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_one/Game_one.cpp
- Committer:
- yfkwok
- Date:
- 2019-04-22
- Revision:
- 20:50ad2dad310d
- Parent:
- 17:5d8ff39a0e49
- Child:
- 21:704d938acf5d
File content as of revision 20:50ad2dad310d:
#include "Game_one.h" Game_one::Game_one() { } Game_one::~Game_one() { } //Enumerate instruction menu from page 1 - 4 enum Page { PAGE_1, PAGE_2, PAGE_3, PAGE_4 }; void Game_one::init(int speed, int cha, int r) { // Set the speed of the objects _speed = speed; // Set the character being drawn _cha = cha; // Set the random parameter for coin/block ratio _rand = r; // Player's x position defined _p1x = 61; _x = -252; // Initialize round counter _count = 0; _alt = 0; // Initialize all game objects: character, coin and block _p1.init(_p1x); _coin.init(_speed); _block.init(_speed); // 4 possibilities. 3 for coin, 1 for block. srand(time(NULL)); _type = rand() % 4; // randomise type. } void Game_one::render(N5110 &lcd, int cha) { lcd.clear(); draw(lcd, cha); lcd.refresh(); } void Game_one::read_input(Gamepad &pad) { // Read input from Gamepad for direction and magnitude of motion control _d = pad.get_direction(); _mag = pad.get_mag(); } void Game_one::draw(N5110 &lcd, int cha) { if (_x >= 0){ _x = _x + _speed; background(lcd); draw_background(_x, lcd); } else { _x = -252; background(lcd); draw_background(_x, lcd); } int alt = update_alt(); // Draw player on lcd if(alt <= 1){_p1.draw(lcd, cha);} else {_p1.draw_alt(lcd, cha);} print_scores(lcd); // Spawn coin if _type < _rand if(_type < _rand) {_coin.draw(lcd);} // Spawn block if _type > _rand else {_block.draw(lcd);} } void Game_one::update(Gamepad &pad, N5110 &lcd) { if(_type < _rand) { check_miss_coin(pad); _p1.update(_d,_mag); _coin.update(); check_player_collect(pad); } else { check_miss_block(pad); _p1.update(_d,_mag); _block.update(); check_player_collide(pad, lcd); } } void Game_one::check_player_collect(Gamepad &pad) { // read current coin attributes Vector2D coin_pos = _coin.get_pos(); int coin_speed = _coin.get_velocity(); // check p1 first Vector2D p1_pos = _p1.get_pos(); // see if coin has hit the player by checking for overlaps if ( (coin_pos.y >= p1_pos.y) && //top (coin_pos.y <= p1_pos.y + 21) && //bottom (coin_pos.x >= _p1x) && //left (coin_pos.x <= _p1x + 17) //right ) { // write new attributes _p1.add_score(); _coin.init(_speed); music.coin(pad); _count++; _type = rand() % 8; // re-randomise _type to create new object if coin is being collected } } void Game_one::check_player_collide(Gamepad &pad, N5110 &lcd) { // read current block attributes Vector2D block_pos = _block.get_pos(); int block_speed = _block.get_velocity(); Vector2D p1_pos = _p1.get_pos(); // see if block has hit the player by checking for overlaps if ( (block_pos.y >= p1_pos.y - 6) && //top (block_pos.y <= p1_pos.y + 14) && //bottom (block_pos.x >= _p1x) && //left (block_pos.x <= _p1x + 17) //right ) { // write new attributes, execute gameover screen when block is collided _block.init(_speed); gameover(lcd, pad); } } void Game_one::check_miss_coin(Gamepad &pad) { Vector2D coin_pos = _coin.get_pos(); // Check if the player has missed if (coin_pos.x > WIDTH) { _coin.init(_speed); pad.tone(750.0,0.1); _count++; // Add 1 to increase coin counter to terminate game loop after 10 coins appeared wait(0.1); _type = rand() % 8; // re-randomise _type to create new object when coin is missed } } void Game_one::check_miss_block(Gamepad &pad) { Vector2D block_pos = _block.get_pos(); // Check if player has missed if (block_pos.x > WIDTH) { _block.init(_speed); pad.tone(750.0,0.1); wait(0.1); _type = rand() % 8; // re-randomise _type to create new object when block is missed } } int Game_one::print_scores(N5110 &lcd) { // get scores from paddles int p1_score = _p1.get_score(); int total = get_count(); // print to LCD i char buffer1[14]; sprintf(buffer1,"%2d / %2d",p1_score, total); lcd.printString(buffer1,WIDTH/2 - 20,1); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits return p1_score; } void Game_one::set_count(int count) { _count = count; } int Game_one::get_count() { int count = _count; return count; } void Game_one::set_alt(int alt) { _alt = alt; } int Game_one::update_alt() { // _alt parameter to alter the character sprite to create run animation if(_alt < 4){_alt = _alt++;} else {_alt=0;} int alt = _alt; return alt; } void Game_one::gameover(N5110 &lcd, Gamepad &pad) { // Gameover screen instructions while(pad.check_event(Gamepad::B_PRESSED) == false) { lcd.clear(); lcd.printString("You rushed ",0,0); lcd.printString("into a block!",0,1); lcd.printString("You are late",0,2); lcd.printString("for class!",0,3); lcd.printString("Press B",0,5); lcd.refresh(); wait(0.1); } _count = 10; } void Game_one::draw_background(int x, N5110 &lcd) { int data [43][336] = { 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{0,1,0,0,0,1,0,0,1,0,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, }; lcd.drawSprite(1, 1, 5, 48, (int*)data); } void Game_one::intro(Gamepad &pad, N5110 &lcd) { // Game 1 instruction pages 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("Squirtle",0,0); lcd.printString("is rushing",0,1); lcd.printString("to his lecture",0,2); lcd.printString("Collect coins",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("so he can have",0,0); lcd.printString("lunch and ",0,1); lcd.printString("reach the",0,2); lcd.printString("classroom in",0,3); lcd.printString("time by ",0,4); lcd.drawSprite(39, 44, 4, 7, (int *)instruct_data); lcd.refresh(); if(pad.get_direction() == S){currentPage = PAGE_3;} if(pad.get_direction() == N){currentPage = PAGE_1;} wait(1.0f/fps); break; case PAGE_3: lcd.clear(); lcd.printString("avoiding the",0,0); lcd.printString("blocks.",0,1); lcd.printString("Collect more",0,2); lcd.printString("than 7 coins",0,3); lcd.printString("to complete",0,4); lcd.drawSprite(39, 44, 4, 7, (int *)instruct_data); lcd.refresh(); if(pad.get_direction() == S){currentPage = PAGE_4;} if(pad.get_direction() == N){currentPage = PAGE_2;} wait(1.0f/fps); break; case PAGE_4: lcd.clear(); lcd.printString("the mission",0,0); lcd.printString("successfully!",0,1); lcd.printString("Press A",0,5); lcd.refresh(); if(pad.get_direction() == N){currentPage = PAGE_3;} wait(1.0f/fps); break; } } }