ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

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