#include "Gameengine.h"

Gameengine::Gameengine()
{
    _turn_flag = false;
    _enem_flag = false;
}

Gameengine::~Gameengine()
{
}

void Gameengine::game_init()
{
    _level_select = 1;
    _sprites.miner_init(3, 33);
    _lives = 3;
}

void Gameengine::update(N5110 &lcd, Gamepad &pad)
{
    t.start();
    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);
    lose_life(lcd);
    game_over();
    next_level(lcd);

}

void Gameengine::draw(N5110 &lcd, Gamepad &pad)
{
    if (_level_select == 1) {

        _l1.trap_pos();
        _l1.key_pos();
        _l1.block_pos();
        _l1.level_platforms(lcd);
        enemies(lcd);
       
        _sprites.keys_collected();
        key_draw(lcd, pad);
        blocks(lcd);

    }
    if(_level_select == 2) {

        //_sprites.miner_draw(lcd);
        lcd.drawLine(0,47,83,47,1);
        //printf("level 2 time = %f \n", t.read());
    }
}

void Gameengine::read_direction(Gamepad &pad)
{
    _d = pad.get_direction();
}

void Gameengine::lose_life(N5110 &lcd)
{
    if (trap_death(lcd) == true || enemy_death() == 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;
    }
}

void Gameengine::next_level(N5110 &lcd)
{   
    if(_l1.level1_exit(lcd) && _sprites.keys_collected()) {
        t.stop();
        _level_select = 2;
        _sprites.miner_init(3,0);
        printf("Final score is %f \n ",_lives * (60 - t.read())+ (10 * _l1.keys_collected()));
    }
}

bool Gameengine::trap_death(N5110 &lcd)
{
    if(_sprites.trap (_l1.trap1.tx, _l1.trap1.ty, lcd) ||
        _sprites.trap(_l1.trap2.tx, _l1.trap2.ty, lcd) ||
        //_sprites.trap(_l1.trap3.tx, _l1.trap3.ty, lcd) ||
        _sprites.trap(_l1.trap4.tx, _l1.trap4.ty, lcd)) {
        return true;
        }
        return false;
}

void Gameengine::key_draw(N5110 &lcd, Gamepad &pad)
{
    _sprites.key_collect(0, _l1.key1.kx, _l1.key1.ky, lcd, pad);
    _sprites.key_collect(1, _l1.key2.kx, _l1.key2.ky, lcd, pad);
    _sprites.key_collect(2, _l1.key3.kx, _l1.key3.ky, lcd, pad);
    _sprites.key_collect(3, _l1.key4.kx, _l1.key4.ky, lcd, pad);
    _sprites.key_collect(4, _l1.key5.kx, _l1.key5.ky, lcd, pad);
}

void Gameengine::blocks(N5110 &lcd)
{
    _sprites.soft_blocks(_l1.sof1.sx, _l1.sof1.sy, _l1.sof1.sz, lcd);
    _sprites.soft_blocks(_l1.sof2.sx, _l1.sof2.sy, _l1.sof2.sz, lcd);
    _sprites.soft_blocks(_l1.sof3.sx, _l1.sof3.sy, _l1.sof3.sz, lcd);
    _sprites.blocks(_d, _l1.sol1.bx, _l1.sol1.by, lcd);
    _sprites.blocks(_d, _l1.sol2.bx, _l1.sol2.by, lcd);
}

void Gameengine::enemies(N5110 &lcd)
{
    _l1.enem_pos();
    if(_enem_flag == false){
    _sprites.enemy_init(0, _l1.enem1.ex, _l1.enem1.ey, _l1.enem1.d);
    _sprites.enemy_init(1, _l1.enem2.ex, _l1.enem2.ey, _l1.enem2.d);
    _enem_flag = true;
    }
    _sprites.enemy_move(0, _l1.enem1.v, lcd);
    _sprites.enemy_move(1, _l1.enem2.v, lcd);
    _sprites.enemy_collision(0);
    _sprites.enemy_collision(1);
}