ELEC2645 (2019/20)
/
ELEC2645_Project_el17oc1
Owen Cavender 201159294
snake.cpp
- Committer:
- el17oc
- Date:
- 2020-05-26
- Revision:
- 2:44e4a6ecdbef
- Parent:
- 1:897160a1a3ae
- Child:
- 3:d17d712c2e45
File content as of revision 2:44e4a6ecdbef:
#include "snake.h" Snake::Snake() { } Snake::~Snake() { } void Snake::init () { //WIDTH =84 HEIGHT = 42 //snakebody[0] is initalised may have to initilaise the other 2 og snake parts _length = 2; // ROB how do i initalise _gameover = false; _score = 0; _direction = up; } int Snake::set_direction(Gamepad &pad) //int type as Directions is an enum { Directions _direction; if (pad.A_pressed()) { _direction = right; } if (pad.B_pressed()) { _direction = left; //check these are orrecrt } if (pad.X_pressed()) { _direction = up; } if (pad.Y_pressed()) { _direction = down; } else { _direction = _direction; } return _direction; } void Snake::move_and_draw_snake(Gamepad &pad, N5110 &lcd) { Vector2D Snakehead = _engine.get_Snakehead(); Vector2D oldSnakehead = _engine.get_oldSnakehead(); Vector2D *_snakebody = new Vector2D [_length]; // ROB im unsure that this code would work- creates dynamic array - each bit having 2 parts (x,y) - number of bits of snakebody = length _snakebody[0].x = Snakehead.x; // snakebody[0] = Snakehead _snakebody[0].y = Snakehead.y; _snakebody[1].x = oldSnakehead.x; _snakebody[1].y = oldSnakehead.y; while(1) { if (_direction == up) { // /-/ Snakehead.y++; ///// alters Snakehead initial value oldSnakehead.y = (Snakehead.y - 1); oldSnakehead.x = (Snakehead.x); // Does this code look okay ? returning _direction in previous function and accessing it in this one - _direction should be member function } if (_direction == down) { // Direction should remain after button is pressed - should not just change the snakehead coordinate once Snakehead.y--; oldSnakehead.y = (Snakehead.y + 1); oldSnakehead.x = (Snakehead.x); // } if (_direction == left) { Snakehead.x--; oldSnakehead.x = (Snakehead.x + 1); oldSnakehead.y = (Snakehead.y); } if (_direction == right) { Snakehead.x++; oldSnakehead.x = (Snakehead.x - 1); //updates the head position before rendering so when it draws i=1 the 0 position will be new oldSnakehead.y = (Snakehead.y); } for(int i=2; 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; //Snake needs to follow itself - low numbers lead the way _snakebody[i].y = _snakebody[i-1].y; if(_snakebody[i].x == Snakehead.x && _snakebody[i].y == Snakehead.y) { // ROB Unsure how to initially define the snake with (3 bits, when score =0) starting position *without* redeclaring Vector2D *snakebody = new Vector2D [_length]; _gameover = true; } } for(int i = 0; i <= _length; i++) { lcd.setPixel(_snakebody[i].x, _snakebody[i].y, 1); //ROB is snakebody[0] being plotted? do you think this would work? // ideally would define snakebody[0], snakebody[1], snake[2] so the snake starts as 3 bits and bit 1 knows to go to bit zero, bit 2 know to go to bit 1 position } } } 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 //NEED to return score without ruining structure of lcd.PrintString( "string", x, y) } else { } } void Snake::check_if_scored(N5110 &lcd, Gamepad &pad) { 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) { lcd.setPixel(Applepos.x, Applepos.y, 0); // Problem:: Wanted to make sure that this didnt clear the pixel of the snake as it passes through it _score++; //by waiting unil the snake has passed through before clearing the old apple however the new apple spawn needs to be ASAP after collection _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(); } } void Snake::check_wall_collisions() // Vector2D *&snakebody hopefully this points to values stored in snakebody then can compare to snakehead { 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; } }