#include "Gameengine.h"

Gameengine::Gameengine()
{
}

Gameengine::~Gameengine()
{
}

void Gameengine::game_init()
{
    _level_select = 1;
    _miner.miner_init(3, 33);
    _lives = 3;
}

void Gameengine::read_direction(Gamepad &pad)
{
    _d = pad.get_direction();
}

void Gameengine::update(N5110 &lcd, Gamepad &pad)
{   
    t.start();
    read_direction(pad);
    _miner.miner_move(_d);
    _miner.miner_gravity(lcd);
    _miner.miner_jump(lcd, pad);
    _miner.miner_land(lcd);
    lose_life(lcd);
    game_over();
    next_level(lcd);
}

void Gameengine::draw(N5110 &lcd)
{   
    if (_level_select == 1) {
        
        _miner.miner_draw(lcd);
        _l1.level_platforms(lcd);
        _l1.soft_blocks(lcd);
        _l1.solid_blocks(lcd);
        _l1.keys(lcd);
        _l1.keys_collected();
        _l1.spikes(lcd);
    }
    if(_level_select == 2) {
        
        _miner.miner_draw(lcd);
        lcd.drawLine(0,47,83,47,1);
        printf("level 2 time = %f \n", t.read());
        }
}

void Gameengine::lose_life(N5110 &lcd)
{

    if (_l1.spikes(lcd) == 1) {
        _lives--;
        _miner.miner_init(3, 33);
        wait(0.5);
    }
}

bool Gameengine::game_over()
{
    if(_lives == 0 || t.read() > 60){
        t.stop();
        return true;
    } else {
        return false;
    }   
}

void Gameengine::next_level(N5110 &lcd)
{
    if(_l1.level1_exit(lcd) == true){
    _level_select = 2;
    _miner.miner_init(3,0);
    t.reset();
    }
}