ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Revision:
60:3df033345059
Parent:
58:4a826093d9e9
Child:
61:f17216566c0c
--- a/Gameengine/Gameengine.cpp	Tue May 07 00:38:10 2019 +0000
+++ b/Gameengine/Gameengine.cpp	Tue May 07 23:51:54 2019 +0000
@@ -13,7 +13,7 @@
     _key_reinit = false;    // re initialise keys at start of new level
     _five_keys = 5;         // number of keys to advance to next level   
     _level = 0;              //start level
-    _sprites.miner_init(3, 38); //start position of player
+    _sprites.miner_init(3, 39); //start position of player
     _lives = 3;             // starting lives
     _time = 120;            // time to complete each level
 }
@@ -30,9 +30,11 @@
     key_draw(lcd, pad);
     lose_life(pad, lcd);
     game_over();
-    next_level(lcd);
+    next_level(lcd, pad);
     oxygen_leds();
     lives_leds();
+    //printf("_x = %d \n",_sprites._x);
+    //printf("_y = %d \n",_sprites._y);
 }
 // draws level 1 objects
 void Gameengine::draw_l1(N5110 &lcd, Gamepad &pad)
@@ -63,6 +65,7 @@
         _lev.soft_pos2();
         _lev.enem_pos2();
         blocks(lcd);
+        //printf("_level = %d \n",_level);
     }
 }
 // draws level 3 objects
@@ -133,9 +136,10 @@
 // displays score at end of game
 void Gameengine::get_score(N5110 &lcd)
 {   
-    // score is, time left at each level multiplied by lives left + 10 points for each key
+    // score is, time left at each level + 10 points for each key, if game completed time is multiplied by lives left
     float flt_score = ((_lives +1) * _total_time + (10 * _sprites.keys_collected()));
-    int int_score = static_cast<int>(flt_score);
+    //printf("flt_score = %d \n",flt_score);
+    int int_score = static_cast<int>(flt_score); //converts float to integer
     char buffer[14];
     sprintf(buffer,"%2d",int_score);
     lcd.printString(buffer,54,2);
@@ -183,17 +187,18 @@
 }
 
 // if keys collected and player reaches exit, sets next level parameters
-void Gameengine::next_level(N5110 &lcd)
+void Gameengine::next_level(N5110 &lcd, Gamepad &pad)
 {
     if(level_exit(lcd) && _sprites.keys_collected() == _five_keys) {
         _t.stop();                          // stops level timer
         _total_time += (_time - _t.read()); // adds up time left for score calculation
         _level = _level++;                  // next level activated
         _five_keys += 5;                    // raises keys needed by 5 for next level
-        _sprites.miner_init(3,33);          // resets player position
+        _sprites.miner_init(3,39);          // resets player position
         _enem_flag = false;                 // allows enemies to be reinitialised
         _key_reinit = false;                // allows keys to be reintialised
         _t.reset();                         // resets level timer
+        pad.tone(700, 0.5);
     }
 }
 
@@ -250,7 +255,7 @@
         _sprites.enemy_init(0, _lev.enem1.ex[i], _lev.enem1.ey[i], _lev.enem1.d[i]);
         _sprites.enemy_init(1, _lev.enem2.ex[i], _lev.enem2.ey[i], _lev.enem2.d[i]);
         _sprites.enemy_init(2, _lev.enem3.ex[i], _lev.enem3.ey[i], _lev.enem3.d[i]);
-        _enem_flag = true;
+        _enem_flag = true; // stops enemies from being reinitialised constantly
     }
     // enemy velocity
     _sprites.enemy_move(0, _lev.enem1.v[i], lcd);