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:
- 19:bdfab290446a
- Parent:
- 18:879daedaff42
- Child:
- 22:0b207694a5f7
File content as of revision 19:bdfab290446a:
#include "Engine.h" #include "mbed.h" #include "Gamepad.h" #include "N5110.h" #include <ctime> Engine::Engine() {} //Constuctor Engine::~Engine() {} //Destructor void Engine::init(int swatter_width,int swatter_height,int speed) //initalises the game { width = swatter_width; //set width height = swatter_height; //set hight _speed = speed; //sets the speed x = GAP; //set x _swatter.init(x,height,width); //initialise the swatter with parameters _bug.init(_speed); //initilise the bug with speed } void Engine::read_input(Gamepad &pad) //reads the direction and magnitude inputs { _d = pad.get_direction(); //gets the direction _mag = pad.get_mag(); //gets the magnitude } void Engine::draw(N5110 &lcd) //draws the bug and swatter { _bug.draw(lcd); //draws the bug _swatter.draw(lcd); //draws the swatter } void Engine::update(N5110 & lcd, Gamepad & pad) //updates the game { _swatter.update(_d,_mag); //updates the swatter with direction/magnitude _bug.update(); //updates the bug check_side_collision(pad); //checks side/bug collision check_swatter_collisions(lcd, pad); //checks swatter/bug collision } void Engine::check_side_collision(Gamepad &pad) //checks if the bug collides with the sides and redirects it { Vector2D bug_pos = _bug.get_pos(); //get the bug position Vector2D bug_velocity = _bug.get_velocity(); //get the bug velocity if (bug_pos.y <= 1) { //if the bug touches the top y-axis bug_pos.y = 1; //put the bug back inside the boundaries bug_velocity.y = -bug_velocity.y; //reverse the y velocity bug_velocity.x = rand() % 5 + 0; //bounce on the x-axis at a 0-5 random velocity pad.tone(750.0,0.1); //play a medium pad tone } else if (bug_pos.y + 10 >= (HEIGHT-1) ) { //if the bug touches the bottom y-axis bug_pos.y = (HEIGHT-1) - 10; //put the bug back inside the boundaries bug_velocity.y = -bug_velocity.y ; //reverse the y velocity bug_velocity.x = rand() % 5 + 0; //bounce on the x-axis at a 0-5 random velocity pad.tone(750.0,0.1); //play a medium pad tone } if (bug_pos.x <= 1) { //if the bug touches the left x-axis bug_pos.x = 1; //put the bug back inside the boundaries bug_velocity.x = -bug_velocity.x; //reverse the x velocity bug_velocity.y = rand() % 5 + 0; //bounce on the y-axis at a 0-5 random velocity pad.tone(750.0,0.1); //play a medium pad tone } else if (bug_pos.x + 10 >= (WIDTH-1) ) { //if the bug touches the right x-axis bug_pos.x = (WIDTH-1) - 10; //put the bug back inside the boundaries bug_velocity.x = -bug_velocity.x ; //reverse the x velocity bug_velocity.y = rand() % 5 + 0; //bounce on the y-axis at a 0-5 random velocity pad.tone(750.0,0.1); //play a medium pad tone } _bug.set_velocity(bug_velocity); //set the bug velocity _bug.set_pos(bug_pos); //set the bug position } void Engine::check_swatter_collisions(N5110 & lcd, Gamepad & pad) //checks if the swatter and bug have collided { Vector2D bug_pos = _bug.get_pos(); //get bug position Vector2D p_pos = _swatter.get_pos(); //get swatter position Vector2D bug_velocity = _bug.get_velocity(); //get bug velocity if ((bug_pos.x <= (p_pos.x +5)) && (bug_pos.x +5 >= p_pos.x)) { //check for x-axis collision collisionX=true; } else { collisionX=false; } if ((bug_pos.y <= (p_pos.y+5)) && (bug_pos.y+5 >= p_pos.y )) { //check for y-axis collision collisionY=true; } else { collisionY=false; } if (collisionX && collisionY) { //if there's a x and y-axis collision ending(lcd, pad); //run ending } } void Engine::timer() //starts the timer off { start = clock(); } void Engine::ending(N5110 & lcd, Gamepad & pad) //runs end of the game sequence { lcd.clear(); //clear lcd pad.leds_on(); //leds on pad.tone(500.0,0.5); //play low pad tone duration = clock() - start; //find duration of timer final = ((float)duration/CLOCKS_PER_SEC)/2; //change duration into seconds (final) char buffer[1]; //create buffer sprintf(buffer,"%.2f",final); //write value to buffer for (double i = 0; i < 100000; i += 0.1) { //for loop to keep the game stopped lcd.refresh(); //refresh lcd lcd.printString(buffer,20,1); //print time lcd.printString("secs",35,2); //print text _splat.draw(lcd); //draw splats } }