ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

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?

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 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 }