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Dependencies: mbed
Gameengine/Gameengine.cpp
- Committer:
- el17arm
- Date:
- 2019-04-16
- Revision:
- 42:d81c008b0436
- Parent:
- 41:0cf320f73424
- Child:
- 43:1ec6b6293c6b
File content as of revision 42:d81c008b0436:
#include "Gameengine.h"
Gameengine::Gameengine()
{
}
Gameengine::~Gameengine()
{
}
void Gameengine::game_init()
{
_turn_flag = false;
_enem_flag = false;
_key_reinit = false;
_five_keys = 5;
_level = 1;
_sprites.miner_init(3, 33);
_lives = 3;
_time = 120;
}
void Gameengine::update(N5110 &lcd, Gamepad &pad)
{
_lev.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(pad, lcd);
game_over();
next_level(lcd);
oxygen_leds();
lives_leds();
}
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);
}
}
void Gameengine::draw_l2(N5110 &lcd, Gamepad &pad)
{
if(_level == 1) {
_t.start();
key_reinit();
_lev.level_platforms2(lcd);
//_lev.key_pos2();
//_lev.trap_pos2();
_lev.block_pos2();
_lev.soft_pos2();
//_lev.enem_pos2();
blocks(lcd);
}
}
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() == _five_keys) {
_t.stop();
_total_time += (_time - _t.read());
_level = _level++;
_five_keys += 5;
_sprites.miner_init(3,33);
_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, _lev.sol1.bx[i], _lev.sol1.by[i], lcd);
_sprites.blocks(_d, _lev.sol2.bx[i], _lev.sol2.by[i], lcd);
_sprites.blocks(_d, _lev.sol3.bx[i], _lev.sol3.by[i], lcd);
_sprites.blocks(_d, _lev.sol4.bx[i], _lev.sol4.by[i], lcd);
_sprites.blocks(_d, _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;
}
int Gameengine::oxygen_leds()
{
if(_t.read() < (_time*0.33f)) {
_oxy_state = 3;
}
if(_t.read() > (_time*0.33f) && _t.read() < (_time*0.66f)) {
_oxy_state = 2;
}
if(_t.read() > (_time*0.66f)) {
_oxy_state = 1;
}
if(_t.read() >= _time) {
_oxy_state = 0;
}
return _oxy_state;
}
int Gameengine::lives_leds()
{
_life_state = _lives;
return _life_state;
}
void Gameengine::get_score(N5110 &lcd)
{
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);
printf("score = %i \n", int_score);
}