| el17arm | 45:bad704c546d4 | 49 | _lev.trap_pos1(); // trap positions |
| el17arm | 45:bad704c546d4 | 50 | _lev.block_pos1(); // solid block positions |
| el17arm | 45:bad704c546d4 | 51 | _lev.soft_pos1(); // sinking block positions |
| el17arm | 45:bad704c546d4 | 52 | _lev.enem_pos1(); // enemy positions |
| el17arm | 45:bad704c546d4 | 53 | blocks(lcd); // block placement and collision settings |
| el17arm | 41:0cf320f73424 | 54 | } |
| el17arm | 41:0cf320f73424 | 55 | } |
| el17arm | 45:bad704c546d4 | 56 | // draws level 2 objects |
| el17arm | 41:0cf320f73424 | 57 | void Gameengine::draw_l2(N5110 &lcd, Gamepad &pad) |
| el17arm | 41:0cf320f73424 | 58 | { |
| el17arm | 41:0cf320f73424 | 59 | if(_level == 1) { |
| el17arm | 41:0cf320f73424 | 60 | |
| el17arm | 41:0cf320f73424 | 61 | _t.start(); |
| el17arm | 45:bad704c546d4 | 62 | key_reinit(); // re-sets key settings so they appear and disappear once collected |
| el17arm | 42:d81c008b0436 | 63 | _lev.level_platforms2(lcd); |
| el17arm | 44:e29458976114 | 64 | _lev.key_pos2(); |
| el17arm | 44:e29458976114 | 65 | _lev.trap_pos2(); |
| el17arm | 42:d81c008b0436 | 66 | _lev.block_pos2(); |
| el17arm | 42:d81c008b0436 | 67 | _lev.soft_pos2(); |
| el17arm | 44:e29458976114 | 68 | _lev.enem_pos2(); |
| el17arm | 41:0cf320f73424 | 69 | blocks(lcd); |
| el17arm | 60:3df033345059 | 70 | //printf("_level = %d \n",_level); |
| el17arm | 41:0cf320f73424 | 71 | } |
| el17arm | 29:d85886364643 | 72 | } |
| el17arm | 45:bad704c546d4 | 73 | // draws level 3 objects |
| el17arm | 44:e29458976114 | 74 | void Gameengine::draw_l3(N5110 &lcd, Gamepad &pad) |
| el17arm | 44:e29458976114 | 75 | { |
| el17arm | 44:e29458976114 | 76 | if(_level == 2) { |
| el17arm | 58:4a826093d9e9 | 77 | |
| el17arm | 44:e29458976114 | 78 | _t.start(); |
| el17arm | 44:e29458976114 | 79 | key_reinit(); |
| el17arm | 44:e29458976114 | 80 | _lev.level_platforms3(lcd); |
| el17arm | 44:e29458976114 | 81 | _lev.key_pos3(); |
| el17arm | 44:e29458976114 | 82 | _lev.trap_pos3(); |
| el17arm | 44:e29458976114 | 83 | _lev.block_pos3(); |
| el17arm | 44:e29458976114 | 84 | _lev.soft_pos3(); |
| el17arm | 44:e29458976114 | 85 | _lev.enem_pos3(); |
| el17arm | 44:e29458976114 | 86 | blocks(lcd); |
| el17arm | 58:4a826093d9e9 | 87 | } |
| el17arm | 58:4a826093d9e9 | 88 | } |
| el17arm | 58:4a826093d9e9 | 89 | |
| el17arm | 58:4a826093d9e9 | 90 | void Gameengine::draw_l4(N5110 &lcd, Gamepad &pad) |
| el17arm | 58:4a826093d9e9 | 91 | { |
| el17arm | 58:4a826093d9e9 | 92 | if(_level == 3) { |
| el17arm | 58:4a826093d9e9 | 93 | |
| el17arm | 58:4a826093d9e9 | 94 | _t.start(); |
| el17arm | 58:4a826093d9e9 | 95 | key_reinit(); |
| el17arm | 58:4a826093d9e9 | 96 | _lev.level_platforms4(lcd); |
| el17arm | 58:4a826093d9e9 | 97 | _lev.key_pos4(); |
| el17arm | 58:4a826093d9e9 | 98 | _lev.trap_pos4(); |
| el17arm | 58:4a826093d9e9 | 99 | _lev.block_pos4(); |
| el17arm | 58:4a826093d9e9 | 100 | _lev.soft_pos4(); |
| el17arm | 58:4a826093d9e9 | 101 | _lev.enem_pos4(); |
| el17arm | 58:4a826093d9e9 | 102 | blocks(lcd); |
| el17arm | 45:bad704c546d4 | 103 | game_complete(lcd); // displays game complete screen |
| el17arm | 44:e29458976114 | 104 | } |
| el17arm | 44:e29458976114 | 105 | } |
| el17arm | 44:e29458976114 | 106 | |
| el17arm | 45:bad704c546d4 | 107 | // reads direction of joystick |
| el17arm | 38:55bb9da08a52 | 108 | void Gameengine::read_direction(Gamepad &pad) |
| el17arm | 38:55bb9da08a52 | 109 | { |
| el17arm | 38:55bb9da08a52 | 110 | _d = pad.get_direction(); |
| el17arm | 38:55bb9da08a52 | 111 | } |
| el17arm | 38:55bb9da08a52 | 112 | |
| el17arm | 58:4a826093d9e9 | 113 | // turns off LEDS proportionally Vs time left to complete level |
| el17arm | 41:0cf320f73424 | 114 | int Gameengine::oxygen_leds() |
| el17arm | 44:e29458976114 | 115 | { |
| el17arm | 41:0cf320f73424 | 116 | if(_t.read() < (_time*0.33f)) { |
| el17arm | 41:0cf320f73424 | 117 | _oxy_state = 3; |
| el17arm | 41:0cf320f73424 | 118 | } |
| el17arm | 41:0cf320f73424 | 119 | if(_t.read() > (_time*0.33f) && _t.read() < (_time*0.66f)) { |
| el17arm | 41:0cf320f73424 | 120 | _oxy_state = 2; |
| el17arm | 41:0cf320f73424 | 121 | } |
| el17arm | 41:0cf320f73424 | 122 | if(_t.read() > (_time*0.66f)) { |
| el17arm | 41:0cf320f73424 | 123 | _oxy_state = 1; |
| el17arm | 41:0cf320f73424 | 124 | } |
| el17arm | 41:0cf320f73424 | 125 | if(_t.read() >= _time) { |
| el17arm | 41:0cf320f73424 | 126 | _oxy_state = 0; |
| el17arm | 41:0cf320f73424 | 127 | } |
| el17arm | 46:de3462ad5aef | 128 | return _oxy_state; // _oxy_state will change FSM value in main.cpp leds() |
| el17arm | 41:0cf320f73424 | 129 | } |
| el17arm | 41:0cf320f73424 | 130 | |
| el17arm | 45:bad704c546d4 | 131 | // turns off led every time life is lost |
| el17arm | 41:0cf320f73424 | 132 | int Gameengine::lives_leds() |
| el17arm | 41:0cf320f73424 | 133 | { |
| el17arm | 41:0cf320f73424 | 134 | _life_state = _lives; |
| el17arm | 48:bd1f31fbfee3 | 135 | return _life_state; // _life_state will change FSM value in main.cpp leds() |
| el17arm | 41:0cf320f73424 | 136 | } |
| el17arm | 41:0cf320f73424 | 137 | |
| el17arm | 45:bad704c546d4 | 138 | // displays score at end of game |
| el17arm | 41:0cf320f73424 | 139 | void Gameengine::get_score(N5110 &lcd) |
| el17arm | 45:bad704c546d4 | 140 | { |
| el17arm | 60:3df033345059 | 141 | // score is, time left at each level + 10 points for each key, if game completed time is multiplied by lives left |
| el17arm | 41:0cf320f73424 | 142 | float flt_score = ((_lives +1) * _total_time + (10 * _sprites.keys_collected())); |
| el17arm | 60:3df033345059 | 143 | //printf("flt_score = %d \n",flt_score); |
| el17arm | 60:3df033345059 | 144 | int int_score = static_cast<int>(flt_score); //converts float to integer |
| el17arm | 41:0cf320f73424 | 145 | char buffer[14]; |
| el17arm | 41:0cf320f73424 | 146 | sprintf(buffer,"%2d",int_score); |
| el17arm | 58:4a826093d9e9 | 147 | lcd.printString(buffer,54,2); |
| el17arm | 44:e29458976114 | 148 | } |
| el17arm | 44:e29458976114 | 149 | |
| el17arm | 45:bad704c546d4 | 150 | // returns true final level complete |
| el17arm | 44:e29458976114 | 151 | bool Gameengine::game_complete(N5110 &lcd) |
| el17arm | 44:e29458976114 | 152 | { |
| el17arm | 58:4a826093d9e9 | 153 | if(_level == 4) { |
| el17arm | 44:e29458976114 | 154 | return true; |
| el17arm | 44:e29458976114 | 155 | } |
| el17arm | 44:e29458976114 | 156 | return false; |
| el17arm | 45:bad704c546d4 | 157 | } |
| el17arm | 45:bad704c546d4 | 158 | |
| el17arm | 45:bad704c546d4 | 159 | void Gameengine::lose_life(Gamepad &pad, N5110 &lcd) |
| el17arm | 45:bad704c546d4 | 160 | { |
| el17arm | 45:bad704c546d4 | 161 | if (trap_death(lcd) == true || enemies(lcd) == true) { |
| el17arm | 45:bad704c546d4 | 162 | _lives--; //reduces lives left by 1 |
| el17arm | 45:bad704c546d4 | 163 | pad.tone(200, 0.5); // death sound |
| el17arm | 63:ec95e155fb30 | 164 | _sprites.miner_init(3, 37); // puts player back to start of level |
| el17arm | 45:bad704c546d4 | 165 | wait(1); //short pause so restart isn't instant |
| el17arm | 45:bad704c546d4 | 166 | } |
| el17arm | 45:bad704c546d4 | 167 | } |
| el17arm | 45:bad704c546d4 | 168 | |
| el17arm | 45:bad704c546d4 | 169 | // game over when lives lost or time runs out |
| el17arm | 45:bad704c546d4 | 170 | bool Gameengine::game_over() |
| el17arm | 45:bad704c546d4 | 171 | { |
| el17arm | 45:bad704c546d4 | 172 | if(_lives == 0 || _t.read() > _time) { |
| el17arm | 45:bad704c546d4 | 173 | _t.stop(); |
| el17arm | 57:0f3bbbac72fd | 174 | _lives = 0; // lives reduced to zero if time runs out |
| el17arm | 57:0f3bbbac72fd | 175 | printf("total time %f \n", _total_time); |
| el17arm | 45:bad704c546d4 | 176 | return true; |
| el17arm | 45:bad704c546d4 | 177 | } |
| el17arm | 45:bad704c546d4 | 178 | return false; |
| el17arm | 45:bad704c546d4 | 179 | } |
| el17arm | 45:bad704c546d4 | 180 | |
| el17arm | 45:bad704c546d4 | 181 | // activates level exit when all keys collected |
| el17arm | 45:bad704c546d4 | 182 | bool Gameengine::level_exit(N5110 &lcd) |
| el17arm | 45:bad704c546d4 | 183 | { |
| el17arm | 54:7fa8c07fdea4 | 184 | if(_sprites.exit_level(79,41,lcd) == true) { |
| el17arm | 45:bad704c546d4 | 185 | return true; |
| el17arm | 45:bad704c546d4 | 186 | } else { |
| el17arm | 45:bad704c546d4 | 187 | return false; |
| el17arm | 45:bad704c546d4 | 188 | } |
| el17arm | 45:bad704c546d4 | 189 | } |
| el17arm | 45:bad704c546d4 | 190 | |
| el17arm | 45:bad704c546d4 | 191 | // if keys collected and player reaches exit, sets next level parameters |
| el17arm | 60:3df033345059 | 192 | void Gameengine::next_level(N5110 &lcd, Gamepad &pad) |
| el17arm | 45:bad704c546d4 | 193 | { |
| el17arm | 45:bad704c546d4 | 194 | if(level_exit(lcd) && _sprites.keys_collected() == _five_keys) { |
| el17arm | 45:bad704c546d4 | 195 | _t.stop(); // stops level timer |
| el17arm | 45:bad704c546d4 | 196 | _total_time += (_time - _t.read()); // adds up time left for score calculation |
| el17arm | 45:bad704c546d4 | 197 | _level = _level++; // next level activated |
| el17arm | 45:bad704c546d4 | 198 | _five_keys += 5; // raises keys needed by 5 for next level |
| el17arm | 60:3df033345059 | 199 | _sprites.miner_init(3,39); // resets player position |
| el17arm | 45:bad704c546d4 | 200 | _enem_flag = false; // allows enemies to be reinitialised |
| el17arm | 45:bad704c546d4 | 201 | _key_reinit = false; // allows keys to be reintialised |
| el17arm | 45:bad704c546d4 | 202 | _t.reset(); // resets level timer |
| el17arm | 60:3df033345059 | 203 | pad.tone(700, 0.5); |
| el17arm | 45:bad704c546d4 | 204 | } |
| el17arm | 45:bad704c546d4 | 205 | } |
| el17arm | 45:bad704c546d4 | 206 | |
| el17arm | 45:bad704c546d4 | 207 | // places traps and checks if collision with player |
| el17arm | 45:bad704c546d4 | 208 | bool Gameengine::trap_death(N5110 &lcd) |
| el17arm | 45:bad704c546d4 | 209 | { |
| el17arm | 45:bad704c546d4 | 210 | int i = _level; // tells function which level settings to use |
| el17arm | 45:bad704c546d4 | 211 | if( _sprites.trap(_lev.trap1.tx[i], _lev.trap1.ty[i], lcd) || |
| el17arm | 45:bad704c546d4 | 212 | _sprites.trap(_lev.trap2.tx[i], _lev.trap2.ty[i], lcd) || |
| el17arm | 45:bad704c546d4 | 213 | _sprites.trap(_lev.trap3.tx[i], _lev.trap3.ty[i], lcd) || |
| el17arm | 45:bad704c546d4 | 214 | _sprites.trap(_lev.trap4.tx[i], _lev.trap4.ty[i], lcd) || |
| el17arm | 45:bad704c546d4 | 215 | _sprites.trap(_lev.trap5.tx[i], _lev.trap5.ty[i], lcd)) { |
| el17arm | 45:bad704c546d4 | 216 | return true; |
| el17arm | 45:bad704c546d4 | 217 | } |
| el17arm | 45:bad704c546d4 | 218 | return false; |
| el17arm | 45:bad704c546d4 | 219 | } |
| el17arm | 45:bad704c546d4 | 220 | |
| el17arm | 45:bad704c546d4 | 221 | // draws keys and checks if collision with player |
| el17arm | 45:bad704c546d4 | 222 | void Gameengine::key_draw(N5110 &lcd, Gamepad &pad) |
| el17arm | 45:bad704c546d4 | 223 | { |
| el17arm | 45:bad704c546d4 | 224 | int i = _level; // tells function which level settings to use |
| el17arm | 45:bad704c546d4 | 225 | _sprites.key_collect(0, _lev.key1.kx[i], _lev.key1.ky[i], lcd, pad); |
| el17arm | 45:bad704c546d4 | 226 | _sprites.key_collect(1, _lev.key2.kx[i], _lev.key2.ky[i], lcd, pad); |
| el17arm | 45:bad704c546d4 | 227 | _sprites.key_collect(2, _lev.key3.kx[i], _lev.key3.ky[i], lcd, pad); |
| el17arm | 45:bad704c546d4 | 228 | _sprites.key_collect(3, _lev.key4.kx[i], _lev.key4.ky[i], lcd, pad); |
| el17arm | 45:bad704c546d4 | 229 | _sprites.key_collect(4, _lev.key5.kx[i], _lev.key5.ky[i], lcd, pad); |
| el17arm | 45:bad704c546d4 | 230 | } |
| el17arm | 45:bad704c546d4 | 231 | |
| el17arm | 46:de3462ad5aef | 232 | |
| el17arm | 45:bad704c546d4 | 233 | // places and checks for collision with sinking and solid blocks |
| el17arm | 45:bad704c546d4 | 234 | void Gameengine::blocks(N5110 &lcd) |
| el17arm | 45:bad704c546d4 | 235 | { |
| el17arm | 45:bad704c546d4 | 236 | int i = _level; // tells function which level settings to use |
| el17arm | 45:bad704c546d4 | 237 | // sinking blocks position length and collision detection |
| el17arm | 45:bad704c546d4 | 238 | _sprites.soft_blocks(_lev.sof1.sx1[i], _lev.sof1.sy[i], _lev.sof1.sx2[i], lcd); |
| el17arm | 45:bad704c546d4 | 239 | _sprites.soft_blocks(_lev.sof2.sx1[i], _lev.sof2.sy[i], _lev.sof2.sx2[i], lcd); |
| el17arm | 45:bad704c546d4 | 240 | _sprites.soft_blocks(_lev.sof3.sx1[i], _lev.sof3.sy[i], _lev.sof3.sx2[i], lcd); |
| el17arm | 45:bad704c546d4 | 241 | _sprites.soft_blocks(_lev.sof4.sx1[i], _lev.sof4.sy[i], _lev.sof4.sx2[i], lcd); |
| el17arm | 45:bad704c546d4 | 242 | _sprites.soft_blocks(_lev.sof5.sx1[i], _lev.sof5.sy[i], _lev.sof5.sx2[i], lcd); |
| el17arm | 45:bad704c546d4 | 243 | // block positions and collision settings, indexed so no conflicts if player is contact with multiple blocks |
| el17arm | 45:bad704c546d4 | 244 | _sprites.blocks(_d, 0, _lev.sol1.bx[i], _lev.sol1.by[i], lcd); |
| el17arm | 45:bad704c546d4 | 245 | _sprites.blocks(_d, 1, _lev.sol2.bx[i], _lev.sol2.by[i], lcd); |
| el17arm | 45:bad704c546d4 | 246 | _sprites.blocks(_d, 2, _lev.sol3.bx[i], _lev.sol3.by[i], lcd); |
| el17arm | 45:bad704c546d4 | 247 | _sprites.blocks(_d, 3, _lev.sol4.bx[i], _lev.sol4.by[i], lcd); |
| el17arm | 45:bad704c546d4 | 248 | _sprites.blocks(_d, 4, _lev.sol5.bx[i], _lev.sol5.by[i], lcd); |
| el17arm | 45:bad704c546d4 | 249 | } |
| el17arm | 45:bad704c546d4 | 250 | // initialises enemies at level start, updates movement, checks collisions |
| el17arm | 45:bad704c546d4 | 251 | // indexed (0, 1, 2) so each enemy is treated independently |
| el17arm | 45:bad704c546d4 | 252 | bool Gameengine::enemies(N5110 &lcd) |
| el17arm | 45:bad704c546d4 | 253 | { |
| el17arm | 45:bad704c546d4 | 254 | int i = _level; // tells function which level settings to use |
| el17arm | 45:bad704c546d4 | 255 | if(_enem_flag == false) { |
| el17arm | 45:bad704c546d4 | 256 | // initialises enemy position and distance to move each way |
| el17arm | 45:bad704c546d4 | 257 | _sprites.enemy_init(0, _lev.enem1.ex[i], _lev.enem1.ey[i], _lev.enem1.d[i]); |
| el17arm | 45:bad704c546d4 | 258 | _sprites.enemy_init(1, _lev.enem2.ex[i], _lev.enem2.ey[i], _lev.enem2.d[i]); |
| el17arm | 45:bad704c546d4 | 259 | _sprites.enemy_init(2, _lev.enem3.ex[i], _lev.enem3.ey[i], _lev.enem3.d[i]); |
| el17arm | 60:3df033345059 | 260 | _enem_flag = true; // stops enemies from being reinitialised constantly |
| el17arm | 45:bad704c546d4 | 261 | } |
| el17arm | 45:bad704c546d4 | 262 | // enemy velocity |
| el17arm | 45:bad704c546d4 | 263 | _sprites.enemy_move(0, _lev.enem1.v[i], lcd); |
| el17arm | 45:bad704c546d4 | 264 | _sprites.enemy_move(1, _lev.enem2.v[i], lcd); |
| el17arm | 45:bad704c546d4 | 265 | _sprites.enemy_move(2, _lev.enem3.v[i], lcd); |
| el17arm | 45:bad704c546d4 | 266 | // checks if collision |
| el17arm | 45:bad704c546d4 | 267 | if(_sprites.enemy_collision(0) || _sprites.enemy_collision(1) || |
| el17arm | 45:bad704c546d4 | 268 | _sprites.enemy_collision(2)) { |
| el17arm | 45:bad704c546d4 | 269 | return true; |
| el17arm | 45:bad704c546d4 | 270 | } |
| el17arm | 45:bad704c546d4 | 271 | return false; |
| el17arm | 46:de3462ad5aef | 272 | } |
| el17arm | 46:de3462ad5aef | 273 | |
| el17arm | 46:de3462ad5aef | 274 | // reinitialises keys when level complete |
| el17arm | 46:de3462ad5aef | 275 | void Gameengine::key_reinit() |
| el17arm | 46:de3462ad5aef | 276 | { |
| el17arm | 46:de3462ad5aef | 277 | if(_key_reinit == false) { |
| el17arm | 46:de3462ad5aef | 278 | for(int i = 0; i<5; i++) { |
| el17arm | 58:4a826093d9e9 | 279 | _sprites._key[i] = false; |
| el17arm | 46:de3462ad5aef | 280 | } |
| el17arm | 58:4a826093d9e9 | 281 | _key_reinit = true; |
| el17arm | 46:de3462ad5aef | 282 | } |
| el17arm | 37:4d525a37d5d2 | 283 | } |