ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Revision:
40:913339e324b8
Parent:
38:55bb9da08a52
Child:
41:0cf320f73424
--- a/Gameengine/Gameengine.cpp	Sun Apr 14 15:18:58 2019 +0000
+++ b/Gameengine/Gameengine.cpp	Mon Apr 15 02:01:41 2019 +0000
@@ -2,8 +2,6 @@
 
 Gameengine::Gameengine()
 {
-    _turn_flag = 0;
-    _counter =0;
 }
 
 Gameengine::~Gameengine()
@@ -12,27 +10,31 @@
 
 void Gameengine::game_init()
 {
-    _level_select = 1;
+    _turn_flag = false;
+    _enem_flag = false;
+    _key_reinit = false;
+    _five_keys = 5;
+    _level = 0;
     _sprites.miner_init(3, 33);
     _lives = 3;
 }
 
 void Gameengine::update(N5110 &lcd, Gamepad &pad)
 {
-    t.start();
+    _l1.level_exits(lcd);
     read_direction(pad);
     _sprites.miner_draw(lcd);
     _sprites.miner_move(_d, lcd);
     _sprites.miner_gravity(lcd);
     _sprites.miner_jump(lcd, pad);
     _sprites.miner_land(lcd);
+    _sprites.keys_collected();
+    key_draw(lcd, pad);
     lose_life(lcd);
     game_over();
     next_level(lcd);
-
-    _sprites.enemy_move(0, 0.5, lcd);
-    _sprites.enemy_move(1, 1, lcd);
-
+    
+    printf("timer %f \n ", t.read());
 }
 
 void Gameengine::read_direction(Gamepad &pad)
@@ -42,43 +44,37 @@
 
 void Gameengine::draw(N5110 &lcd, Gamepad &pad)
 {
-    if (_level_select == 1) {
-
-        _l1.trap_pos();
-        _l1.key_pos();
-        _l1.block_pos();
-        _sprites.enemy_collision(0);
-        _sprites.enemy_collision(1);
-        _l1.level_platforms(lcd);
-
-       
-        _sprites.keys_collected();
-        key_draw(lcd, pad);
+    if (_level == 0) {
+        
+        t.start();
+        _l1.key_pos1();
+        _l1.block_pos1();
         blocks(lcd);
-
+        _l1.enem_pos1();
+        _l1.trap_pos1();
+        _l1.level_platforms1(lcd);
+        
     }
-    if(_level_select == 2) {
-
-        //_sprites.miner_draw(lcd);
+    
+    if(_level == 1) {
+        
+        t.start();
+        key_reinit();
+        _l1.key_pos2();
+        _l1.trap_pos2();
+        _l1.level_platforms1(lcd);
+        _l1.enem_pos2();
+        _l1.block_pos2();
+        blocks(lcd);
+        
         lcd.drawLine(0,47,83,47,1);
         //printf("level 2 time = %f \n", t.read());
     }
 }
 
-bool Gameengine::enemy_death()
-{
-    if(_sprites.enemy_collision(0) || _sprites.enemy_collision(1) ||
-      _sprites.enemy_collision(2) || _sprites.enemy_collision(3))
-
-        return true;
-    else {
-        return false;
-    }
-}
-
 void Gameengine::lose_life(N5110 &lcd)
 {
-    if (trap_death(lcd) == true || enemy_death() == true) {
+    if (trap_death(lcd) == true || enemies(lcd) == true) {
         _lives--;
         _sprites.miner_init(3, 33);
         wait(1);
@@ -95,46 +91,82 @@
     }
 }
 
-void Gameengine::next_level(N5110 &lcd)
+bool Gameengine::level_exit(N5110 &lcd)
 {   
-    if(_l1.level1_exit(lcd) && _sprites.keys_collected()) {
+    int i = _level;
+    if(_sprites.exit_level(_l1.exit1.lx[i],_l1.exit1.ly[i],lcd) == true) {
+        return true;
+    } else {
+        return false;
+    }
+}
+
+void Gameengine::next_level(N5110 &lcd)
+{
+    if(level_exit(lcd) && _sprites.keys_collected() == _five_keys) {
         t.stop();
-        _level_select = 2;
-        _sprites.miner_init(3,0);
-        printf("Final score is %f \n ",_lives * (60 - t.read())+ (10 * _l1.keys_collected()));
+        _level = _level++;
+        _five_keys += 5;
+        _sprites.miner_init(3,33);
+        _key_reinit = false;
+        t.reset();
+        printf("Final score is %f \n ",_lives * (60 - t.read())+ (10 * _sprites.keys_collected()));
     }
 }
 
 bool Gameengine::trap_death(N5110 &lcd)
-{
-    if(_sprites.trap (_l1.trap1.tx, _l1.trap1.ty, lcd) ||
-        _sprites.trap(_l1.trap2.tx, _l1.trap2.ty, lcd) ||
-        //_sprites.trap(_l1.trap3.tx, _l1.trap3.ty, lcd) ||
-        _sprites.trap(_l1.trap4.tx, _l1.trap4.ty, lcd)) {
+{   
+    int i = _level;
+    if(_sprites.trap(_l1.trap1.tx[i], _l1.trap1.ty[i], lcd) ||
+        _sprites.trap(_l1.trap2.tx[i], _l1.trap2.ty[i], lcd) ||
+        _sprites.trap(_l1.trap4.tx[i], _l1.trap4.ty[i], lcd)) {
         return true;
-        }
-        return false;
+    }
+    return false;
 }
 
 void Gameengine::key_draw(N5110 &lcd, Gamepad &pad)
+{   
+    int i = _level;
+    _sprites.key_collect(0, _l1.key1.kx[i], _l1.key1.ky[i], lcd, pad);
+    _sprites.key_collect(1, _l1.key2.kx[i], _l1.key2.ky[i], lcd, pad);
+    _sprites.key_collect(2, _l1.key3.kx[i], _l1.key3.ky[i], lcd, pad);
+    _sprites.key_collect(3, _l1.key4.kx[i], _l1.key4.ky[i], lcd, pad);
+    _sprites.key_collect(4, _l1.key5.kx[i], _l1.key5.ky[i], lcd, pad);
+}
+
+void Gameengine::key_reinit()
 {
-    _sprites.key_collect(0, _l1.key1.kx, _l1.key1.ky, lcd, pad);
-    _sprites.key_collect(1, _l1.key2.kx, _l1.key2.ky, lcd, pad);
-    _sprites.key_collect(2, _l1.key3.kx, _l1.key3.ky, lcd, pad);
-    _sprites.key_collect(3, _l1.key4.kx, _l1.key4.ky, lcd, pad);
-    _sprites.key_collect(4, _l1.key5.kx, _l1.key5.ky, lcd, pad);
+    if(_key_reinit == false) {
+        for(int i = 0; i<5; i++) {
+            _sprites._k.key[i] = false;
+            _key_reinit = true;
+        }
+    }
 }
 
 void Gameengine::blocks(N5110 &lcd)
-{
-    _sprites.soft_blocks(_l1.sof1.sx, _l1.sof1.sy, _l1.sof1.sz, lcd);
-    _sprites.soft_blocks(_l1.sof2.sx, _l1.sof2.sy, _l1.sof2.sz, lcd);
-    _sprites.soft_blocks(_l1.sof3.sx, _l1.sof3.sy, _l1.sof3.sz, lcd);
-    _sprites.blocks(_d, _l1.sol1.bx, _l1.sol1.by, lcd);
-    _sprites.blocks(_d, _l1.sol2.bx, _l1.sol2.by, lcd);
+{   
+    int i = _level;
+    _sprites.soft_blocks(_l1.sof1.sx[i], _l1.sof1.sy[i], _l1.sof1.sz[i], lcd);
+    _sprites.soft_blocks(_l1.sof2.sx[i], _l1.sof2.sy[i], _l1.sof2.sz[i], lcd);
+    _sprites.soft_blocks(_l1.sof3.sx[i], _l1.sof3.sy[i], _l1.sof3.sz[i], lcd);
+    _sprites.blocks(_d, _l1.sol1.bx[i], _l1.sol1.by[i], lcd);
+    _sprites.blocks(_d, _l1.sol2.bx[i], _l1.sol2.by[i], lcd);
 }
 
 bool Gameengine::enemies(N5110 &lcd)
-{
-
+{   
+    int i = _level;
+    if(_enem_flag == false) {
+        _sprites.enemy_init(_l1.enem1.f[i], _l1.enem1.ex[i], _l1.enem1.ey[i], _l1.enem1.d[i]);
+        _sprites.enemy_init(_l1.enem2.f[i], _l1.enem2.ex[i], _l1.enem2.ey[i], _l1.enem2.d[i]);
+        _enem_flag = true;
+    }
+    _sprites.enemy_move(_l1.enem1.f[i], _l1.enem1.v[i], lcd);
+    _sprites.enemy_move(_l1.enem2.f[i], _l1.enem2.v[i], lcd);
+    if(_sprites.enemy_collision(_l1.enem1.f[i]) || _sprites.enemy_collision(_l1.enem2.f[i])) {
+        return true;
+    }
+    return false;
 }
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