ELEC2645 (2018/19) / Mbed 2 deprecated el17m2h_public

Dependencies:   mbed

Committer:
el17m2h
Date:
Thu May 09 11:39:59 2019 +0000
Revision:
33:de130e274391
Parent:
31:5c4acae51026
Child:
34:a9b14a4ccd46
Changed trivial functions to one-line structure.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17m2h 1:0001cb3eb053 1 #include "Floors.h"
el17m2h 29:15e9640646b7 2 Floors::Floors()
el17m2h 29:15e9640646b7 3 {
el17m2h 1:0001cb3eb053 4 }
el17m2h 29:15e9640646b7 5 Floors::~Floors()
el17m2h 29:15e9640646b7 6 {
el17m2h 1:0001cb3eb053 7 }
el17m2h 3:116913e97fd7 8
el17m2h 29:15e9640646b7 9 void Floors::init(int y, int width, int height)
el17m2h 29:15e9640646b7 10 {
el17m2h 1:0001cb3eb053 11 _height = height;
el17m2h 1:0001cb3eb053 12 _width = width;
el17m2h 31:5c4acae51026 13 end_game = false; // the read decision should be false initially so that the game is not ended as soon as it starts
el17m2h 31:5c4acae51026 14 int decide = rand() % 2; // x-coordinate initially random: 2-30 or 40-71 so doodler falls to bottom floor
el17m2h 31:5c4acae51026 15 if (decide == 0) { // right
el17m2h 29:15e9640646b7 16 _position.x = 2 + (rand()% 28);
el17m2h 31:5c4acae51026 17 } else { // left
el17m2h 29:15e9640646b7 18 _position.x = 40 + (rand()% 31);
el17m2h 22:0d2ac98a8b48 19 }
el17m2h 14:529f798adae4 20 _position.y = y;
el17m2h 31:5c4acae51026 21
el17m2h 1:0001cb3eb053 22 }
el17m2h 1:0001cb3eb053 23
el17m2h 29:15e9640646b7 24 void Floors::draw(N5110 &lcd)
el17m2h 29:15e9640646b7 25 {
el17m2h 14:529f798adae4 26 lcd.drawRect(_position.x, _position.y, _width, _height, FILL_BLACK);
el17m2h 31:5c4acae51026 27 eny.draw(lcd); // draws enemy
el17m2h 1:0001cb3eb053 28 }
el17m2h 1:0001cb3eb053 29
el17m2h 29:15e9640646b7 30 void Floors::update(float doodler_pos_x, float doodler_pos_y, float _bullet_pos_x, float _bullet_pos_y)
el17m2h 31:5c4acae51026 31 { // when they leave the screen they will re-appear in random x-coordinate so that 10 floors are always on screen
el17m2h 31:5c4acae51026 32 // rectangle (1-82 & 9 - 48 )
el17m2h 29:15e9640646b7 33 _doodler_pos_x = doodler_pos_x;
el17m2h 29:15e9640646b7 34 _doodler_pos_y = doodler_pos_y;
el17m2h 31:5c4acae51026 35 if (_position.y > 45 ) { // the place decision bool is updated every time a floor re-appears
el17m2h 29:15e9640646b7 36 _position.y = 9;
el17m2h 31:5c4acae51026 37 _position.x = 1 + (rand()% 69);
el17m2h 30:863565e9859f 38 place = rand()% 6;
el17m2h 31:5c4acae51026 39 if (place == 2) { // 1/6 chance of placing a ghost
el17m2h 29:15e9640646b7 40 eny.update(_position);
el17m2h 29:15e9640646b7 41 put_enemy = true;
el17m2h 31:5c4acae51026 42 } else {
el17m2h 29:15e9640646b7 43 eny.erase();
el17m2h 29:15e9640646b7 44 put_enemy = false;
el17m2h 26:d16a5b1e0ace 45 }
el17m2h 20:a359092079b0 46 }
el17m2h 33:de130e274391 47 if (_doodler_pos_y < 16) { // shift floors once doodler reaches this value on the screen
el17m2h 31:5c4acae51026 48 // I chose this value because testing with the doodler's jump, it allows the doodler to keep jumping on a floor
el17m2h 31:5c4acae51026 49 // without it moving down and dissapearing
el17m2h 29:15e9640646b7 50 _position.y += 1;
el17m2h 29:15e9640646b7 51 }
el17m2h 29:15e9640646b7 52 check_enemy(_bullet_pos_x, _bullet_pos_y);
el17m2h 29:15e9640646b7 53 }
el17m2h 29:15e9640646b7 54
el17m2h 31:5c4acae51026 55 void Floors::check_enemy(float _bullet_pos_x, float _bullet_pos_y)
el17m2h 31:5c4acae51026 56 {
el17m2h 29:15e9640646b7 57 enemy_position = eny.get_position();
el17m2h 31:5c4acae51026 58 if (put_enemy == true) {
el17m2h 29:15e9640646b7 59 eny.update(_position);
el17m2h 29:15e9640646b7 60 }
el17m2h 31:5c4acae51026 61 if ( // to check if the doodler has collided with the ghost
el17m2h 31:5c4acae51026 62 (_doodler_pos_x + 6 <= enemy_position.x + 12) &&
el17m2h 31:5c4acae51026 63 (_doodler_pos_x + 6 >= enemy_position.x) &&
el17m2h 31:5c4acae51026 64 (_doodler_pos_y <= enemy_position.y + 11) &&
el17m2h 31:5c4acae51026 65 (_doodler_pos_y >= enemy_position.y)
el17m2h 31:5c4acae51026 66 ) {
el17m2h 31:5c4acae51026 67 end_game = true;
el17m2h 29:15e9640646b7 68 }
el17m2h 31:5c4acae51026 69 if ( // to check if the bullet has collided with the ghost
el17m2h 31:5c4acae51026 70 (_bullet_pos_x <= enemy_position.x + 12) &&
el17m2h 31:5c4acae51026 71 (_bullet_pos_x >= enemy_position.x) &&
el17m2h 31:5c4acae51026 72 (_bullet_pos_y <= enemy_position.y + 11) &&
el17m2h 31:5c4acae51026 73 (_bullet_pos_y >= enemy_position.y)
el17m2h 31:5c4acae51026 74 ) {
el17m2h 29:15e9640646b7 75 eny.erase();
el17m2h 15:4efa04a6a376 76 }
el17m2h 9:5e53bca2a4c2 77 }
el17m2h 9:5e53bca2a4c2 78
el17m2h 33:de130e274391 79 Vector2D Floors::get_position() { Vector2D p = {_position.x,_position.y}; return p; }
el17m2h 5:8814d6de77d0 80
el17m2h 33:de130e274391 81 void Floors::set_position(Vector2D pos) { _position.x = pos.x; _position.y = pos.y; }
el17m2h 31:5c4acae51026 82
el17m2h 31:5c4acae51026 83 // The get_end_game function can be called in the engine to check if the game should end or not (if the doodler has collided
el17m2h 31:5c4acae51026 84 // with the enemy)
el17m2h 33:de130e274391 85 bool Floors::get_end_game() { return end_game; }