![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Owen Cavender 201159294
Diff: main.cpp
- Revision:
- 6:bf90044188d0
- Parent:
- 5:d716013c6a18
- Child:
- 8:997f90c88246
--- a/main.cpp Wed May 27 10:27:34 2020 +0000 +++ b/main.cpp Thu May 28 15:02:30 2020 +0000 @@ -1,6 +1,6 @@ /* ELEC2645 Embedded Systems Project -School of Electronic & Electrical Engineering +School of Electronic & Electrical appleering University of Leeds 2019/20 @@ -10,7 +10,7 @@ Date: 20/04/2020 The game loop will be entered after the game is initialised. The first step is to process the -user input (if any). The next step is to update the game engine depending on the input i.e. +user input (if any). The next step is to update the game apple depending on the input i.e. moving a character or checking for collisions. The final step is to update the display and render this on the LCD. There is usual//// */ @@ -20,35 +20,48 @@ #include "Gamepad.h" #include "N5110.h" #include "snake.h" -#include "GameEngine.h" +#include "Apple.h" + + //objects Gamepad pad; Snake snake; N5110 lcd; -GameEngine engine; +Apple apple; +Timer timer; //functions void welcome(); void render(); void init(); void update_game_state(); +void gameover_true(); -int main() +//Serial pc(USBTX, USBRX); + +int main() { - + printf("hello world"); int fps = 6; // frames per second init(); // initialise and then display welcome screen... welcome(); wait(1.0f/fps); // and wait for one frame period render(); - //ROB atm the code works to here - //need to draw an initial snake + timer.start(); //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); + ; + snake.get_position(pad); + snake.check_collisions(); + snake.check_score(lcd, pad, apple, timer); + snake.get_timer(timer); + + gameover_true(); + snake.render(lcd, apple); + + wait(1.0f/fps); } } @@ -58,31 +71,22 @@ void init() { - snake.init(engine); //need to initialise snake class + snake.init(); //need to initialise snake class pad.init(); lcd.init(); - engine.init(48, 24, 48, 30, 48, 23); // need to choose initial values A$AP int shx, int shy, int apx, int apy, int Oshx, int Oshy -} - -void update_game_state() //FUNCTION 2 -{ - - snake.set_direction(pad); - snake.move_snakebody(engine, lcd); - - snake.check_scored(lcd, pad, engine); - snake.gameover_true(lcd); + apple.init(48, 24); } + + void welcome() { - + lcd.refresh(); + printf("hello world"); lcd.printString(" SNAKE ",0,1); lcd.printString(" Press Start ",0,4); - lcd.refresh(); - // wait flashing LEDs until start button is pressed while ( pad.start_pressed() == false) { lcd.setContrast( pad.read_pot1()); pad.leds_on(); @@ -96,27 +100,40 @@ void render() { - lcd.clear(); lcd.drawRect(0, 0, 84, 42, FILL_TRANSPARENT); - // Vector2D originalhead = engine.get_Snakehead(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); + lcd.printString(" GO! ", 0,25); + wait(1.0); lcd.refresh(); } -// for (int z=0; z<=_length; z++) { -// lcd.setPixel(snakebody[z].x, snakebody[z].y, 1); -// } -//use to draw wall - do i need to draw it everytime or can i do it as constant -//} +void gameover_true() //taking action if crash has occured +{ + bool gameover = snake.get_gameover(); + int score = snake.get_score(); + + while (gameover == true) { + lcd.clear(); + lcd.refresh(); + lcd.printString( " Game Over L ", 0, 2 ); + snake.print_scores(lcd); + + if (score <= 7) { + lcd.printString(" Loser ", 0,10); + } + if (7< score <= 25) { + lcd.printString(" Good Job! ", 0,10); + } else { + lcd.printString(" SNAKE PRO ", 0,10); + lcd.printString(" ~.~.~.~.<8>~ ", 0, 5); + } + } +} //has an apple been collected? if so increase length by 1 increase score by 1 and makes coin collecting noise and spawn new apple