Owen Cavender 201159294

Dependencies:   mbed Gamepad2

Committer:
el17oc
Date:
Tue May 26 12:17:59 2020 +0000
Revision:
1:897160a1a3ae
Child:
2:44e4a6ecdbef
ELEC2645

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el17oc 1:897160a1a3ae 1 #include "snake.h"
el17oc 1:897160a1a3ae 2
el17oc 1:897160a1a3ae 3 Snake::Snake()
el17oc 1:897160a1a3ae 4 {
el17oc 1:897160a1a3ae 5
el17oc 1:897160a1a3ae 6 }
el17oc 1:897160a1a3ae 7
el17oc 1:897160a1a3ae 8 Snake::~Snake()
el17oc 1:897160a1a3ae 9 {
el17oc 1:897160a1a3ae 10
el17oc 1:897160a1a3ae 11 }
el17oc 1:897160a1a3ae 12
el17oc 1:897160a1a3ae 13
el17oc 1:897160a1a3ae 14 void Snake::init ()
el17oc 1:897160a1a3ae 15 {
el17oc 1:897160a1a3ae 16
el17oc 1:897160a1a3ae 17 //WIDTH =84 HEIGHT = 42 //snakebody[0] is initialised may have to initilaise the other 2 og snake parts
el17oc 1:897160a1a3ae 18 _length = 1;
el17oc 1:897160a1a3ae 19 _gameover = false;
el17oc 1:897160a1a3ae 20 _score = 0;
el17oc 1:897160a1a3ae 21 _direction = up;
el17oc 1:897160a1a3ae 22
el17oc 1:897160a1a3ae 23 }
el17oc 1:897160a1a3ae 24
el17oc 1:897160a1a3ae 25
el17oc 1:897160a1a3ae 26
el17oc 1:897160a1a3ae 27 int Snake::set_direction(Gamepad &pad) //int type as Directions is an enum
el17oc 1:897160a1a3ae 28 {
el17oc 1:897160a1a3ae 29
el17oc 1:897160a1a3ae 30 Directions _direction;
el17oc 1:897160a1a3ae 31
el17oc 1:897160a1a3ae 32
el17oc 1:897160a1a3ae 33 if (pad.A_pressed()) {
el17oc 1:897160a1a3ae 34
el17oc 1:897160a1a3ae 35 _direction = right;
el17oc 1:897160a1a3ae 36
el17oc 1:897160a1a3ae 37
el17oc 1:897160a1a3ae 38 }
el17oc 1:897160a1a3ae 39
el17oc 1:897160a1a3ae 40 if (pad.B_pressed()) {
el17oc 1:897160a1a3ae 41
el17oc 1:897160a1a3ae 42 _direction = left; //check these are orrecrt
el17oc 1:897160a1a3ae 43
el17oc 1:897160a1a3ae 44 }
el17oc 1:897160a1a3ae 45
el17oc 1:897160a1a3ae 46 if (pad.X_pressed()) {
el17oc 1:897160a1a3ae 47
el17oc 1:897160a1a3ae 48 _direction = up;
el17oc 1:897160a1a3ae 49
el17oc 1:897160a1a3ae 50 }
el17oc 1:897160a1a3ae 51
el17oc 1:897160a1a3ae 52 if (pad.Y_pressed()) {
el17oc 1:897160a1a3ae 53
el17oc 1:897160a1a3ae 54
el17oc 1:897160a1a3ae 55 _direction = down;
el17oc 1:897160a1a3ae 56
el17oc 1:897160a1a3ae 57 }
el17oc 1:897160a1a3ae 58
el17oc 1:897160a1a3ae 59 else {
el17oc 1:897160a1a3ae 60
el17oc 1:897160a1a3ae 61 _direction = _direction;
el17oc 1:897160a1a3ae 62 }
el17oc 1:897160a1a3ae 63 return _direction;
el17oc 1:897160a1a3ae 64 }
el17oc 1:897160a1a3ae 65
el17oc 1:897160a1a3ae 66
el17oc 1:897160a1a3ae 67 void Snake::move_and_draw_snake(N5110 &lcd)
el17oc 1:897160a1a3ae 68 {
el17oc 1:897160a1a3ae 69 Vector2D Snakehead = _engine.get_Snakehead(); //initialises Snakehead value
el17oc 1:897160a1a3ae 70 Vector2D *snakebody = new Vector2D [_length];
el17oc 1:897160a1a3ae 71
el17oc 1:897160a1a3ae 72 snakebody[0].x = Snakehead.x;
el17oc 1:897160a1a3ae 73 snakebody[0].y = Snakehead.y;
el17oc 1:897160a1a3ae 74
el17oc 1:897160a1a3ae 75 while(1) {
el17oc 1:897160a1a3ae 76 if (_direction == up) {
el17oc 1:897160a1a3ae 77 Snakehead.y++; // alters Snakehead initial value
el17oc 1:897160a1a3ae 78 }
el17oc 1:897160a1a3ae 79 if (_direction == down) { //this part is needed to keep the snake running continually
el17oc 1:897160a1a3ae 80 Snakehead.y--;
el17oc 1:897160a1a3ae 81 }
el17oc 1:897160a1a3ae 82 if (_direction == left) {
el17oc 1:897160a1a3ae 83 Snakehead.x--;
el17oc 1:897160a1a3ae 84 }
el17oc 1:897160a1a3ae 85 if (_direction == right) {
el17oc 1:897160a1a3ae 86 Snakehead.x++; //updates the head position before rendering so when it draws i=1 the 0 position will be new
el17oc 1:897160a1a3ae 87 }
el17oc 1:897160a1a3ae 88
el17oc 1:897160a1a3ae 89 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
el17oc 1:897160a1a3ae 90 snakebody[i].x = snakebody[i-1].x;
el17oc 1:897160a1a3ae 91 snakebody[i].y = snakebody[i-1].y;
el17oc 1:897160a1a3ae 92 lcd.setPixel(snakebody[i].x, snakebody[i].y, 1);
el17oc 1:897160a1a3ae 93 if(snakebody[i].x == Snakehead.x && snakebody[i].y == Snakehead.y) { //is snakebody[0] being plotted
el17oc 1:897160a1a3ae 94 _gameover = true;
el17oc 1:897160a1a3ae 95
el17oc 1:897160a1a3ae 96 }
el17oc 1:897160a1a3ae 97 }
el17oc 1:897160a1a3ae 98 }
el17oc 1:897160a1a3ae 99
el17oc 1:897160a1a3ae 100
el17oc 1:897160a1a3ae 101 }
el17oc 1:897160a1a3ae 102
el17oc 1:897160a1a3ae 103
el17oc 1:897160a1a3ae 104 void Snake::gameover_true(N5110 &lcd) //taking action if crash has occured
el17oc 1:897160a1a3ae 105 {
el17oc 1:897160a1a3ae 106 if (_gameover == true) {
el17oc 1:897160a1a3ae 107
el17oc 1:897160a1a3ae 108 lcd.clear();
el17oc 1:897160a1a3ae 109 lcd.refresh();
el17oc 1:897160a1a3ae 110 lcd.printString( " Game Over L ", 0, 2 );
el17oc 1:897160a1a3ae 111 lcd.printString ("score: _score ",15, 15); //Need to add button to return to main screen / restart
el17oc 1:897160a1a3ae 112
el17oc 1:897160a1a3ae 113 }
el17oc 1:897160a1a3ae 114
el17oc 1:897160a1a3ae 115 else {
el17oc 1:897160a1a3ae 116
el17oc 1:897160a1a3ae 117
el17oc 1:897160a1a3ae 118 }
el17oc 1:897160a1a3ae 119 }
el17oc 1:897160a1a3ae 120
el17oc 1:897160a1a3ae 121
el17oc 1:897160a1a3ae 122
el17oc 1:897160a1a3ae 123 void Snake::check_if_scored(N5110 &lcd, Gamepad &pad)
el17oc 1:897160a1a3ae 124 {
el17oc 1:897160a1a3ae 125 Vector2D Snakehead = _engine.get_Snakehead();
el17oc 1:897160a1a3ae 126 Vector2D Applepos = _engine.get_Applepos(); //need to code clear apple and make sure apple isnt spawning every time
el17oc 1:897160a1a3ae 127
el17oc 1:897160a1a3ae 128 if(Snakehead.x == Applepos.x && Snakehead.y == Applepos.y) {
el17oc 1:897160a1a3ae 129
el17oc 1:897160a1a3ae 130
el17oc 1:897160a1a3ae 131 _score++;
el17oc 1:897160a1a3ae 132 _length = _length++;
el17oc 1:897160a1a3ae 133 _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
el17oc 1:897160a1a3ae 134 pad.tone(1500.0,0.5); //need to clear apple
el17oc 1:897160a1a3ae 135 pad.leds_on();
el17oc 1:897160a1a3ae 136 wait(0.5);
el17oc 1:897160a1a3ae 137 pad.leds_off();
el17oc 1:897160a1a3ae 138
el17oc 1:897160a1a3ae 139 }
el17oc 1:897160a1a3ae 140 }
el17oc 1:897160a1a3ae 141
el17oc 1:897160a1a3ae 142 void Snake::check_wall_collisions() // Vector2D *&snakebody hopefully this points to values stored in snakebody then can compare to snakehead
el17oc 1:897160a1a3ae 143 {
el17oc 1:897160a1a3ae 144 Vector2D Snakehead = _engine.get_Snakehead();
el17oc 1:897160a1a3ae 145
el17oc 1:897160a1a3ae 146
el17oc 1:897160a1a3ae 147 if (Snakehead.x == 0 || Snakehead.x == 84 || Snakehead.y == 0 || Snakehead.y == 42) { //how do i access snakehead.headx
el17oc 1:897160a1a3ae 148
el17oc 1:897160a1a3ae 149 _gameover = true;
el17oc 1:897160a1a3ae 150 } else {
el17oc 1:897160a1a3ae 151 _gameover = false;
el17oc 1:897160a1a3ae 152
el17oc 1:897160a1a3ae 153 }
el17oc 1:897160a1a3ae 154 }
el17oc 1:897160a1a3ae 155
el17oc 1:897160a1a3ae 156
el17oc 1:897160a1a3ae 157