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Dependencies: mbed
Floors/Floors.cpp
- Committer:
- el17m2h
- Date:
- 2019-05-09
- Revision:
- 37:71f2cd073739
- Parent:
- 35:b99b563c3eb6
File content as of revision 37:71f2cd073739:
#include "Floors.h"
Floors::Floors()
{
}
Floors::~Floors()
{
}
// Function to set the intial position of the floor at a specified input y-coordinate (from engine) and then sets a random
// x-coordinate position.
void Floors::init(int y, int width, int height)
{
_height = height; // defines the width and height as private variables
_width = width;
end_game = false; // the read decision should be false initially so that the game is not ended as soon as it starts
int decide = rand() % 2; // x-coordinate initially random: 2-30 or 40-71 so doodler falls to bottom floor specified in engine
if (decide == 0) { // right
_position.x = 2 + (rand()% 28);
} else { // left
_position.x = 40 + (rand()% 31); // position is within screen parameters
}
_position.y = y;
}
// Prints the floor into the LCD screen by calling a function from the LCD to draw a 14 x 1 rectangle
void Floors::draw(N5110 &lcd)
{
lcd.drawRect(_position.x, _position.y, _width, _height, FILL_BLACK);
eny.draw(lcd); // draws enemy
}
// Updates the position of the floor
void Floors::update(float doodler_pos_x, float doodler_pos_y, float _bullet_pos_x, float _bullet_pos_y)
{ // when they leave the screen they will re-appear in random x-coordinate so that 10 floors are always on screen
// rectangle (1-82 & 9 - 48 )
_doodler_pos_x = doodler_pos_x;
_doodler_pos_y = doodler_pos_y;
if (_position.y > 45 ) { // the place decision bool is updated every time a floor re-appears
_position.y = 9;
_position.x = 1 + (rand()% 69);
place = rand()% 6;
if (place == 2) { // 1/6 chance of placing a ghost
eny.update(_position);
put_enemy = true;
} else {
eny.erase();
put_enemy = false;
}
}
if (_doodler_pos_y < 16) { // shift floors once doodler reaches 16 y-coordinate position threshold on the screen
// I chose this value because testing with the doodler's jump, it allows the doodler to keep jumping on a floor
// without it moving down and dissapearing
_position.y += 1;
}
check_enemy(_bullet_pos_x, _bullet_pos_y);
}
// Function to check if doodler or bullet have collided with the enemy
void Floors::check_enemy(float _bullet_pos_x, float _bullet_pos_y)
{
enemy_position = eny.get_position();
if (put_enemy == true) {
eny.update(_position);
}
if ( // to check if the doodler has collided with the ghost
(_doodler_pos_x + 6 <= enemy_position.x + 12) &&
(_doodler_pos_x + 6 >= enemy_position.x) &&
(_doodler_pos_y <= enemy_position.y + 11) &&
(_doodler_pos_y >= enemy_position.y)
) {
end_game = true; // if doodler collides with enemy, the end_game variable will state the game should end
}
if ( // to check if the bullet has collided with the ghost
(_bullet_pos_x <= enemy_position.x + 12) &&
(_bullet_pos_x >= enemy_position.x) &&
(_bullet_pos_y <= enemy_position.y + 11) &&
(_bullet_pos_y >= enemy_position.y)
) {
eny.erase(); // if bullet collides with enemy the erase function is called
}
}
// Returns the current floor's position. It is called in the engine to compare its position with the other classes.
Vector2D Floors::get_position() { Vector2D p = {_position.x,_position.y}; return p; }
// Sets the position within the floor class by inputing the new values from the engine, where the function is called.
void Floors::set_position(Vector2D pos) { _position.x = pos.x; _position.y = pos.y; }
// 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
// with the enemy)
bool Floors::get_end_game() { return end_game; }