Rosie Gillman
Dependencies: mbed Gamepad2 ELEC2645_Project_el18rg
Dependents: ELEC2645_Project_el18rg
Rosemary Gillman 201265952
Objective
The goal of the game is to splat the bug as fast as you can using the swatter.
Controls
1 - Joystick - left/right to control the swatter 2 - Start button - starts the game 3 - Reset - resets the game 4 - Volume pot - adjusts the volume
Instructions
- Turn the gamepad on
- Wait for start screen and press start
- Move the joystick to control the swatter
- Splat the bug as fast as you can
- Press reset to play again
Gameplay
Start Screen 1
- Low pad tone plays for 0.5s
- Pad lights flash (200ms on/200ms off)
- Text saying "Bug Splat Leeds Edition" is displayed
- After 5 flashes the screen changes to Start Screen 2
Start Screen 2
- Pad lights stay on constantly
- Text reads "Splat the bug as fast as you can! Press start"
- When start is pressed the screen changes to Gamplay Screen
Gameplay Screen
- The timer begins
- Bug appears in the top right corner
- Swatter appears in the bottom left corner
- The bug bounces (with random velocity/direction) off the sides
- When the bug bounces off the wall a low pad tone is played each time for 0.1 seconds
- Swatter is controlled left to right with the joystick
- When the bug and swatter overlap the screen changes to the Ending Screen
Ending Screen
- Low pad tone plays for 0.5s
- The timer ends and its value is displayed
- Text reads "SPLAT (time) secs"
- Splats are drawn on the screen
Engine/Engine.cpp
- Committer:
- el18rg
- Date:
- 2020-05-29
- Revision:
- 13:09bc615e6665
- Parent:
- 11:93da75c1849d
- Child:
- 14:9b4a219dd91e
File content as of revision 13:09bc615e6665:
#include "Engine.h" #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include<ctime> Engine::Engine() {} Engine::~Engine() {} void Engine::init(int swatter_width,int swatter_height,int speed) { width = swatter_width; height = swatter_height; _speed = speed; x = GAP; _swatter.init(x,height,width); _bug.init(_speed); } void Engine::read_input(Gamepad &pad) { _d = pad.get_direction(); _mag = pad.get_mag(); } void Engine::draw(N5110 &lcd) { _bug.draw(lcd); _swatter.draw(lcd); } void Engine::update(N5110 & lcd, Gamepad & pad) { _swatter.update(_d,_mag); _bug.update(); check_wall_collision(pad); check_swatter_collisions(lcd, pad); } void Engine::check_wall_collision(Gamepad &pad) { srand(time(NULL)); Vector2D bug_pos = _bug.get_pos(); Vector2D bug_velocity = _bug.get_velocity(); if (bug_pos.y <= 1) { bug_pos.y = 1; bug_velocity.y = -bug_velocity.y; bug_velocity.x = rand() % 5 + 0; pad.tone(750.0,0.1); } else if (bug_pos.y + 10 >= (HEIGHT-1) ) { bug_pos.y = (HEIGHT-1) - 10; bug_velocity.y = -bug_velocity.y ; bug_velocity.x = rand() % 5 + 0; pad.tone(750.0,0.1); } if (bug_pos.x <= 1) { bug_pos.x = 1; bug_velocity.x = -bug_velocity.x; bug_velocity.y = rand() % 5 + 0; pad.tone(750.0,0.1); } else if (bug_pos.x + 10 >= (WIDTH-1) ) { bug_pos.x = (WIDTH-1) - 10; bug_velocity.x = -bug_velocity.x ; bug_velocity.y = rand() % 5 + 0; pad.tone(750.0,0.1); } _bug.set_velocity(bug_velocity); _bug.set_pos(bug_pos); } void Engine::check_swatter_collisions(N5110 & lcd, Gamepad & pad) { Vector2D bug_pos = _bug.get_pos(); Vector2D p_pos = _swatter.get_pos(); Vector2D bug_velocity = _bug.get_velocity(); if ((bug_pos.x <= (p_pos.x +5)) && (bug_pos.x +5 >= p_pos.x)) { collisionX=true; } else { collisionX=false; } if ((bug_pos.y <= (p_pos.y+5)) && (bug_pos.y+5 >= p_pos.y )) { collisionY=true; } else { collisionY=false; } if (collisionX && collisionY) { ending(lcd, pad); } } void Engine::timer() { start = clock(); } void Engine::ending(N5110 & lcd, Gamepad & pad) { lcd.clear(); end = clock(); pad.leds_on(); clockTicksTaken = end - start; timeInSeconds = clockTicksTaken / (double) CLOCKS_PER_SEC; char buffer[1]; //sprintf(buffer,"%s",timeInSeconds); lcd.printString(buffer,0,0); for (double i = 0; i < 100000; i += 0.1) { lcd.refresh(); _splat.draw(lcd); } }