Owen Cavender 201159294

Dependencies:   mbed

Revision:
2:ffbfd3f53ee2
Parent:
1:897160a1a3ae
diff -r 897160a1a3ae -r ffbfd3f53ee2 snake.cpp
--- a/snake.cpp	Tue May 26 12:17:59 2020 +0000
+++ b/snake.cpp	Sat May 30 06:12:09 2020 +0000
@@ -7,151 +7,298 @@
 
 Snake::~Snake()
 {
+}
+
+void Snake::init()//int x, int y)
+{
+    _x0 = 48;                           //initialises each part of the snake  //_x0 and _y0 is the snake's head coordinate whose position is followed by the other bits periodically
+    _x1 = 48;
+    _x2 = 48;
+    _x3 = 48;
+    _x4 = 48;
+    _x5 = 48;
+
+    _y0 = 20;                           //the snakes body is in a vertical positon
+    _y1 = 19;
+    _y2 = 18;
+    _y3 = 17;
+    _y4 = 16;
+    _y5 = 15;
+
+    _apx = 48;                        //initial apple position - directly in front of snake
+    _apy = 25;
+    _gameover = false;                //when _gameover = true, game cannot be played
+    _reset_apple = false;             //triggers the generation of a new apple position.
+    _score = 0;                       //initialises score to 0
+    _direction = down;                  //initial direction
+    _countdown = 18;                  //initial number of moves is lower than the reset value in order to keep the number of moves low to increase difficulty
+}
+
+Vector2D Snake::get_Snakehead()
+{
+    Vector2D Snakehead;             //defines Snakehead as a Vector
+    Snakehead.x = _x0;              //returns _x0, _y0 values
+    Snakehead.y = _y0;
+
+    return Snakehead;               //Snakehead position is called and used in GameEngine::get_LEDs by calling this class
 
 }
 
 
-void Snake::init ()
+void Snake::apple_collected(N5110 &lcd, Gamepad &pad)   //checks to see whether an apple has been collected
 {
 
-    //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;
+    if((_x0 == _apx) && (_y0 == _apy)) {        // directly comparing position of the apple and the Snakehead by using an and statement to see if the x and y components are equal
+        // if they are the same: the score increases, a new apple position is generated, the countdown timer is reset,  LEDS and Speaker are triggered
+        _score++;                               //increases score
+        _reset_apple = true;                   //causes new apple position to be generated - _reset _apple is compared to a bool true - when an apple is collected a new apple position is generated
+        _countdown = _countdown + 25;          //38 is added to the current countdown timer - this larger _countdown is, the further the snake can travel to collect apples.
+        pad.tone(1500.0,0.5);                  //if the counter is reset to just 38, there will be some distances the snake cannot as it is further than 38 pixels away - unless the player collects accumulates their available moves
+        pad.led(2, 1);                         //toggles middle left led on
+        pad.led(4, 1);                          //toggles middle right led on
+        wait(0.1);
+        pad.led(2, 0);
+        pad.led(4, 0);
 
+
+
+    } else {
+        _countdown = _countdown - 1;           //for each change in position, counter decreases by 1 - the counter represents how many moves you have to collect an apple
+
+    }
+}
+
+int Snake::get_countdown()
+{
+    //allows _countdown value to be called from other classes
+    return _countdown;
 }
 
 
+void Snake::check_gameover(N5110 &lcd)
+{
+    if (_x0 == 15 ||_x0 == 69 || _y0 == 32 || _y0 == 0) {   // the first condition is, if the snakehead coordinate touches the edge of the rectangle, it is gameover
+        //the second condition for, game over = true, is if the snake head cooroinate is equal to one of the snake body bits coordinate
+        _gameover = true;                                   // the third conditios is game is over if the counter = 0, indicating you've ran out of moves.
+    }
+    if ((_x0 == _x1 && _y0 == _y1) || (_x0 == _x2 && _y0 == _x2) || (_x0 == _x2 && _y0 == _y2) || (_x0 == _x3 && _y0 == _y3) || (_x0 == _x4 && _y0 == _y4)|| (_x0 == _x5 && _y0 == _y5)|| (_x0 == _x6 && _y0 == _y6)|| (_x0 == _x7 && _y0 == _y7)) {
+        _gameover = true;
+    }
+    if(_countdown == 0) {
+        _gameover = true;
 
-int Snake::set_direction(Gamepad &pad)     //int type as Directions is an enum
+    }
+}
+
+void Snake::render(N5110 &lcd, Gamepad &pad)                     //final function in the main function's while loop as the screen updates based on all any changes which occur in the functions
 {
+    lcd.clear();                                    //clears the lcd before assigning what is to be printed
 
-    Directions _direction;
+    // plot the apple
+    lcd.setPixel(_apx, _apy,1);                     //plot apple position -whether it is a new position or the same position
+
+    //plot the border
+    lcd.drawRect(15, 0, 54, 32, FILL_TRANSPARENT);  //plots border of snake map
+
+    //plot the snake
+    lcd.setPixel(_x0, _y0,1);                       //plots snake body's new position changed by move_snake() function
+    lcd.setPixel(_x1, _y1,1);
+    lcd.setPixel(_x2, _y2,1);
+    lcd.setPixel(_x3, _y3,1);
+    lcd.setPixel(_x4, _y4,1);
+    lcd.setPixel(_x5, _y5,1);
+    lcd.setPixel(_x6, _y6,1);
+    lcd.setPixel(_x7, _y7,1);                        //new position of the end bit of the snake is plotted here
+    // _x0, _y0  old positional values are cleared previously before this function in an earlier one as otherwise the program would lose reference of that pixel when the position updates and we wouldnt be able to clear it
 
 
-    if (pad.A_pressed()) {
+    char buffer1[14];
+    sprintf(buffer1,"   %2d   %2d",_score, _countdown);
+    lcd.printString(buffer1,0,5);
+
+    if (_gameover == true) {                                    //As _gameover is a member variable, if the condition is the previous function is met, the true value will be stored in _gameover and can be accessed in this function
+        lcd.clear();                                            //
 
-        _direction = right;
+        pad.led(1,1);
+        pad.led(4,1);
+        lcd.printString( "  Game Over  ", 0, 1 );               //prints game over message
+        lcd.printString( " ~~~~~~~<:>-<", 0, 3 );               // prints symbolic snake
+        char buffer1[14];
+        sprintf(buffer1,"  Score: %2d", _score);                          //prints your score - cannot simply use N5110::printString as we need to output a value and the Number of inputs wouldnt match the function declaration
+        lcd.printString(buffer1,0,4);                                   ///print score
 
 
     }
 
-    if (pad.B_pressed()) {
+//   char buffer2[14];
+    // sprintf(buffer2,"%2d",_score);
+    // lcd.printString(buffer2,0,3);
+
+    lcd.refresh();                                       //updates the lcd display according to the code in this function
+}
+
+
+
+
 
-        _direction = left;     //check these are orrecrt
+void Snake::get_direction(Gamepad &pad)  //gets the direction based on the input of the gamepad
+{
+    // int x;                            // int x was used as a variable to test whether the button were generating the correct output
+    Directions direction = _direction;   //"direction" stores the previous value of _direction to stop the snake going in the opposite direction to the way its travelling
 
+    if(direction != left) {             //if current direction is left, the not statement is false blocking access to the next command from the 'A' button preventing _direction being set to right
+        if (pad.A_pressed()) {
+
+            _direction = right;         //the snake direction is stored in _direction so on the next loop direction = right
+            //       x=1;
+        }
     }
+    if(direction != right) {
+        if (pad.Y_pressed()) {
 
-    if (pad.X_pressed()) {
-
-        _direction = up;
+            _direction = left;
+            //      x=2;
+        }
 
     }
-
-    if (pad.Y_pressed()) {
+    if(direction != up) {
+        if (pad.B_pressed()) {
+            //       x=3;
+            _direction = down;
+        }
+    }
+    if(direction != down) {
+        if (pad.X_pressed()) {
 
-
-        _direction = down;
+            _direction = up;
+            //       x=4;
+        }
+    } else {
+        _direction = _direction;            // setting the direction equal to itself if no button is pressed means the snake will move automatically once direction is set
 
     }
-
-    else {
-
-        _direction = _direction;
-    }
-    return _direction;
+    //  printf("direction %d ", x);        //printf statements used in CoolTerm to check whether the input commands where working correctly
 }
 
 
-void Snake::move_and_draw_snake(N5110 &lcd)
+
+void Snake::move_snake()           //assigns the new values of the snake position
 {
-    Vector2D Snakehead = _engine.get_Snakehead();           //initialises Snakehead value
-    Vector2D *snakebody = new Vector2D [_length];
-
-    snakebody[0].x = Snakehead.x;
-    snakebody[0].y = Snakehead.y;
+    if (_direction == down) {       //shifting the snake position bit by bit, with respect to _x0 and _y0;
+        _x7 = _x6;                //coordinate _x[i], _y[i] = _x[i-1], _y[i-1]
+        _y7 = _y6;
+        _x6 = _x5;
+        _y6 = _y5;
+        _x5 = _x4;
+        _y5 = _y4;
+        _x4 = _x3;
+        _y4 = _y3;
+        _x3 = _x2;
+        _y3 = _y2;
+        _x2 = _x1;
+        _y2 = _y1;
+        _x1 = _x0;
+        _y1 = _y0;               //_x1 ,_y1 and  must be assingned to _x0,_y0 before its own position updates otherwise bit 0 and bit 1 would be plotted as 1 pixel
 
-    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
-        }
+        _x0 = _x0;
+        _y0 = _y0 + 1;          //changes the position one bit at a time so the snake can only move horizontally or vertically
+    }
+    if (_direction == up) {
+        _x7 = _x6;
+        _y7 = _y6;
+        _x6 = _x5;
+        _y6 = _y5;
+        _x5 = _x4;
+        _y5 = _y4;
+        _x4 = _x3;
+        _y4 = _y3;
+        _x3 = _x2;
+        _y3 = _y2;
+        _x2 = _x1;
+        _y2 = _y1;
+        _x1 = _x0;
+        _y1 = _y0;
 
-        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;
+        _x0 = _x0;             // x remains constant
+        _y0 = _y0 - 1;          //y decerases by 1 to move up as the y axis decreases from top to bottom
 
-            }
-        }
     }
+    if (_direction == left) {
+        _x7 = _x6;
+        _y7 = _y6;
+        _x6 = _x5;
+        _y6 = _y5;
+        _x5 = _x4;
+        _y5 = _y4;
+        _x4 = _x3;
+        _y4 = _y3;
+        _x3 = _x2;
+        _y3 = _y2;
+        _x2 = _x1;
+        _y2 = _y1;
+        _x1 = _x0;
+        _y1 = _y0;
+
+        _x0 = _x0 - 1;       //changes x=x-1
+        _y0 = _y0;           //y remains the same to move left
 
 
-}
-
-
-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 {
+    if (_direction == right) {
+        _x7 = _x6;
+        _y7 = _y6;
+        _x6 = _x5;
+        _y6 = _y5;
+        _x5 = _x4;
+        _y5 = _y4;
+        _x4 = _x3;
+        _y4 = _y3;
+        _x3 = _x2;
+        _y3 = _y2;
+        _x2 = _x1;
+        _y2 = _y1;
+        _x1 = _x0;
+        _y1 = _y0;
+
+        _x0 = _x0 + 1;
+        _y0 = _y0;
 
 
     }
 }
 
 
-
-void Snake::check_if_scored(N5110 &lcd, Gamepad &pad)
+void Snake::render_clear_tail(N5110 &lcd)
 {
-    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();
-
-    }
+    lcd.setPixel(_x7, _y7, false);                       //sets the end pixel to 0. it must be set to 0 before its position updates otherwise the snakebody will grow continually from _x7, _y7 coordinate
 }
 
-void Snake::check_wall_collisions()     // Vector2D *&snakebody hopefully this points to values stored in snakebody then can compare to snakehead
+bool Snake::get_gameover()                               //methods to access member variables of the class
 {
-    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;
-
-    }
+    return _gameover;
+}
+int Snake::get_score()
+{
+    return _score;
 }
 
 
+
+
+
+void Snake::get_Apple_position(N5110 &lcd)
+{
+    if(_reset_apple == true) {      // _reset_apple is a triggered when an apple is collected and causes a new Apple position to be randomly generated
+        _reset_apple = false;         // returned to false immediately so another position can be generated function can be triggered again in the next loop
+        lcd.setPixel(_apx, _apy,0);     //sets the exisiting apple position to 0 to remove it from lcd.
+        _apx = rand()%52+16;         //54 = width of the rectangle on the lcd. - the x value of the apple has a range of 52 so it cannot spawn in either side of the wall                                 
+        _apy = rand()%28+2;        // the range is from 16 to 69 as the lowest x coordinate of the rectangle is 15 and the highest is 69
+    }
+
+
+}
+