ELEC2645 (2018/19) / Mbed 2 deprecated el17lw

Dependencies:   mbed

Engine/Engine.cpp

Committer:
lewisgw
Date:
2019-04-11
Revision:
17:f377df4ea7b1
Parent:
16:331be5c7ed80
Child:
18:304700b5d8f8

File content as of revision 17:f377df4ea7b1:

#include "Engine.h"

char buffer[14];

// Constructor and destructor
Engine::Engine() {} 

Engine::~Engine() {}

void Engine::init() {
  // Initialisation of the game. 40 and 22 refer to inital line lengths. 
  reset_skater();
  reset_engine();
  srand(time(NULL));
}

void Engine::check_reset(N5110 &lcd) {
  // Reset the game if the skater has fallen (i.e. reset flag = TRUE).
  // 40 and 22 refer to the inital lengths of lower and upper platfroms respectivly.
  if (_skater.get_reset_flag()) {
    reset_skater();
    reset_engine();
    wait(1);
    lcd.clear();
    lcd.refresh();
    wait(1);
  }
}

void Engine::reset_skater() {
  _moving_counter = 0;
  _jump_counter = 0;
  _direction = Left;
  _level_condition = 0;
  _start_platform = true;
  _skater.set_reset_flag(false);
}  

void Engine::reset_engine() {
  _input.coord.x = 0;
  _input.coord.y = 0;
  _input.A_flag = false;
  _lower_map.init(40);
  _upper_map.init(22);
  _coin.init();
  _spikes.init();
  _coin_collision_flag = false;
  _player_score = 0;
}  

void Engine::read_input(Gamepad &gamepad) {
  _input.coord = gamepad.get_mapped_coord(); 
  _input.A_flag = gamepad.check_event(Gamepad::A_PRESSED);
} 

void Engine::process_y() {
  // Sets the y coordinate by checking if the skater should be falling, and
  // updating the fall flag and jump counter.
  set_fall_flag();
  if (_fall_flag) {
    _skater.fall(_fall_flag);
  } else {
    _skater.set_y_position( _input.A_flag, _jump_counter, _level_condition );
  }
  _fall_flag = _skater.get_fall_flag();
  _y = _skater.get_y_position();
  _jump_counter = _skater.get_jump_counter();
}

void Engine::set_fall_flag() {
  // Set the fall flag to true if the skater is not on one of the platforms.
  if (((_lower_line_1.x_end < _x) && (_x < (_lower_line_2.x_start - 6)))  && _y == 23) {
    _fall_flag = true; 
  } else if (((_lower_line_2.x_end < _x) && (_x < (_lower_line_3.x_start - 6))) && _y == 23) {
    _fall_flag = true;
  } else if (((_lower_line_3.x_end < _x) && (_x < (_lower_line_1.x_start - 6))) && _y == 23) {
    _fall_flag = true;
  }   
}
    
void Engine::process_x(int game_counter) {
  // Update x coordinate.
  // Will move the skater to the left along with the platforms (if he is not moving
  // left already). Speed divider is dependent on the number of coins you have, more coins 
  // means moves faster.
  _skater.set_x_position_and_sprite(_input.coord.x, 
    _moving_counter, 
    _direction,
    _input.coord.y);
  _x = _skater.get_x_position();
  _moving_counter = _skater.get_moving_counter();
  _speed_divider = int(-0.05*_player_score + 4);
  if ((game_counter % _speed_divider == 0) && (_input.coord.x > -0.1)) {
    _moving_counter--;
  }
}
    
void Engine::process_sprite() {
  // Update the sprite and direction.
  _sprite = _skater.get_sprite_value();
  _direction = _skater.get_direction();
}


void Engine::set_level_condition() {
  // If the skater is under or on top of any of the upper platforms, set
  // level condition to 1.
  if (((_upper_line_1.x_start - 6) <= _x) && (_x <= _upper_line_1.x_end)) {
    _level_condition = 1; 
  } else if (((_upper_line_2.x_start - 6) <= _x) && (_x <= _upper_line_2.x_end)) {
    _level_condition = 1;
  } else if (((_upper_line_3.x_start - 6) <= _x) && (_x <= _upper_line_3.x_end)) {
    _level_condition = 1;
  } else {
    _level_condition = 0;
  }   
}
    
void Engine::generate_level(int game_counter) {
  // Generate parameters for all objects in the level (except skater)
  generate_lower_lines();
  generate_upper_lines();
  _coin.generate_coin();
  generate_spikes(game_counter);
}

void Engine::generate_lower_lines() {
  // Use a scaled random number to generate the length of the lower lines.
  _length_1 = (rand() %20) + 10;   
  _lower_map.generate_line_1(_length_1);
  _lower_line_1 = _lower_map.get_line_1(); 
  _length_2 = (rand() %20) + 10;      
  _lower_map.generate_line_2(_length_2);
  _lower_line_2 = _lower_map.get_line_2();
  _length_3 = (rand() %20) + 10;      
  _lower_map.generate_line_3(_length_3);
  _lower_line_3 = _lower_map.get_line_3();
}

void Engine::generate_upper_lines() {   
  // Set the length of the lower lines to be proportionally smaller to
  // the length of the upper lines.
  _upper_map.generate_line_1(_length_1 / 2);
  _upper_line_1 = _upper_map.get_line_1();       
  _upper_map.generate_line_2(_length_2 / 2);
  _upper_line_2 = _upper_map.get_line_2();  
  _upper_map.generate_line_3(_length_3 / 2);
  _upper_line_3 = _upper_map.get_line_3();
}

void Engine::generate_spikes(int game_counter) {
  _spikes.update_spikes();
  _spikes_y = int(float(-0.0089*game_counter*game_counter) + (0.8*game_counter) + 5); 
}

void Engine::update_lcd(N5110 &lcd){
  lcd.drawSprite(_x,_y,17,10,(int *)_skater.get_sprite(_sprite));
  lcd.drawSprite(_coin.get_coin_x(),_coin.get_coin_y(),5,5,(int*)_coin.get_coin_sprite());
  lcd.drawSprite(_spikes.get_spikes_x(),_spikes_y,5,8,(int*)_spikes.get_spikes_sprite()); 
  lcd.drawLine(_lower_line_2.x_start,_lower_line_2.y,_lower_line_2.x_end,_lower_line_2.y,FILL_BLACK);
  lcd.drawLine(_lower_line_1.x_start,_lower_line_1.y,_lower_line_1.x_end,_lower_line_1.y,FILL_BLACK);
  lcd.drawLine(_lower_line_3.x_start,_lower_line_3.y,_lower_line_3.x_end,_lower_line_3.y,FILL_BLACK);
  lcd.drawLine(_upper_line_2.x_start,_upper_line_2.y,_upper_line_2.x_end,_upper_line_2.y,FILL_BLACK);
  lcd.drawLine(_upper_line_1.x_start,_upper_line_1.y,_upper_line_1.x_end,_upper_line_1.y,FILL_BLACK);
  lcd.drawLine(_upper_line_3.x_start,_upper_line_3.y,_upper_line_3.x_end,_upper_line_3.y,FILL_BLACK);
  sprintf(buffer,"%2d",_player_score);
  lcd.printString(buffer,0,0);
}

bool Engine::get_start_platform() {
  // Set start platform flag to be false if the button A is pressed
  // (so the starting text goes away after the first jump).
  if(_input.A_flag) _start_platform = false;
  return _start_platform;
}

void Engine::check_coin_collision() {
  // If the skater coords match the coins, add 1 to the players score and print
  // a new coin in a random position
  if (_x == _coin.get_coin_x() && (_y == _coin.get_coin_y() - 10)) {
    _coin_collision_flag = true;
    _player_score++;
    _coin.update_coin((rand() % 100),(abs(rand() % 100 - 20)));   
  }
}

void Engine::check_spikes_collision() {
  // If the skaters coord match the spikes and he is not ducking, the player has died
  // and the game is reset. Game will also reset if skater goes off the screen.
  if (_input.coord.y > -0.1 && _x == _spikes.get_spikes_x() && _spikes_y - 1 < _y < _spikes_y + 1) {
    _skater.set_reset_flag(true);
  } else if ( _x < -10 || _x > 84 ) {
    _skater.set_reset_flag(true);
  }
}

int Engine::get_player_score() {
  return _player_score;
}