ELEC2645 (2019/20)
/
ELEC2645_Project_el17oc1
Owen Cavender 201159294
Diff: snake.cpp
- Revision:
- 16:9500059ad5d8
- Parent:
- 14:7fb3c93343b6
- Child:
- 17:eddcd4d21fd7
--- a/snake.cpp Sat May 30 03:06:22 2020 +0000 +++ b/snake.cpp Sat May 30 05:43:50 2020 +0000 @@ -9,62 +9,53 @@ { } - - void Snake::init()//int x, int y) { - _x0 = 48; //initialises the snake and apple position + _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; + _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 + _apx = 48; //initial apple position - directly in front of snake _apy = 25; _gameover = false; //when _gameover = true, game cannot be played - _reset_apple = false; - _score = 0; - _direction = up; - _countdown = 12; //initial number of moves is lower than the reset value in order to keep the number of moves low to increase difficulty - - // Vector2D *_snakebody = new Vector2D [_length]; + _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; - Snakehead.x = _x0; + Vector2D Snakehead; //defines Snakehead as a Vector + Snakehead.x = _x0; //returns _x0, _y0 values Snakehead.y = _y0; - return Snakehead; + return Snakehead; //Snakehead position is called and used in GameEngine::get_LEDs by calling this class } - - - -void Snake::apple_collected(N5110 &lcd, Gamepad &pad) +void Snake::apple_collected(N5110 &lcd, Gamepad &pad) //checks to see whether an apple has been collected { - //need to code clear apple and make sure apple isnt spawning every time - if((_x0 == _apx) && (_y0 == _apy)) { // directly comparing position of the apple and the Snakehead - if they are the same: the score increases, countdown timer is reset, a new apple position is generated, LEDS and Speaker are triggered - - // _countdown = _reset_value; - _score++; + 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 + 38; //38 is added to the current countdown timer - this larger _countdown is, the further the snake can travel to collect apples. + _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); // - pad.led(4, 1); + 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); @@ -72,7 +63,7 @@ } else { - _countdown = _countdown - 1; //for each change in position, counter decreases by 1 + _countdown = _countdown - 1; //for each change in position, counter decreases by 1 - the counter represents how many moves you have to collect an apple } } @@ -86,8 +77,8 @@ void Snake::check_gameover(N5110 &lcd) { - if (_x0 == 15 ||_x0 == 69 || _y0 == 32 || _y0 == 0) { // the snakehead coordinate is on any edge of the rectangle, it is gameover - //the second condition is the game is over if the snake head cooroinate is equal to one of the snake body bits coordinate + 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)) { @@ -99,31 +90,17 @@ } } -void Snake::gameover_true(N5110 &lcd, Gamepad &pad) +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 - while (_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(); - pad.tone(500,1); - lcd.printString( " Game Over ", 0, 1 ); - lcd.printString( " ~~~~~~~<:>-<", 0, 3 ); - 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 No. of inputs wouldnt match up to the function declaration - lcd.printString(buffer1,0,4); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits ///print score - - lcd.refresh(); - } -} - -void Snake::render(N5110 &lcd) //final function in the main function's while loop as the screen updatesbased on all any changes which occur in the functions -{ - lcd.clear(); - - //apple + // 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); @@ -131,34 +108,48 @@ 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 - its old position cleared - //NOTES CHANGLE LED VALUES SO IT IS TOP RIHGT OF THE BOX NOT TOP HALF OF THE SCREEN //CHANGE APPLE POSITION COORDINATES SO ITS IN BOX // GET SCORE IN THE SAME PLACE WHEN IT PRINTS AT END + 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 + char buffer1[14]; - sprintf(buffer1," %2d %2d",_score, _countdown); //prints score and counter on the same line - lcd.printString(buffer1,0,5); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits + 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(); // + 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 + + + } // char buffer2[14]; // sprintf(buffer2,"%2d",_score); - // lcd.printString(buffer2,0,3); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits + // lcd.printString(buffer2,0,3); - lcd.refresh(); //applies plotting commands togeher + lcd.refresh(); //updates the lcd display according to the code in this function } -void Snake::get_direction(Gamepad &pad) +void Snake::get_direction(Gamepad &pad) //gets the direction based on the input of the gamepad { - // int x; + // 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; + _direction = right; //the snake direction is stored in _direction so on the next loop direction = right // x=1; } } @@ -170,16 +161,16 @@ } } - if(direction != down) { + if(direction != up) { if (pad.B_pressed()) { // x=3; - _direction = up; + _direction = down; } } - if(direction != up) { + if(direction != down) { if (pad.X_pressed()) { - _direction = down; + _direction = up; // x=4; } } else { @@ -191,9 +182,9 @@ -void Snake::move_snake() +void Snake::move_snake() //assigns the new values of the snake position { - if (_direction == up) { //shifting the snake position bit by bit, with respect to _x0 and _y0; + 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; @@ -212,7 +203,7 @@ _x0 = _x0; _y0 = _y0 + 1; //changes the position one bit at a time so the snake can only move horizontally or vertically } - if (_direction == down) { + if (_direction == up) { _x7 = _x6; _y7 = _y6; _x6 = _x5; @@ -228,8 +219,8 @@ _x1 = _x0; _y1 = _y0; - _x0 = _x0; - _y0 = _y0 - 1; + _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) { @@ -248,8 +239,8 @@ _x1 = _x0; _y1 = _y0; - _x0 = _x0 - 1; //changes x=x-1 , y remains the same to move left - _y0 = _y0; + _x0 = _x0 - 1; //changes x=x-1 + _y0 = _y0; //y remains the same to move left