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
Start/Start.cpp
- Committer:
- yfkwok
- Date:
- 2019-05-09
- Revision:
- 34:3ddfaa217eca
- Parent:
- 32:58def659f463
File content as of revision 34:3ddfaa217eca:
#include "Start.h" Start::Start() { } Start::~Start() { } void Start::init(Gamepad &pad) { // Initialize the positions for all objects _pos_x = 2; _pos_y = 8; _pos_cy = 5; _pos_sy = 9; _pos_by = 13; _alt = 0; pad.init(); } void Start::starter_draw(N5110 &lcd) { lcd.clear(); _c1.draw_cha1_sprite(60, _pos_cy, lcd); // Draw Charmander's sprite at position (60, 5) _s1.draw_cha1_sprite(32, _pos_sy, lcd); // Draw Squirtle's sprite at position (32, 9) _b1.draw_cha1_sprite(4, _pos_by, lcd); // Draw Bulbasaur's sprite at position (4, 13) lcd.drawRect(_pos_x, _pos_y, 25, 25, FILL_TRANSPARENT); //Draw selection box dependent on which Pokemon is currently being selected int instruct_data[15][69] = { {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0}, {1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0}, {1,0,0,1,0,1,1,1,1,0,1,1,1,1,0,1,1,1,1,0,1,1,1,1,0,0,0,0,1,0,0,1,0,0,0,0,1,1,1,0,1,1,1,1,0,1,1,1,1,0,0,0,0,1,0,1,1,1,1,0,1,1,1,0,1,1,1,1,0}, {1,1,1,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,1,0,0,1,0,0,1,0,1,0,0,1,0,0,0,0,1,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0}, {1,0,0,0,0,1,0,0,0,0,1,1,1,1,0,1,1,1,1,0,1,1,1,1,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,1,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0}, {1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,1,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,1,0,0,1,0,0,1,0,0,1,0}, {1,0,0,0,0,1,0,0,0,0,1,1,1,1,0,1,1,1,1,0,1,1,1,1,0,0,0,0,1,0,0,1,0,0,0,0,0,1,0,0,1,1,1,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,1,0,0,1,0,0,1,1,1,1,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {1,1,1,1,0,1,1,1,1,1,0,1,1,1,1,0,1,1,1,1,0,1,1,1,1,1,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0}, {1,0,0,1,0,0,0,1,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0}, {1,0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,1,1,1,0,0,1,1,1,1,0,0,0,0,1,1,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,1,1,0,1,1,1,0}, {1,1,1,1,0,0,0,1,0,0,0,1,1,1,1,0,1,1,1,0,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,1,0,0,0,0,1,0,0,1,0,1,0,1,0,0,1,0,1,0,0,1,0,1,0,0,0}, {0,0,0,1,0,0,0,1,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0,0,1,1,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,0,0,0,0,1,0,0,0}, {0,0,0,1,0,0,0,1,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,0,1,0,0,1}, {1,1,1,1,0,0,0,1,0,0,0,1,0,0,1,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,1,1,1,1,0,1,1,1,1,0,0,0,0,1,1,1,1,0,1,1,1,1,0,1,0,1,1,1,1,0,1,1,1,1,0,1,1,1,1}, }; lcd.drawSprite(5, 33, 15, 69, (int*)instruct_data); // Draw the instruction for choosing to read information or start the game lcd.refresh(); } void Start::starter_update(Gamepad &pad) { update_select(pad); // Update the position of the selection box according to joystick input update_animation_b(pad); // Update the animation of Bulbasaur if it is being selected update_animation_c(pad); // Update the animation of Charmander if it is being selected update_animation_s(pad); // Update the animation of Squirtle if it is being selected update_alt(); // Update the alt parameter to alter the sprites of the characters } Vector2D Start::update_select(Gamepad &pad) { // Move the selection box according to the joystick input to move left and right if(pad.get_direction() == E && _pos_x < 58){_pos_x = _pos_x + 28; _pos_y = _pos_y - 4;} else if(pad.get_direction() == W && _pos_x > 2){_pos_x = _pos_x - 28;_pos_y = _pos_y + 4;} Vector2D p = {_pos_x, _pos_y}; return p; } int Start::update_animation_b(Gamepad &pad) { // Update the sprite's position according to parameter alt to create animation if(_alt == 0 && _pos_x == 2){_pos_by = 13;} else if(_alt == 1 && _pos_x == 2){_pos_by = 11;} int pos_by = _pos_by; return pos_by; } int Start::update_animation_c(Gamepad &pad) { // Update the sprite's position according to parameter alt to create animation if(_alt == 0 && _pos_x == 58){_pos_cy = 3;} else if(_alt == 1 && _pos_x == 58){_pos_cy = 5;} int pos_cy = _pos_cy; return pos_cy; } int Start::update_animation_s(Gamepad &pad) { // Update the sprite's position according to parameter alt to create animation if(_alt == 0 && _pos_x == 30){_pos_sy = 7;} else if(_alt == 1 && _pos_x == 30){_pos_sy = 9;} int pos_sy = _pos_sy; return pos_sy; } int Start::update_alt() { if(_alt == 0){_alt = 1;} else {_alt = 0;} int alt = _alt; return alt; } int Start::get_select(Vector2D p) { // Return a value to represent the character that is being selected by the selection box int select = 0; int x = p.x; if(x == 2) {select = 0;} else if(x == 30) {select = 1;} else if(x == 58) {select = 2;} return select; } void Start::intro(int select,Gamepad &pad, N5110 &lcd) { // Fetch the files from Character file to display the character information if(select == 2){_c1.description(pad, lcd);} else if(select == 1){_s1.description(pad, lcd);} else if(select == 0){_b1.description(pad, lcd);} }