ELEC2645 (2018/19) / Mbed 2 deprecated el17arm

Dependencies:   mbed

Gameengine/Gameengine.cpp

Committer:
el17arm
Date:
2019-04-15
Revision:
40:913339e324b8
Parent:
38:55bb9da08a52
Child:
41:0cf320f73424

File content as of revision 40:913339e324b8:

#include "Gameengine.h"

Gameengine::Gameengine()
{
}

Gameengine::~Gameengine()
{
}

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;
}

void Gameengine::update(N5110 &lcd, Gamepad &pad)
{
    _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);
    
    printf("timer %f \n ", t.read());
}

void Gameengine::read_direction(Gamepad &pad)
{
    _d = pad.get_direction();
}

void Gameengine::draw(N5110 &lcd, Gamepad &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 == 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());
    }
}

void Gameengine::lose_life(N5110 &lcd)
{
    if (trap_death(lcd) == true || enemies(lcd) == true) {
        _lives--;
        _sprites.miner_init(3, 33);
        wait(1);
    }
}

bool Gameengine::game_over()
{
    if(_lives == 0 || t.read() > 120) {
        t.stop();
        return true;
    } else {
        return false;
    }
}

bool Gameengine::level_exit(N5110 &lcd)
{   
    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 = _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)
{   
    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;
}

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()
{
    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(_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;
}