![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Owen Cavender 201159294
Dependencies: mbed
snake.cpp
- Committer:
- el17oc
- Date:
- 2020-05-26
- Revision:
- 1:897160a1a3ae
- Child:
- 2:ffbfd3f53ee2
File content as of revision 1:897160a1a3ae:
#include "snake.h" Snake::Snake() { } Snake::~Snake() { } void Snake::init () { //WIDTH =84 HEIGHT = 42 //snakebody[0] is initialised may have to initilaise the other 2 og snake parts _length = 1; _gameover = false; _score = 0; _direction = up; } int Snake::set_direction(Gamepad &pad) //int type as Directions is an enum { Directions _direction; if (pad.A_pressed()) { _direction = right; } if (pad.B_pressed()) { _direction = left; //check these are orrecrt } if (pad.X_pressed()) { _direction = up; } if (pad.Y_pressed()) { _direction = down; } else { _direction = _direction; } return _direction; } void Snake::move_and_draw_snake(N5110 &lcd) { Vector2D Snakehead = _engine.get_Snakehead(); //initialises Snakehead value Vector2D *snakebody = new Vector2D [_length]; snakebody[0].x = Snakehead.x; snakebody[0].y = Snakehead.y; while(1) { if (_direction == up) { Snakehead.y++; // alters Snakehead initial value } if (_direction == down) { //this part is needed to keep the snake running continually Snakehead.y--; } if (_direction == left) { Snakehead.x--; } if (_direction == right) { Snakehead.x++; //updates the head position before rendering so when it draws i=1 the 0 position will be new } for(int i=1; i<=_length; i++) { //0 being head of snake so snakepos[1]=snakepos[0] which is the head - moving up one place snakebody[i].x = snakebody[i-1].x; snakebody[i].y = snakebody[i-1].y; lcd.setPixel(snakebody[i].x, snakebody[i].y, 1); if(snakebody[i].x == Snakehead.x && snakebody[i].y == Snakehead.y) { //is snakebody[0] being plotted _gameover = true; } } } } void Snake::gameover_true(N5110 &lcd) //taking action if crash has occured { if (_gameover == true) { lcd.clear(); lcd.refresh(); lcd.printString( " Game Over L ", 0, 2 ); lcd.printString ("score: _score ",15, 15); //Need to add button to return to main screen / restart } else { } } void Snake::check_if_scored(N5110 &lcd, Gamepad &pad) { Vector2D Snakehead = _engine.get_Snakehead(); Vector2D Applepos = _engine.get_Applepos(); //need to code clear apple and make sure apple isnt spawning every time if(Snakehead.x == Applepos.x && Snakehead.y == Applepos.y) { _score++; _length = _length++; _engine.set_Applepos(lcd); //randomises new values for _apx,_apy and draws on lcd -- the position is not needed until we compare it to Snakehead pad.tone(1500.0,0.5); //need to clear apple pad.leds_on(); wait(0.5); pad.leds_off(); } } void Snake::check_wall_collisions() // Vector2D *&snakebody hopefully this points to values stored in snakebody then can compare to snakehead { Vector2D Snakehead = _engine.get_Snakehead(); if (Snakehead.x == 0 || Snakehead.x == 84 || Snakehead.y == 0 || Snakehead.y == 42) { //how do i access snakehead.headx _gameover = true; } else { _gameover = false; } }