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Dependencies: mbed
Diff: Gameengine/Gameengine.cpp
- 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);