Owen Cavender 201159294

Dependencies:   mbed Gamepad2

Revision:
2:44e4a6ecdbef
Parent:
1:897160a1a3ae
Child:
4:748e3ff14e72
--- a/main.cpp	Tue May 26 12:17:59 2020 +0000
+++ b/main.cpp	Tue May 26 18:35:44 2020 +0000
@@ -34,7 +34,7 @@
 void init();
 void update_game_state();
 
-int main()  //FUNCTION 0
+int main()  
 {
 
     int fps = 6;  // frames per second
@@ -43,12 +43,12 @@
     welcome();
     wait(1.0f/fps);  // and wait for one frame period
     render();
-
-    // game loop - read input, update the game state and render the display
+                                                         //ROB atm the code works to here 
+                                                         //need to draw an initial snake    
     while (1) {
         snake.set_direction(pad);
         update_game_state();
-        wait(1.0f/fps);                                 //need to make wait function - relate it to clock
+        wait(1.0f/fps);                                 
     }
 
 }
@@ -61,14 +61,14 @@
     snake.init();           //need to initialise snake class
     pad.init();
     lcd.init();
-    engine.init(48, 24, 48, 30);    // need to choose initial values A$AP   shx shy apx apy
+    engine.init(48, 24, 48, 30, 48, 47);    // need to choose initial values A$AP   shx shy apx apy Oshx, Oshy
 }
 
 void update_game_state()   //FUNCTION 2
 {
 
     snake.set_direction(pad);
-    snake.move_and_draw_snake(lcd);
+    snake.move_and_draw_snake(pad, lcd);
     snake.gameover_true(lcd);
     snake.check_if_scored(lcd, pad);
 
@@ -93,14 +93,17 @@
 }
 
 
-//void render(N5110 &lcd)
-//{
 void render()
 {
     // clear screen, re-draw and refresh
     lcd.clear();
     lcd.drawRect(0, 0, 84, 42, FILL_TRANSPARENT);
-    lcd.refresh();
+    Vector2D originalhead = engine.get_Snakehead();                                                     //draw constant rectangle around frame of lcd indicating walls
+    Vector2D originalbody =  engine.get_oldSnakehead();
+    
+    lcd.setPixel(originalhead.x, originalhead.y,1);
+    lcd.setPixel(originalbody.x, originalbody.y,1);
+    
 }