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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;
}