Dependencies: mbed
Game/Game.cpp
- Committer:
- KaifK
- Date:
- 2020-05-19
- Revision:
- 16:1f196a0e12be
- Parent:
- 15:5bf3f951d337
- Child:
- 17:2fbe40177b9c
File content as of revision 16:1f196a0e12be:
#include "Game.h" Game::Game(N5110 &lcd, Gamepad &pad, Ball &ball) { _lcd = &lcd; _pad = &pad; _ball = &ball; } Game::~Game() {} void Game::init() { _is_goal = false; _lives = 3; _new_lives_threshold = 0; _level = 1; _score = 0; _highscore = 0; _speed = 0.30f; _new_speed_threshold = 0.00f; _x_val = 42.00f; _y_val = 0.00f; _shot_x = 0; _shot_y = 0; } void Game::play() { updateLives(); //initial update // if all live are lost game ends while(_lives > 0) { _level = random_level_gen(10); //generate random level printf("Level (in game) = %d \n", _level); _ball->set_level(_level); //set level readInput(); //take input _ball->isGoal(_level, _shot_x, _shot_y); //check if goal _is_goal = _ball->get_goal(); //goal scored if(_is_goal) { _score++; } //goal missed else { // ball should not go through obstacle hence y value limited to 21 // this is done after calculations to ensure accurate results if(_shot_y >= 6) { _shot_y = 21; } _lives--; } _ball->playShot(_shot_x, _shot_y); print_goal_message((int)_is_goal); updateSpeed(); updateLives(); if(_score > _highscore) { set_highscore(_score); } } _pad->leds(0.0); //turn of all leds } void Game::readInput() { _pad->reset_buttons(); //forced debounce _x_val = 42; //reset x_val _y_val = 0; //reset y_val while(!_pad->A_pressed()) { pointer_input(); } _pad->reset_buttons(); //forced debounce wait(0.1); while(!_pad->B_pressed()) { power_meter_input(); } wait(0.1); convert_to_shot_x(); convert_to_shot_y(); printf("x val = %.2f \n",_x_val); printf("shot_x val = %d \n",_shot_x); printf("y val = %.2f \n",_y_val); printf("shot_y val = %d \n",_shot_y); } void Game::updateLives() { // +1 life if score hits a multiple of 5 provided less than 3 lives left //update threshold so lives don't increase if score stays same if(_score % 5 == 0 && _score != _new_lives_threshold && _lives != 3) { _lives++; _new_lives_threshold = _score; } printf("Lives = %d \n", _lives); _pad->leds(0.0); switch(_lives){ case 0: break; case 1: _pad->led(1,1.0); //red leds only _pad->led(4,1.0); break; case 2: _pad->led(1,1.0); //red and yellow leds _pad->led(2,1.0); _pad->led(4,1.0); _pad->led(5,1.0); break; case 3: _pad->leds(1.0); break; default: error("Invalid Number of Lives"); break; } } void Game::updateScore() { char buffer[12]; sprintf(buffer,"%d",_score); _lcd->printString(buffer,2,5); } void Game::updateSpeed() { if(abs(_speed) <= 2) { // max speed = 1 if(_score % 3 == 0 && _score != _new_speed_threshold) { _speed = abs(_speed) + 0.20f; //update threshold so speed does not increase if score stays same _new_speed_threshold = _score; } } printf("speed = %.2f \n", _speed); printf("score = %d \n", _score); } void Game::set_highscore (int score) { _highscore = score; } int Game::get_highscore() { int val = _highscore; return val; } void Game::pointer_input() { updateScore(); _ball->displayBackground(); _ball->init(); //draw aim pointer _lcd->drawLine(WIDTH / 2 - 5, 41, _x_val, HEIGHT / 2 + 7, 1);//left side _lcd->drawLine(WIDTH / 2 + 5, 41, _x_val, HEIGHT / 2 + 7, 1);//right side _lcd->drawLine(WIDTH / 2 + 5, 41, WIDTH / 2 - 5, 41, 1); //base _x_val += _speed; //printf("dir = %d \n", _speed); if((int)_x_val >= 70) { _speed = (-1 * _speed); } //pointer points out of screen i.e. 70=84 therefore, switch direction //value found through trial and error using print statement else if((int)_x_val <= 12) { _speed = abs(_speed); } _lcd->refresh(); _lcd->clear(); wait(0.01); } void Game::power_meter_input() { updateScore(); _ball->displayBackground(); _ball->init(); //keep direction of pointer _lcd->drawLine(WIDTH / 2 - 5, 41, _x_val, HEIGHT / 2 + 7, 1); _lcd->drawLine(WIDTH / 2 + 5, 41, _x_val, HEIGHT / 2 + 7, 1); _lcd->drawLine(WIDTH / 2 + 5, 41, WIDTH / 2 - 5, 41, 1); //fill and empty power meter _lcd->drawRect(77,27,6,_y_val,FILL_BLACK); _y_val += _speed/2; if((int)_y_val >= 20) { _speed = (-1 * _speed); } //power meter full else if((int)_y_val <= 0) { _speed = abs(_speed); } // power meter empty _lcd->refresh(); _lcd->clear(); wait(0.01); } void Game::convert_to_shot_x() { //convert from range 12-70 (range of pointer) to 0-84 (range of screen) _shot_x = ((((int)_x_val - 12) * (84)) / (70 - 12)); //ball misses goal completely if(_shot_x <=7) { _shot_x = -20;} else if(_shot_x >=77) { _shot_x = 104;} } void Game::convert_to_shot_y() { _shot_y = ((((int)_y_val) * (24)) / (20)); if(_shot_y <= 2) {_shot_y = -6; } //shot too high else if (_shot_y >= 19) {_shot_y = 19; }//shot is low, but must enter goal } int Game::random_level_gen(int limit) { int number = (rand() % limit) + 1; //random level between 1-10 return number; } void Game::print_goal_message(int n) { _ball->displayBackground(); _lcd->drawRect(0,14,84,11,FILL_WHITE);//white background _lcd->drawRect(0,14,84,11,FILL_TRANSPARENT);//white background switch(n) { case 0: _lcd->printString("MISS!",30,2); break; case 1: _lcd->printString("GOAL!",30,2); break; } _lcd->refresh(); wait(1.5); }