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Dependencies: mbed
Diff: Gameengine/Gameengine.cpp
- Revision:
- 45:bad704c546d4
- Parent:
- 44:e29458976114
- Child:
- 46:de3462ad5aef
--- a/Gameengine/Gameengine.cpp Wed Apr 17 19:57:33 2019 +0000
+++ b/Gameengine/Gameengine.cpp Wed Apr 24 13:17:58 2019 +0000
@@ -9,19 +9,19 @@
{
}
+//initialises default game parameters
void Gameengine::game_init()
{
- _turn_flag = false;
- _enem_flag = false;
- _key_reinit = false;
- _five_keys = 5;
- _level = 0;
- _sprites.miner_init(3, 33);
- _lives = 3;
- _time = 120;
+ _enem_flag = false; // flag to initialise enemies each new level
+ _key_reinit = false; // re initialise keys at start of new level
+ _five_keys = 5; // number of keys to advance to next level
+ _level = 2; //start level
+ _sprites.miner_init(3, 33); //start position of player
+ _lives = 1; // starting lives
+ _time = 120; // time to complete each level
}
-
+// updates player position and interaction with level objects
void Gameengine::update(N5110 &lcd, Gamepad &pad)
{
_lev.level_exits(lcd);
@@ -39,28 +39,29 @@
oxygen_leds();
lives_leds();
}
-
+// draws level 1 objects
void Gameengine::draw_l1(N5110 &lcd, Gamepad &pad)
{
if (_level == 0) {
- _t.start();
- _lev.level_platforms1(lcd);
- _lev.key_pos1();
- _lev.trap_pos1();
- _lev.block_pos1();
- _lev.soft_pos1();
- _lev.enem_pos1();
- blocks(lcd);
+ _t.start(); // starts level timer
+ _lev.level_platforms1(lcd); // position of platforms
+ _lev.key_pos1(); // key positions
+ _lev.trap_pos1(); // trap positions
+ _lev.block_pos1(); // solid block positions
+ _lev.soft_pos1(); // sinking block positions
+ _lev.enem_pos1(); // enemy positions
+ blocks(lcd); // block placement and collision settings
}
}
+// draws level 2 objects
void Gameengine::draw_l2(N5110 &lcd, Gamepad &pad)
{
if(_level == 1) {
_t.start();
- key_reinit();
+ key_reinit(); // re-sets key settings so they appear and disappear once collected
_lev.level_platforms2(lcd);
_lev.key_pos2();
_lev.trap_pos2();
@@ -70,7 +71,7 @@
blocks(lcd);
}
}
-
+// draws level 3 objects
void Gameengine::draw_l3(N5110 &lcd, Gamepad &pad)
{
if(_level == 2) {
@@ -84,129 +85,17 @@
_lev.soft_pos3();
_lev.enem_pos3();
blocks(lcd);
- game_complete(lcd);
+ game_complete(lcd); // displays game complete screen
}
}
+// reads direction of joystick
void Gameengine::read_direction(Gamepad &pad)
{
_d = pad.get_direction();
}
-void Gameengine::lose_life(Gamepad &pad, N5110 &lcd)
-{
- if (trap_death(lcd) == true || enemies(lcd) == true) {
- _lives--;
- pad.tone(200, 0.5);
- _sprites.miner_init(3, 33);
- wait(1);
- }
-}
-
-bool Gameengine::game_over()
-{
- if(_lives == 0 || _t.read() > _time) {
- _t.stop();
-
- return true;
- }
- return false;
-}
-
-bool Gameengine::level_exit(N5110 &lcd)
-{
- int i = _level;
- if(_sprites.exit_level(_lev.exit1.lx[i],_lev.exit1.ly[i],lcd) == true) {
- return true;
- } else {
- return false;
- }
-}
-
-void Gameengine::next_level(N5110 &lcd)
-{
- if(level_exit(lcd) && _sprites.keys_collected() > 0) {
- _t.stop();
- _total_time += (_time - _t.read());
- _level = _level++;
- _five_keys += 5;
- _sprites.miner_init(3,33);
- _enem_flag = false;
- _key_reinit = false;
- _t.reset();
- }
-}
-
-bool Gameengine::trap_death(N5110 &lcd)
-{
- int i = _level;
- if( _sprites.trap(_lev.trap1.tx[i], _lev.trap1.ty[i], lcd) ||
- _sprites.trap(_lev.trap2.tx[i], _lev.trap2.ty[i], lcd) ||
- _sprites.trap(_lev.trap3.tx[i], _lev.trap3.ty[i], lcd) ||
- _sprites.trap(_lev.trap4.tx[i], _lev.trap4.ty[i], lcd) ||
- _sprites.trap(_lev.trap5.tx[i], _lev.trap5.ty[i], lcd)) {
- return true;
- }
- return false;
-}
-
-void Gameengine::key_draw(N5110 &lcd, Gamepad &pad)
-{
- int i = _level;
- _sprites.key_collect(0, _lev.key1.kx[i], _lev.key1.ky[i], lcd, pad);
- _sprites.key_collect(1, _lev.key2.kx[i], _lev.key2.ky[i], lcd, pad);
- _sprites.key_collect(2, _lev.key3.kx[i], _lev.key3.ky[i], lcd, pad);
- _sprites.key_collect(3, _lev.key4.kx[i], _lev.key4.ky[i], lcd, pad);
- _sprites.key_collect(4, _lev.key5.kx[i], _lev.key5.ky[i], lcd, pad);
-}
-
-void Gameengine::key_reinit()
-{
- if(_key_reinit == false) {
- for(int i = 0; i<5; i++) {
- _sprites._k.key[i] = false;
- _key_reinit = true;
- }
- }
-}
-
-void Gameengine::blocks(N5110 &lcd)
-{
- int i = _level;
- _sprites.soft_blocks(_lev.sof1.sx1[i], _lev.sof1.sy[i], _lev.sof1.sx2[i], lcd);
- _sprites.soft_blocks(_lev.sof2.sx1[i], _lev.sof2.sy[i], _lev.sof2.sx2[i], lcd);
- _sprites.soft_blocks(_lev.sof3.sx1[i], _lev.sof3.sy[i], _lev.sof3.sx2[i], lcd);
- _sprites.soft_blocks(_lev.sof4.sx1[i], _lev.sof4.sy[i], _lev.sof4.sx2[i], lcd);
- _sprites.soft_blocks(_lev.sof5.sx1[i], _lev.sof5.sy[i], _lev.sof5.sx2[i], lcd);
-
- _sprites.blocks(_d, 0, _lev.sol1.bx[i], _lev.sol1.by[i], lcd);
- _sprites.blocks(_d, 1, _lev.sol2.bx[i], _lev.sol2.by[i], lcd);
- _sprites.blocks(_d, 2, _lev.sol3.bx[i], _lev.sol3.by[i], lcd);
- _sprites.blocks(_d, 3, _lev.sol4.bx[i], _lev.sol4.by[i], lcd);
- _sprites.blocks(_d, 4, _lev.sol5.bx[i], _lev.sol5.by[i], lcd);
-}
-
-bool Gameengine::enemies(N5110 &lcd)
-{
- int i = _level;
- if(_enem_flag == false) {
-
- _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;
- }
- _sprites.enemy_move(0, _lev.enem1.v[i], lcd);
- _sprites.enemy_move(1, _lev.enem2.v[i], lcd);
- _sprites.enemy_move(2, _lev.enem3.v[i], lcd);
-
- if(_sprites.enemy_collision(0) || _sprites.enemy_collision(1) ||
- _sprites.enemy_collision(2)) {
- return true;
- }
- return false;
-}
-
+// turns off LEDS proportionally Vs level time
int Gameengine::oxygen_leds()
{
if(_t.read() < (_time*0.33f)) {
@@ -222,29 +111,154 @@
_oxy_state = 0;
}
return _oxy_state;
-
}
+// turns off led every time life is lost
int Gameengine::lives_leds()
{
_life_state = _lives;
return _life_state;
}
+// 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
float flt_score = ((_lives +1) * _total_time + (10 * _sprites.keys_collected()));
int int_score = static_cast<int>(flt_score);
char buffer[14];
sprintf(buffer,"%2d",int_score);
- lcd.printString(buffer,40,2);
+ lcd.printString(buffer,52,2);
printf("score = %i \n", int_score);
}
+// returns true final level complete
bool Gameengine::game_complete(N5110 &lcd)
{
if(_level == 3) {
return true;
}
return false;
+}
+
+void Gameengine::lose_life(Gamepad &pad, N5110 &lcd)
+{
+ if (trap_death(lcd) == true || enemies(lcd) == true) {
+ _lives--; //reduces lives left by 1
+ pad.tone(200, 0.5); // death sound
+ _sprites.miner_init(3, 33); // puts player back to start of level
+ wait(1); //short pause so restart isn't instant
+ }
+}
+
+// game over when lives lost or time runs out
+bool Gameengine::game_over()
+{
+ if(_lives == 0 || _t.read() > _time) {
+ _t.stop();
+ return true;
+ }
+ return false;
+}
+
+// activates level exit when all keys collected
+bool Gameengine::level_exit(N5110 &lcd)
+{
+ int i = _level; // tells function which level settings to use
+ if(_sprites.exit_level(_lev.exit1.lx[i],_lev.exit1.ly[i],lcd) == true) {
+ return true;
+ } else {
+ return false;
+ }
+}
+
+// if keys collected and player reaches exit, sets next level parameters
+void Gameengine::next_level(N5110 &lcd)
+{
+ 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
+ _enem_flag = false; // allows enemies to be reinitialised
+ _key_reinit = false; // allows keys to be reintialised
+ _t.reset(); // resets level timer
+ }
+}
+
+// places traps and checks if collision with player
+bool Gameengine::trap_death(N5110 &lcd)
+{
+ int i = _level; // tells function which level settings to use
+ if( _sprites.trap(_lev.trap1.tx[i], _lev.trap1.ty[i], lcd) ||
+ _sprites.trap(_lev.trap2.tx[i], _lev.trap2.ty[i], lcd) ||
+ _sprites.trap(_lev.trap3.tx[i], _lev.trap3.ty[i], lcd) ||
+ _sprites.trap(_lev.trap4.tx[i], _lev.trap4.ty[i], lcd) ||
+ _sprites.trap(_lev.trap5.tx[i], _lev.trap5.ty[i], lcd)) {
+ return true;
+ }
+ return false;
+}
+
+// draws keys and checks if collision with player
+void Gameengine::key_draw(N5110 &lcd, Gamepad &pad)
+{
+ int i = _level; // tells function which level settings to use
+ _sprites.key_collect(0, _lev.key1.kx[i], _lev.key1.ky[i], lcd, pad);
+ _sprites.key_collect(1, _lev.key2.kx[i], _lev.key2.ky[i], lcd, pad);
+ _sprites.key_collect(2, _lev.key3.kx[i], _lev.key3.ky[i], lcd, pad);
+ _sprites.key_collect(3, _lev.key4.kx[i], _lev.key4.ky[i], lcd, pad);
+ _sprites.key_collect(4, _lev.key5.kx[i], _lev.key5.ky[i], lcd, pad);
+}
+
+// reinitialises keys when level complete
+void Gameengine::key_reinit()
+{
+ if(_key_reinit == false) {
+ for(int i = 0; i<5; i++) {
+ _sprites._k.key[i] = false;
+ _key_reinit = true;
+ }
+ }
+}
+// places and checks for collision with sinking and solid blocks
+void Gameengine::blocks(N5110 &lcd)
+{
+ int i = _level; // tells function which level settings to use
+ // sinking blocks position length and collision detection
+ _sprites.soft_blocks(_lev.sof1.sx1[i], _lev.sof1.sy[i], _lev.sof1.sx2[i], lcd);
+ _sprites.soft_blocks(_lev.sof2.sx1[i], _lev.sof2.sy[i], _lev.sof2.sx2[i], lcd);
+ _sprites.soft_blocks(_lev.sof3.sx1[i], _lev.sof3.sy[i], _lev.sof3.sx2[i], lcd);
+ _sprites.soft_blocks(_lev.sof4.sx1[i], _lev.sof4.sy[i], _lev.sof4.sx2[i], lcd);
+ _sprites.soft_blocks(_lev.sof5.sx1[i], _lev.sof5.sy[i], _lev.sof5.sx2[i], lcd);
+ // block positions and collision settings, indexed so no conflicts if player is contact with multiple blocks
+ _sprites.blocks(_d, 0, _lev.sol1.bx[i], _lev.sol1.by[i], lcd);
+ _sprites.blocks(_d, 1, _lev.sol2.bx[i], _lev.sol2.by[i], lcd);
+ _sprites.blocks(_d, 2, _lev.sol3.bx[i], _lev.sol3.by[i], lcd);
+ _sprites.blocks(_d, 3, _lev.sol4.bx[i], _lev.sol4.by[i], lcd);
+ _sprites.blocks(_d, 4, _lev.sol5.bx[i], _lev.sol5.by[i], lcd);
+}
+// initialises enemies at level start, updates movement, checks collisions
+// indexed (0, 1, 2) so each enemy is treated independently
+bool Gameengine::enemies(N5110 &lcd)
+{
+ int i = _level; // tells function which level settings to use
+ if(_enem_flag == false) {
+ // initialises enemy position and distance to move each way
+ _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;
+ }
+ // enemy velocity
+ _sprites.enemy_move(0, _lev.enem1.v[i], lcd);
+ _sprites.enemy_move(1, _lev.enem2.v[i], lcd);
+ _sprites.enemy_move(2, _lev.enem3.v[i], lcd);
+ // checks if collision
+ if(_sprites.enemy_collision(0) || _sprites.enemy_collision(1) ||
+ _sprites.enemy_collision(2)) {
+ return true;
+ }
+ return false;
}
\ No newline at end of file