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Dependencies: mbed
Gameengine/Gameengine.cpp
- Committer:
- el17arm
- Date:
- 2019-04-24
- Revision:
- 46:de3462ad5aef
- Parent:
- 45:bad704c546d4
- Child:
- 48:bd1f31fbfee3
File content as of revision 46:de3462ad5aef:
#include "Gameengine.h"
Gameengine::Gameengine()
{
}
Gameengine::~Gameengine()
{
}
//initialises default game parameters
void Gameengine::game_init()
{
_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);
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();
}
// draws level 1 objects
void Gameengine::draw_l1(N5110 &lcd, Gamepad &pad)
{
if (_level == 0) {
_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(); // re-sets key settings so they appear and disappear once collected
_lev.level_platforms2(lcd);
_lev.key_pos2();
_lev.trap_pos2();
_lev.block_pos2();
_lev.soft_pos2();
_lev.enem_pos2();
blocks(lcd);
}
}
// draws level 3 objects
void Gameengine::draw_l3(N5110 &lcd, Gamepad &pad)
{
if(_level == 2) {
_t.start();
key_reinit();
_lev.level_platforms3(lcd);
_lev.key_pos3();
_lev.trap_pos3();
_lev.block_pos3();
_lev.soft_pos3();
_lev.enem_pos3();
blocks(lcd);
game_complete(lcd); // displays game complete screen
}
}
// reads direction of joystick
void Gameengine::read_direction(Gamepad &pad)
{
_d = pad.get_direction();
}
// turns off LEDS proportionally Vs level time
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; // _oxy_state will change FSM value in main.cpp leds()
}
// turns off led every time life is lost
int Gameengine::lives_leds()
{
_life_state = _lives;
return _life_state; _oxy_state; // _life_state will change FSM value in main.cpp leds()
}
// 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,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);
}
// 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;
}
// 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;
}
}
}