![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Game codes for Pokemon Academy Yiu Fai Kwok - 201198802 I have read the University Regulations on Plagiarism and state that the work covered by this declaration is my own and does not contain any unacknowledged work from other sources.
Dependencies: mbed FXOS8700CQ mbed-rtos
Game_three/Game_three.cpp
- Committer:
- yfkwok
- Date:
- 2019-05-09
- Revision:
- 34:3ddfaa217eca
- Parent:
- 33:f7ec806e14b6
File content as of revision 34:3ddfaa217eca:
#include "Game_three.h" Game_three::Game_three() { } Game_three::~Game_three() { } //Enumerate instruction menu from page 1 - 4 enum Page { PAGE_1, PAGE_2, PAGE_3, PAGE_4 }; void Game_three::init_para() { // initiate score and round counter _count = 0; _score = 0; } void Game_three::init(Gamepad &pad, int r) { if (r == 1){_set = rand() % 4;} // randomise game setting for 4 possibilities. else if (r == 2){_set = rand() % 7;} // randomise game setting for 7 possibilities. else if (r == 3){_set = rand() % 4;} // randomise game setting for 4 possibilities. pad.init_input(); } void Game_three::render(N5110 &lcd, int r) { lcd.clear(); draw(lcd, r); lcd.refresh(); } void Game_three::read_input(Gamepad &pad) { // Set _select parameter to values dependent on which button is being pressed if (pad.check_event(Gamepad::A_PRESSED) == true){_select = 0;} else if (pad.check_event(Gamepad::B_PRESSED) == true){_select = 1;} else if (pad.check_event(Gamepad::X_PRESSED) == true){_select = 2;} else if (pad.check_event(Gamepad::Y_PRESSED) == true){_select = 3;} } void Game_three::draw(N5110 &lcd, int r) { lcd.clear(); background(lcd); lcd.refresh(); wait(0.8); // Draw the messages and books according the _set parameter which is dependent on which year tha game is in to vary the difficulty of the game if (r == 1){ if (_set == 0){message.init(0); message.draw(lcd); message.init(1); message.draw(lcd); message.init(2); message.draw(lcd); book.init(3); book.draw(lcd);} else if (_set == 1){message.init(1); message.draw(lcd); message.init(2); message.draw(lcd); message.init(3); message.draw(lcd); book.init(0); book.draw(lcd);} else if (_set == 2){message.init(2); message.draw(lcd); message.init(3); message.draw(lcd); message.init(0); message.draw(lcd); book.init(1); book.draw(lcd);} else if (_set == 3){message.init(3); message.draw(lcd); message.init(0); message.draw(lcd); message.init(1); message.draw(lcd); book.init(2); book.draw(lcd);} } else if (r == 2){ if (_set == 0){book.init(0); book.draw(lcd); book.init(1); book.draw(lcd); message.init(2); message.draw(lcd); message.init(3); message.draw(lcd);} else if (_set == 1){book.init(1); book.draw(lcd); book.init(2); book.draw(lcd); message.init(3); message.draw(lcd); message.init(0); message.draw(lcd);} else if (_set == 2){book.init(2); book.draw(lcd); book.init(3); book.draw(lcd); message.init(0); message.draw(lcd); message.init(1); message.draw(lcd);} else if (_set == 3){book.init(3); book.draw(lcd); book.init(0); book.draw(lcd); message.init(1); message.draw(lcd); message.init(2); message.draw(lcd);} else if (_set == 4){book.init(1); book.draw(lcd); book.init(3); book.draw(lcd); message.init(0); message.draw(lcd); message.init(2); message.draw(lcd);} else if (_set == 5){book.init(0); book.draw(lcd); book.init(2); book.draw(lcd); message.init(1); message.draw(lcd); message.init(3); message.draw(lcd);} } else if (r == 3){ if (_set == 0){message.init(0); message.draw(lcd); message.init(1); message.draw(lcd); message.init(2); message.draw(lcd); book.init(3); book.draw(lcd);} else if (_set == 1){message.init(1); message.draw(lcd); message.init(2); message.draw(lcd); message.init(3); message.draw(lcd); book.init(0); book.draw(lcd);} else if (_set == 2){message.init(2); message.draw(lcd); message.init(3); message.draw(lcd); message.init(0); message.draw(lcd); book.init(1); book.draw(lcd);} else if (_set == 3){message.init(3); message.draw(lcd); message.init(0); message.draw(lcd); message.init(1); message.draw(lcd); book.init(2); book.draw(lcd);} } } void Game_three::update(Gamepad &pad, int r) { // Check if the correct option has been selected by player, update round and score if (r == 1){ if (_set == 0 && ((_select == 0)|(_select == 1)|(_select == 2))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 0 && _select == 3){_count++; _score++; music.coin(pad);} else if (_set == 1 && ((_select == 1)|(_select == 2)|(_select == 3))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 1 && _select == 0){_count++; _score++; music.coin(pad);} else if (_set == 2 && ((_select == 2)|(_select == 3)|(_select == 0))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 2 && _select == 1){_count++; _score++; music.coin(pad);} else if (_set == 3 && ((_select == 3)|(_select == 1)|(_select == 0))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 3 && _select == 2){_count++; _score++; music.coin(pad);} else {_count++; pad.tone(750.0,0.1); wait(0.1);} } else if (r == 2){ if (_set == 0 && ((_select == 0)|(_select == 1))){_count++; _score++; music.coin(pad);} else if (_set == 0 && ((_select == 2)|(_select == 3))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 1 && ((_select == 1)|(_select == 2))){_count++; _score++; music.coin(pad);} else if (_set == 1 && ((_select == 3)|(_select == 0))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 2 && ((_select == 2)|(_select == 3))){_count++; _score++; music.coin(pad);} else if (_set == 2 && ((_select == 0)|(_select == 1))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 3 && ((_select == 3)|(_select == 0))){_count++; _score++; music.coin(pad);} else if (_set == 3 && ((_select == 1)|(_select == 2))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 4 && ((_select == 1)|(_select == 3))){_count++; _score++; music.coin(pad);} else if (_set == 4 && ((_select == 0)|(_select == 2))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 5 && ((_select == 0)|(_select == 2))){_count++; _score++; music.coin(pad);} else if (_set == 5 && ((_select == 1)|(_select == 3))){_count++; pad.tone(750.0,0.1); wait(0.1);} else {_count++; pad.tone(750.0,0.1); wait(0.1);} } else if (r == 3){ if (_set == 0 && ((_select == 0)|(_select == 1)|(_select == 2))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 0 && _select == 3){_count++; _score++; music.coin(pad);} else if (_set == 1 && ((_select == 1)|(_select == 2)|(_select == 3))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 1 && _select == 0){_count++; _score++; music.coin(pad);} else if (_set == 2 && ((_select == 2)|(_select == 3)|(_select == 0))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 2 && _select == 1){_count++; _score++; music.coin(pad);} else if (_set == 3 && ((_select == 3)|(_select == 1)|(_select == 0))){_count++; pad.tone(750.0,0.1); wait(0.1);} else if (_set == 3 && _select == 2){_count++; _score++; music.coin(pad);} else {_count++; pad.tone(750.0,0.1); wait(0.1);} } } void Game_three::background(N5110 &lcd) { int data [48][84] = { {0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0}, {0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0}, 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{0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0}, }; lcd.drawSprite(0, 0, 48, 84, (int*) data); } int Game_three::get_count() { int count = _count; return count; } int Game_three::get_score() { int score = _score; return score; } void Game_three::intro(Gamepad &pad, N5110 &lcd) { Page currentPage = PAGE_1; int fps = 8.0; int instruct_data[4][7] = { {1,1,1,1,1,1,1}, {0,1,1,1,1,1,0}, {0,0,1,1,1,0,0}, {0,0,0,1,0,0,0}, }; while(pad.check_event(Gamepad::A_PRESSED) == false){ switch (currentPage) { case PAGE_1: lcd.clear(); lcd.printString("Bulbasaur",0,0); lcd.printString("is trying",0,1); lcd.printString("to study!",0,2); lcd.printString("Stop texting",0,4); lcd.drawSprite(39, 44, 4, 7, (int *)instruct_data); lcd.refresh(); if(pad.get_direction() == S){currentPage = PAGE_2;} wait(1.0f/fps); break; case PAGE_2: lcd.clear(); lcd.printString("the girls,",0,0); lcd.printString("so he can pass",0,1); lcd.printString("the test by",0,2); lcd.printString("choosing to",0,3); lcd.printString("study!",0,4); lcd.printString("Press A",0,5); lcd.refresh(); wait(1.0f/fps); break; } } }