Albert Tan Mulligan Submission
Dependencies: mbed
main.cpp@16:a3a47fcba272, 2020-05-26 (annotated)
- Committer:
- Albutt
- Date:
- Tue May 26 19:52:01 2020 +0000
- Revision:
- 16:a3a47fcba272
- Parent:
- 15:3dbb3f4d7ae6
- Child:
- 17:c81c09625d92
Finished Game Copy 2 (New Title)
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
Albutt | 15:3dbb3f4d7ae6 | 1 | /* |
eencae | 0:b7f1f47bb26a | 2 | ELEC2645 Embedded Systems Project |
eencae | 0:b7f1f47bb26a | 3 | School of Electronic & Electrical Engineering |
eencae | 0:b7f1f47bb26a | 4 | University of Leeds |
eencae | 0:b7f1f47bb26a | 5 | 2019/20 |
eencae | 0:b7f1f47bb26a | 6 | |
Albutt | 1:a52187d01a78 | 7 | Name: Albert Tan Mulligan |
Albutt | 1:a52187d01a78 | 8 | Username: el18ajst |
Albutt | 1:a52187d01a78 | 9 | Student ID Number:201241153 |
Albutt | 1:a52187d01a78 | 10 | Date:10/4/2020 |
eencae | 0:b7f1f47bb26a | 11 | */ |
eencae | 0:b7f1f47bb26a | 12 | |
eencae | 0:b7f1f47bb26a | 13 | // includes |
eencae | 0:b7f1f47bb26a | 14 | #include "mbed.h" |
eencae | 0:b7f1f47bb26a | 15 | #include "Gamepad.h" |
eencae | 0:b7f1f47bb26a | 16 | #include "N5110.h" |
Albutt | 2:c25ec0da7636 | 17 | #include "Character.h" |
Albutt | 4:b16b6078a432 | 18 | #include "Bullets.h" |
Albutt | 5:51fd6635141f | 19 | #include "Enemy.h" |
Albutt | 15:3dbb3f4d7ae6 | 20 | #include "Bitmaps.h" |
Albutt | 6:546eba371942 | 21 | #include <vector> |
Albutt | 15:3dbb3f4d7ae6 | 22 | #include <Bitmap.h> |
Albutt | 2:c25ec0da7636 | 23 | Serial pc(USBTX, USBRX); |
Albutt | 3:fcc9cf213a61 | 24 | //STRUCTS |
Albutt | 3:fcc9cf213a61 | 25 | struct State { |
Albutt | 15:3dbb3f4d7ae6 | 26 | int number; |
Albutt | 15:3dbb3f4d7ae6 | 27 | int next_state[2]; |
Albutt | 3:fcc9cf213a61 | 28 | }; |
Albutt | 3:fcc9cf213a61 | 29 | |
Albutt | 3:fcc9cf213a61 | 30 | //OBJECTS |
eencae | 0:b7f1f47bb26a | 31 | Gamepad pad; |
eencae | 0:b7f1f47bb26a | 32 | N5110 lcd; |
Albutt | 2:c25ec0da7636 | 33 | Character p1; |
Albutt | 7:0434857199cf | 34 | vector<Bullets> shots; |
Albutt | 6:546eba371942 | 35 | vector<Enemy> enemies; |
Albutt | 13:217c6102ffc0 | 36 | |
Albutt | 13:217c6102ffc0 | 37 | //Variables |
Albutt | 10:71ced616a64f | 38 | int melody[46] = {277, 330, 311, 277, 330, 311, 330, 311, 370, 330, 415, 330, 277, 330, 311, 277, 330, 311, 330, 311, 370, 330, 311, 247, 277, 330, 311, 277, 330, 311, 330, 311, 370, 330, 415, 440, 330, 415, 440, 494, 554, 415, 440, 494, 622, 659}; // #c = 277, d# =311, f# = 370, g# = 415 |
Albutt | 10:71ced616a64f | 39 | int durations[46] = {4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4}; |
Albutt | 15:3dbb3f4d7ae6 | 40 | int dead_music[6] = {0, 0, 220, 220, 220, 175}; |
Albutt | 15:3dbb3f4d7ae6 | 41 | int dead_duration[6] = {8,8,8,8,8,1}; |
Albutt | 10:71ced616a64f | 42 | State fsm[4] = { |
Albutt | 15:3dbb3f4d7ae6 | 43 | {0,{1,1}}, |
Albutt | 15:3dbb3f4d7ae6 | 44 | {1,{2,3}}, |
Albutt | 15:3dbb3f4d7ae6 | 45 | {2,{1,1}}, |
Albutt | 15:3dbb3f4d7ae6 | 46 | {3,{0,0}} |
Albutt | 15:3dbb3f4d7ae6 | 47 | }; |
Albutt | 3:fcc9cf213a61 | 48 | volatile int Current_State = 0; |
Albutt | 6:546eba371942 | 49 | volatile int timer = 0; |
Albutt | 10:71ced616a64f | 50 | volatile int score = 0; |
Albutt | 12:c557b6c9b17a | 51 | volatile int holder; |
Albutt | 13:217c6102ffc0 | 52 | |
Albutt | 3:fcc9cf213a61 | 53 | //PROTOTYPES |
Albutt | 3:fcc9cf213a61 | 54 | void menu(); |
Albutt | 3:fcc9cf213a61 | 55 | void GameRun(); |
Albutt | 3:fcc9cf213a61 | 56 | void Pause(); |
Albutt | 10:71ced616a64f | 57 | void AddEnemy(); |
Albutt | 10:71ced616a64f | 58 | void PlayerDead(); |
Albutt | 10:71ced616a64f | 59 | void animation(); |
Albutt | 10:71ced616a64f | 60 | void reset(); |
Albutt | 12:c557b6c9b17a | 61 | void collisions(); |
Albutt | 12:c557b6c9b17a | 62 | void draws(); |
Albutt | 12:c557b6c9b17a | 63 | void updates(Direction dir); |
Albutt | 15:3dbb3f4d7ae6 | 64 | void DeathAnimation(); |
Albutt | 13:217c6102ffc0 | 65 | |
Albutt | 3:fcc9cf213a61 | 66 | //FUNCTIONS |
Albutt | 15:3dbb3f4d7ae6 | 67 | int main() //pc.printf("Main Open"); |
Albutt | 15:3dbb3f4d7ae6 | 68 | { |
Albutt | 15:3dbb3f4d7ae6 | 69 | pad.init(); //initial setups |
Albutt | 2:c25ec0da7636 | 70 | lcd.init(); |
Albutt | 3:fcc9cf213a61 | 71 | lcd.clear(); |
Albutt | 3:fcc9cf213a61 | 72 | //pc.printf("CoolTerm is Connected\n"); |
Albutt | 15:3dbb3f4d7ae6 | 73 | lcd.setContrast(0.3 + (pad.read_pot1() / 5.0)); |
Albutt | 15:3dbb3f4d7ae6 | 74 | while(1) { |
Albutt | 15:3dbb3f4d7ae6 | 75 | //pc.printf("CurrentState = %d\n", Current_State); |
Albutt | 15:3dbb3f4d7ae6 | 76 | if(Current_State == 0) { |
Albutt | 15:3dbb3f4d7ae6 | 77 | menu(); |
Albutt | 15:3dbb3f4d7ae6 | 78 | } else if (Current_State == 1) { |
Albutt | 15:3dbb3f4d7ae6 | 79 | GameRun(); |
Albutt | 15:3dbb3f4d7ae6 | 80 | } else if (Current_State == 2) { |
Albutt | 15:3dbb3f4d7ae6 | 81 | Pause(); |
Albutt | 15:3dbb3f4d7ae6 | 82 | } else if (Current_State == 3) { |
Albutt | 15:3dbb3f4d7ae6 | 83 | PlayerDead(); |
Albutt | 15:3dbb3f4d7ae6 | 84 | reset(); |
Albutt | 3:fcc9cf213a61 | 85 | } |
Albutt | 15:3dbb3f4d7ae6 | 86 | } |
Albutt | 3:fcc9cf213a61 | 87 | } |
Albutt | 3:fcc9cf213a61 | 88 | |
Albutt | 15:3dbb3f4d7ae6 | 89 | void menu() |
Albutt | 15:3dbb3f4d7ae6 | 90 | { |
Albutt | 3:fcc9cf213a61 | 91 | //pc.printf("Menu Open"); |
Albutt | 10:71ced616a64f | 92 | lcd.clear(); |
Albutt | 16:a3a47fcba272 | 93 | Bitmap sprite(Title, 17, 60); |
Albutt | 16:a3a47fcba272 | 94 | sprite.render(lcd, 10, 6); |
Albutt | 15:3dbb3f4d7ae6 | 95 | lcd.printString(" Press A to ",0,3); |
Albutt | 15:3dbb3f4d7ae6 | 96 | lcd.printString("Start",27,4); |
Albutt | 3:fcc9cf213a61 | 97 | lcd.refresh(); |
Albutt | 12:c557b6c9b17a | 98 | while (1) { |
Albutt | 3:fcc9cf213a61 | 99 | //pc.printf("While Loop + %d", g_pad.Button_A_flag); |
Albutt | 13:217c6102ffc0 | 100 | if (pad.A_held()) { |
Albutt | 13:217c6102ffc0 | 101 | //pc.printf("Button_A"); |
Albutt | 13:217c6102ffc0 | 102 | animation(); |
Albutt | 13:217c6102ffc0 | 103 | Current_State = fsm[0].next_state[0]; |
Albutt | 13:217c6102ffc0 | 104 | enemies.push_back(Enemy(timer)); |
Albutt | 15:3dbb3f4d7ae6 | 105 | timer = 0; |
Albutt | 13:217c6102ffc0 | 106 | p1.init(40,22); |
Albutt | 13:217c6102ffc0 | 107 | return; |
Albutt | 15:3dbb3f4d7ae6 | 108 | } |
Albutt | 4:b16b6078a432 | 109 | sleep(); |
Albutt | 15:3dbb3f4d7ae6 | 110 | } |
Albutt | 3:fcc9cf213a61 | 111 | } |
Albutt | 15:3dbb3f4d7ae6 | 112 | //Runs actual game code |
Albutt | 15:3dbb3f4d7ae6 | 113 | void GameRun() |
Albutt | 15:3dbb3f4d7ae6 | 114 | { |
Albutt | 3:fcc9cf213a61 | 115 | //pc.printf("Game Open"); |
Albutt | 2:c25ec0da7636 | 116 | Direction dir = pad.get_direction(); |
Albutt | 10:71ced616a64f | 117 | pad.play_melody(46, melody,durations,180.0,true); |
Albutt | 15:3dbb3f4d7ae6 | 118 | while(1) { //main game run loop |
Albutt | 15:3dbb3f4d7ae6 | 119 | |
Albutt | 15:3dbb3f4d7ae6 | 120 | timer++; //Timer to seed random functions/spawn enemies intermittently |
Albutt | 15:3dbb3f4d7ae6 | 121 | if(timer % 100 == 0) { |
Albutt | 15:3dbb3f4d7ae6 | 122 | AddEnemy(); |
Albutt | 15:3dbb3f4d7ae6 | 123 | } |
Albutt | 2:c25ec0da7636 | 124 | dir = pad.get_direction(); |
Albutt | 15:3dbb3f4d7ae6 | 125 | |
Albutt | 15:3dbb3f4d7ae6 | 126 | if(dir == N) { |
Albutt | 15:3dbb3f4d7ae6 | 127 | holder = 0; //setting a placeholder for last direction, because bullets should travel in facing direction if the joystick is in neutral position |
Albutt | 15:3dbb3f4d7ae6 | 128 | } else if(dir == S) { |
Albutt | 15:3dbb3f4d7ae6 | 129 | holder = 2; |
Albutt | 15:3dbb3f4d7ae6 | 130 | } else if(dir == E) { |
Albutt | 15:3dbb3f4d7ae6 | 131 | holder = 1; |
Albutt | 15:3dbb3f4d7ae6 | 132 | } else if(dir == W) { |
Albutt | 15:3dbb3f4d7ae6 | 133 | holder = 3; |
Albutt | 15:3dbb3f4d7ae6 | 134 | } |
Albutt | 13:217c6102ffc0 | 135 | //pc.printf("Direction holder = %d\n", holder); |
Albutt | 15:3dbb3f4d7ae6 | 136 | |
Albutt | 15:3dbb3f4d7ae6 | 137 | if (pad.A_pressed()) { //shoot if A is pressed |
Albutt | 15:3dbb3f4d7ae6 | 138 | shots.push_back( Bullets( p1.get_x() + 2, p1.get_y() + 2, holder)); |
Albutt | 15:3dbb3f4d7ae6 | 139 | } |
Albutt | 15:3dbb3f4d7ae6 | 140 | |
Albutt | 15:3dbb3f4d7ae6 | 141 | //lcd updates, collsions and draws |
Albutt | 12:c557b6c9b17a | 142 | updates(dir); |
Albutt | 12:c557b6c9b17a | 143 | draws(); |
Albutt | 12:c557b6c9b17a | 144 | collisions(); |
Albutt | 15:3dbb3f4d7ae6 | 145 | |
Albutt | 13:217c6102ffc0 | 146 | if (pad.start_held()) { |
Albutt | 15:3dbb3f4d7ae6 | 147 | Current_State = fsm[Current_State].next_state[0]; //Brings up pause menu if you press start |
Albutt | 15:3dbb3f4d7ae6 | 148 | return; |
Albutt | 15:3dbb3f4d7ae6 | 149 | } |
Albutt | 15:3dbb3f4d7ae6 | 150 | |
Albutt | 15:3dbb3f4d7ae6 | 151 | if(Current_State != 1) { |
Albutt | 15:3dbb3f4d7ae6 | 152 | return; //Collisions could change current state to 3 (Dead state) |
Albutt | 15:3dbb3f4d7ae6 | 153 | } |
Albutt | 13:217c6102ffc0 | 154 | //setting frames |
Albutt | 4:b16b6078a432 | 155 | wait(1.0f/10.0f); |
Albutt | 2:c25ec0da7636 | 156 | } |
eencae | 0:b7f1f47bb26a | 157 | } |
Albutt | 13:217c6102ffc0 | 158 | |
Albutt | 15:3dbb3f4d7ae6 | 159 | void Pause() //Creates the Pause menu |
Albutt | 15:3dbb3f4d7ae6 | 160 | { |
Albutt | 15:3dbb3f4d7ae6 | 161 | lcd.printString(" PAUSED",0,1); |
Albutt | 15:3dbb3f4d7ae6 | 162 | lcd.refresh(); |
Albutt | 15:3dbb3f4d7ae6 | 163 | lcd.printString(" Press B to",0,4); |
Albutt | 15:3dbb3f4d7ae6 | 164 | lcd.printString("Unpause",21,5); |
Albutt | 15:3dbb3f4d7ae6 | 165 | if (pad.B_held()) { //B goes back to main game run code |
Albutt | 15:3dbb3f4d7ae6 | 166 | Current_State = fsm[Current_State].next_state[0]; |
Albutt | 15:3dbb3f4d7ae6 | 167 | lcd.clear(); |
Albutt | 15:3dbb3f4d7ae6 | 168 | return; |
Albutt | 15:3dbb3f4d7ae6 | 169 | } |
Albutt | 15:3dbb3f4d7ae6 | 170 | sleep(); //sleep function for interrupt |
Albutt | 15:3dbb3f4d7ae6 | 171 | } |
Albutt | 15:3dbb3f4d7ae6 | 172 | |
Albutt | 15:3dbb3f4d7ae6 | 173 | void AddEnemy() //Add enemies |
Albutt | 15:3dbb3f4d7ae6 | 174 | { |
Albutt | 15:3dbb3f4d7ae6 | 175 | enemies.push_back(Enemy(timer)); //adds an enemy to the vector of enemy class |
Albutt | 15:3dbb3f4d7ae6 | 176 | return; |
Albutt | 15:3dbb3f4d7ae6 | 177 | } |
Albutt | 15:3dbb3f4d7ae6 | 178 | |
Albutt | 15:3dbb3f4d7ae6 | 179 | void PlayerDead() //Called When Player Dies, B returns the game to menu |
Albutt | 15:3dbb3f4d7ae6 | 180 | { |
Albutt | 15:3dbb3f4d7ae6 | 181 | pad.play_melody(6, dead_music, dead_duration,90.0,false); |
Albutt | 15:3dbb3f4d7ae6 | 182 | DeathAnimation(); |
Albutt | 15:3dbb3f4d7ae6 | 183 | lcd.inverseMode(); |
Albutt | 15:3dbb3f4d7ae6 | 184 | lcd.clear(); |
Albutt | 15:3dbb3f4d7ae6 | 185 | lcd.printString("YOU DIED",18,1); |
Albutt | 15:3dbb3f4d7ae6 | 186 | char buffer[14]; |
Albutt | 15:3dbb3f4d7ae6 | 187 | if(score > 10) { //score displays differently if below 10 to make sure the text is centered |
Albutt | 15:3dbb3f4d7ae6 | 188 | sprintf(buffer, " Score:%d", score); |
Albutt | 15:3dbb3f4d7ae6 | 189 | lcd.printString(buffer,0,2); |
Albutt | 15:3dbb3f4d7ae6 | 190 | } else { |
Albutt | 15:3dbb3f4d7ae6 | 191 | sprintf(buffer, "Score:0%d", score); |
Albutt | 15:3dbb3f4d7ae6 | 192 | lcd.printString(buffer,18,2); |
Albutt | 15:3dbb3f4d7ae6 | 193 | } |
Albutt | 15:3dbb3f4d7ae6 | 194 | lcd.printString(" Press B to ",0,4); |
Albutt | 15:3dbb3f4d7ae6 | 195 | lcd.printString("Restart",21,5); |
Albutt | 15:3dbb3f4d7ae6 | 196 | lcd.refresh(); |
Albutt | 15:3dbb3f4d7ae6 | 197 | while(1) { |
Albutt | 15:3dbb3f4d7ae6 | 198 | if(pad.B_held()) { |
Albutt | 15:3dbb3f4d7ae6 | 199 | Current_State =fsm[Current_State].next_state[1]; |
Albutt | 15:3dbb3f4d7ae6 | 200 | lcd.normalMode(); |
Albutt | 3:fcc9cf213a61 | 201 | return; |
Albutt | 3:fcc9cf213a61 | 202 | } |
Albutt | 3:fcc9cf213a61 | 203 | sleep(); |
Albutt | 3:fcc9cf213a61 | 204 | } |
Albutt | 15:3dbb3f4d7ae6 | 205 | } |
Albutt | 15:3dbb3f4d7ae6 | 206 | |
Albutt | 15:3dbb3f4d7ae6 | 207 | void animation() //Small animation for transition between main menus |
Albutt | 15:3dbb3f4d7ae6 | 208 | { |
Albutt | 15:3dbb3f4d7ae6 | 209 | |
Albutt | 15:3dbb3f4d7ae6 | 210 | for(int i = 1; i <= 42; i++) { |
Albutt | 15:3dbb3f4d7ae6 | 211 | lcd.drawRect(0, 0, i, 48, FILL_BLACK); |
Albutt | 15:3dbb3f4d7ae6 | 212 | lcd.drawRect(84-i, 0, i, 48, FILL_BLACK); |
Albutt | 15:3dbb3f4d7ae6 | 213 | lcd.refresh(); |
Albutt | 15:3dbb3f4d7ae6 | 214 | wait(0.005); |
Albutt | 3:fcc9cf213a61 | 215 | } |
Albutt | 15:3dbb3f4d7ae6 | 216 | |
Albutt | 15:3dbb3f4d7ae6 | 217 | for(int i = 1; i <= 42; i++) { |
Albutt | 13:217c6102ffc0 | 218 | lcd.drawRect(0, 0, i, 48, FILL_WHITE); |
Albutt | 13:217c6102ffc0 | 219 | lcd.drawRect(84-i, 0, i, 48, FILL_WHITE); |
Albutt | 13:217c6102ffc0 | 220 | lcd.refresh(); |
Albutt | 13:217c6102ffc0 | 221 | wait(0.005); |
Albutt | 10:71ced616a64f | 222 | } |
Albutt | 15:3dbb3f4d7ae6 | 223 | |
Albutt | 10:71ced616a64f | 224 | return; |
Albutt | 15:3dbb3f4d7ae6 | 225 | } |
Albutt | 15:3dbb3f4d7ae6 | 226 | |
Albutt | 15:3dbb3f4d7ae6 | 227 | void reset() //Resets the game variables when you die |
Albutt | 15:3dbb3f4d7ae6 | 228 | { |
Albutt | 11:e60b40963095 | 229 | score = 0; |
Albutt | 15:3dbb3f4d7ae6 | 230 | while(enemies.size() >= 1) { |
Albutt | 11:e60b40963095 | 231 | enemies.pop_back(); |
Albutt | 11:e60b40963095 | 232 | } |
Albutt | 15:3dbb3f4d7ae6 | 233 | |
Albutt | 15:3dbb3f4d7ae6 | 234 | while(shots.size() >= 1) { |
Albutt | 11:e60b40963095 | 235 | shots.pop_back(); |
Albutt | 11:e60b40963095 | 236 | } |
Albutt | 15:3dbb3f4d7ae6 | 237 | |
Albutt | 11:e60b40963095 | 238 | p1.reset(); |
Albutt | 13:217c6102ffc0 | 239 | holder = 0; |
Albutt | 11:e60b40963095 | 240 | return; |
Albutt | 15:3dbb3f4d7ae6 | 241 | } |
Albutt | 15:3dbb3f4d7ae6 | 242 | |
Albutt | 15:3dbb3f4d7ae6 | 243 | void collisions() //all the collisions |
Albutt | 15:3dbb3f4d7ae6 | 244 | { |
Albutt | 15:3dbb3f4d7ae6 | 245 | |
Albutt | 15:3dbb3f4d7ae6 | 246 | for(int i = 1; i < shots.size(); i++) { //Checking all shots to make sure they are erased if they leave the screen |
Albutt | 15:3dbb3f4d7ae6 | 247 | if(shots.at(i).get_x()>84 | shots.at(i).get_x()<1 | shots.at(i).get_y()>48 | shots.at(i).get_y()<1) { |
Albutt | 15:3dbb3f4d7ae6 | 248 | shots.erase(shots.begin()+i); |
Albutt | 15:3dbb3f4d7ae6 | 249 | } |
Albutt | 12:c557b6c9b17a | 250 | } |
Albutt | 15:3dbb3f4d7ae6 | 251 | |
Albutt | 15:3dbb3f4d7ae6 | 252 | for(int i = 0; i < enemies.size(); i++) { //Checking all enemy-player collisions and enemy-bullet collisions |
Albutt | 15:3dbb3f4d7ae6 | 253 | enemies.at(i).update(p1.get_x()+1, p1.get_y()+1); //update enemies to save processing time of having another large for loop in updates function |
Albutt | 15:3dbb3f4d7ae6 | 254 | |
Albutt | 13:217c6102ffc0 | 255 | //enemy player collisions |
Albutt | 15:3dbb3f4d7ae6 | 256 | if(enemies.at(i).get_x() >= p1.get_x()-1 & enemies.at(i).get_x() <= p1.get_x()+3 & enemies.at(i).get_y() >= p1.get_y()-1 & enemies.at(i).get_y() <= p1.get_y()+3) { |
Albutt | 13:217c6102ffc0 | 257 | Current_State = fsm[Current_State].next_state[1]; |
Albutt | 13:217c6102ffc0 | 258 | return; |
Albutt | 15:3dbb3f4d7ae6 | 259 | } |
Albutt | 15:3dbb3f4d7ae6 | 260 | |
Albutt | 15:3dbb3f4d7ae6 | 261 | for(int j = 0; j < shots.size(); j++) { //enemy bullet collisions |
Albutt | 15:3dbb3f4d7ae6 | 262 | if(shots.at(j).get_x() >= enemies.at(i).get_x() & shots.at(j).get_x() <= enemies.at(i).get_x()+3 & shots.at(j).get_y() >= enemies.at(i).get_y() & shots.at(j).get_y() <= enemies.at(i).get_y()+3) { |
Albutt | 13:217c6102ffc0 | 263 | shots.at(j).dead(); |
Albutt | 14:2d7e41f46879 | 264 | enemies.at(i).reset(timer, lcd); |
Albutt | 13:217c6102ffc0 | 265 | score++; |
Albutt | 13:217c6102ffc0 | 266 | } |
Albutt | 13:217c6102ffc0 | 267 | } |
Albutt | 12:c557b6c9b17a | 268 | } |
Albutt | 15:3dbb3f4d7ae6 | 269 | } |
Albutt | 15:3dbb3f4d7ae6 | 270 | |
Albutt | 15:3dbb3f4d7ae6 | 271 | void draws() //All the draw functions w/ clear and refresh |
Albutt | 15:3dbb3f4d7ae6 | 272 | { |
Albutt | 15:3dbb3f4d7ae6 | 273 | lcd.clear(); |
Albutt | 15:3dbb3f4d7ae6 | 274 | for(int i = 0; i < enemies.size(); i++) { |
Albutt | 15:3dbb3f4d7ae6 | 275 | enemies.at(i).draw(lcd); |
Albutt | 12:c557b6c9b17a | 276 | } |
Albutt | 15:3dbb3f4d7ae6 | 277 | for(int i = 0; i < shots.size(); i++) { |
Albutt | 15:3dbb3f4d7ae6 | 278 | shots.at(i).draw(lcd); |
Albutt | 15:3dbb3f4d7ae6 | 279 | } |
Albutt | 15:3dbb3f4d7ae6 | 280 | p1.draw(lcd); |
Albutt | 15:3dbb3f4d7ae6 | 281 | lcd.refresh(); |
Albutt | 15:3dbb3f4d7ae6 | 282 | } |
Albutt | 15:3dbb3f4d7ae6 | 283 | |
Albutt | 15:3dbb3f4d7ae6 | 284 | void updates(Direction dir) //Updates objects after every frame(enemy update is in collisions) |
Albutt | 15:3dbb3f4d7ae6 | 285 | { |
Albutt | 12:c557b6c9b17a | 286 | p1.update(dir); |
Albutt | 15:3dbb3f4d7ae6 | 287 | for(int i = 0; i < shots.size(); i++) { |
Albutt | 12:c557b6c9b17a | 288 | shots.at(i).update(); |
Albutt | 12:c557b6c9b17a | 289 | } |
Albutt | 15:3dbb3f4d7ae6 | 290 | } |
Albutt | 15:3dbb3f4d7ae6 | 291 | |
Albutt | 15:3dbb3f4d7ae6 | 292 | void DeathAnimation() //falling blood animation on death |
Albutt | 15:3dbb3f4d7ae6 | 293 | { |
Albutt | 15:3dbb3f4d7ae6 | 294 | for(int i = 1; i <= 65; i++) { |
Albutt | 15:3dbb3f4d7ae6 | 295 | Bitmap sprite(falling_blood, 17, 84); |
Albutt | 15:3dbb3f4d7ae6 | 296 | sprite.render(lcd, 0, i-17); |
Albutt | 15:3dbb3f4d7ae6 | 297 | lcd.drawRect(84, i, 0, 0, FILL_BLACK); |
Albutt | 15:3dbb3f4d7ae6 | 298 | lcd.refresh(); |
Albutt | 15:3dbb3f4d7ae6 | 299 | wait(0.03); |
Albutt | 15:3dbb3f4d7ae6 | 300 | } |
Albutt | 12:c557b6c9b17a | 301 | } |