ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Gameengine/Gameengine.h

Committer:
el17arm
Date:
2019-04-24
Revision:
47:3425159c0211
Parent:
46:de3462ad5aef
Child:
48:bd1f31fbfee3

File content as of revision 47:3425159c0211:

#ifndef GAMEENGINE_H
#define GAMEENGINE_H

#include "mbed.h"
#include "N5110.h"
#include "Gamepad.h"
#include "Sprites.h"
#include "Levels.h"

/** Gameengine Class
@brief Builds all levels and sets all default values. Updates all game settings 
and contains functions for all game conditions

@author Andrew Milner University of Leeds

@date April 2019
*/ 

class Gameengine
{
    
public:

    Gameengine();
    ~Gameengine();
 /** 
  * @brief Initialises all default game settings.
  */
    void game_init();
 /** updates all game game settings.
  */
    void update(N5110 &lcd, Gamepad &pad);
 /** 
  * @brief updates and renders all level objects for level 1.
  */
    void draw_l1(N5110 &lcd, Gamepad &pad);
 /** 
  * @brief updates and renders all level objects for level 2.
  */
    void draw_l2(N5110 &lcd, Gamepad &pad);
 /** 
  * @brief updates and renders all level objects for level 3.
  */
  
    void draw_l3(N5110 &lcd, Gamepad &pad);
 /** 
  * @brief Reads direction the player is moving.
  * @details Uses getdirection() function from Gamepad library.
  */
    void read_direction(Gamepad &pad);
 /** 
  * @brief Calculates lives remaining.
  * @returns integer calue to control lives fsm state in leds() main.cpp
  */
    int oxygen_leds();
 /** 
  * @brief Calculates time remaining.
  * @details Calculates time remaining, every 1/3 of total time passed the return 
  * value changes.
  * @return integer value to control oxygen fsm state in leds() main.cpp
  */
    int lives_leds();
 /** 
  * @brief Calculates and displays player score.
  * @details At game over or game completed the players score is calculated and
  * displayed. It takes time remaining and multiplies this by lives remaining, then 
  * adds on 10 points for every key collected.
  */ 
    void get_score(N5110 &lcd);
/** 
  * @brief Returns true if game completed.
  * @details calculates when _level variable has gone beyond number of levels in game.
  * @return true if game complete
  */ 
    bool game_complete(N5110 &lcd);

 /** 
  * @brief Reduces number of lives on player death.
  * @details After reducing lives, makes tone to signify player death, resets player
  * back to start, creates small pause so gameplay is slightly paused.
  */
    void lose_life(Gamepad &pad, N5110 &lcd);
 /** 
  * @brief States whether game over condition met
  * @return returns true if game over.
  */
    bool game_over();
 /** 
  * @brief Function returns true when player at exit.
  * @details Function returns true when the player is in contact with the level exit.
  */
    bool level_exit(N5110 &lcd);
 /** 
  * @brief Function returns true when level complete conditions met.
  * @details Function returns true when all 5 keys have been collected using _sprites.keys_collected()
  * and player is in contact with the level exit using level_exit() function
  * The calculates time reamining then resets, resets enemy and key flags
  * so they can be initialised for the next level, increases _level by 1 so next
  * level can be drawn, keys needed increased by 5 and miner position reset.
  */
    void next_level(N5110 &lcd);
 /** 
  * @brief Function returns true if player in contact with trap
  * @details Function sets all trap poisitons and collision rules. Usues int i
  * to select which level positions to use.
  */
    bool trap_death(N5110 &lcd);
 /** 
  * @brief Function returns true if player in contact with trap.
  * @details Function sets all trap positons and collision rules stated in
  * Sprites class. Uses int i to select which level positions to use, these are
  * specified in Level class.
  */
    void key_draw(N5110 &lcd,Gamepad &pad);
 /** 
  * @brief Function sets all block positions and collision rules.
  * @details Function sets all block positons and collision rules stated in
  * Sprites class. Keys are indexed so each one is treated independently
  * otherwise all will disappear if one is collected. Uses int i to select which
  * level positions to use, these are specified in Level class
  */
    void blocks(N5110 &lcd);
    bool enemies(N5110 &lcd);
    void key_reinit();

private:
    
    int _level;
    int _lives;
    double _x;
    double _y;
    int _distance;
    int _turn_flag;
    int _counter;
    bool _enem_flag;
    int _five_keys;
    bool _key_reinit;
    int _oxy_state;
    int _life_state;
    float _total_time;

    
    float _time_total;

    float _time;
    
    Sprites _sprites;
    Direction _d;
    Levels _lev;
    Timer _t;
    
    
};
#endif