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Dependencies: mbed
CrossyChicken/CrossyChicken.cpp
- Committer:
- el19tb
- Date:
- 2020-05-12
- Revision:
- 8:52794de935b2
- Parent:
- 7:1dce07fd0867
- Child:
- 9:d210eede4a1b
File content as of revision 8:52794de935b2:
#include "CrossyChicken.h"
#include "Menu.h"
#include "GraphicEngine.h"
#include <vector>
#include <stdio.h>
#include <cstddef>
// start from the top (height)
Gamepad gamepad;
//create three class: CAR LANE, SAFETY LANE, OBSTACLE LANE(water)
//random
//algoritmic way of generating lanes
//size of each each tile in the game
int grid = 4;
//make one object of chicken
//use this to move around the lcd
Chicken chicken((84/2)-grid/2, 48-grid, grid);
Chicken *chickenptr= &chicken;
//there will be multiple cars
Car firstLane[2];
Car secondLane[2];
Car thirdLane[3];
Car fourthLane[3];
Car log1Lane[2];
Car lo[2];
Car logger[2];
int screenW = 84;
int screenH = 48;
//class that whill show objects
GraphicEngine graphics(chickenptr);
bool frogLog = false;
bool frogDie = false; // whenever the frog is above safety lane in the middle
bool attach = false;
//main function that starts the game
void CrossyChicken::start(){
//game setup
graphics.init();
graphics.contrast();
graphics.backLightOn();
gamepad.init();
//first lane of left racers
firstLane[0].setSeperation(0);
firstLane[1].setSeperation(20);
firstLane[0].setRow(2);
firstLane[1].setRow(2);
secondLane[0].setSeperation(0);
secondLane[1].setSeperation(20);
secondLane[0].setRow(3);
secondLane[1].setRow(3);
thirdLane[0].setSeperation(0);
thirdLane[1].setSeperation(20);
thirdLane[2].setSeperation(40);
thirdLane[0].setRow(4);
thirdLane[1].setRow(4);
thirdLane[2].setRow(4);
fourthLane[0].setSeperation(10);
fourthLane[1].setSeperation(30);
fourthLane[2].setSeperation(50);
fourthLane[0].setRow(5);
fourthLane[1].setRow(5);
fourthLane[2].setRow(5);
// log lane 1
log1Lane[0].setSeperation(0);
log1Lane[1].setSeperation(20);
log1Lane[0].setRow(7);
log1Lane[1].setRow(7);
// log lane 2
lo[0].setSeperation(10);
lo[1].setSeperation(30);
lo[0].setRow(8);
lo[1].setRow(8);
// log lane 3
logger[0].setSeperation(0);
logger[1].setSeperation(20);
logger[0].setRow(9);
logger[1].setRow(9);
//keep reading and processing user input
while(1) {
graphics.clear();
for(int i = 0; i < 2; i++){
moveCar(&firstLane[i], 2, (-2)); // change x position (moving)
}
for(int x = 0; x < 2; x++){
moveCar(&secondLane[x], 1, 1);
}
for(int t = 0; t < 3; t++){
moveCar(&thirdLane[t], 2, 1);
}
for(int c = 0; c < 3; c++){
moveCar(&fourthLane[c], 2, 1);
}
for(int v = 0; v < 2; v++){
moveCar(&log1Lane[v], 1, 1);
}
for(int b = 0; b < 2; b++){
moveCar(&lo[b], 2, 1);
moveCar(&logger[b], 2, 2);
}
graphics.showCar(firstLane);
graphics.showCar(secondLane);
graphics.showCar(thirdLane);
graphics.showCar(fourthLane);
graphics.showCar(log1Lane);
graphics.showCar(lo);
//graphics.showCar(logger);
graphics.showChicken();
process_input();
// now when the chicken is above the safety
// lane we need to ensure that it only can go on logs
if(chicken.y < screenH - grid*6){
frogDie = true; // frog can die if it is in water
//if it is not in a log
for(int x = 0; x < 2; x++){
setCollision(&log1Lane[x]);
if(attach){
frogOnLog(&log1Lane[x]);
}
}
if(!attach){
graphics.print();
}
}
graphics.refresh();
wait_ms(200);
}
}
// log intersects then frog.x = log[i].speed
// frog is attached function
// detach the frog when user goes up or down
// if the frog is back to the safe zone detatch also
// whenever the frog moves detach
//A moves right
//X moves upward
//B moves downward
//Y moves left
void CrossyChicken::process_input() {
//determine the input
/* make this a switch statement */
if(gamepad.A_pressed()){
moveChicken(1,0);
attach = false;
} else if(gamepad.X_pressed()){
moveChicken(0,-1);
attach = false;
} else if(gamepad.B_pressed()){
moveChicken(0,1);
attach = false;
} else if(gamepad.Y_pressed()){
moveChicken(-1,0);
attach = false;
}
}
// make the frog move same speed as log
// if the frog moves then detach
void CrossyChicken::frogOnLog(Car *log) {
// if(log->seperation != 0){
chicken.x += 0.4;
// }
}
//moves the chicken around the grid
void CrossyChicken::moveChicken(int xWay, int yWay){
//increment the left side of the chicken by a value of the grid size
chicken.x += xWay * 4;
//increment the top side by a value of grid sizw
chicken.y += yWay * 4;
chicken.left_side = chicken.x;
chicken.right_side = grid + chicken.x;
chicken.up = chicken.y;
chicken.down = grid + chicken.y;
//display the new state of the chicken
graphics.showChicken();
//wait_ms(30);
}
void CrossyChicken::moveCar(Car *car, int dir, int x) {
car->speedMedium(dir, x);
// check if car goes out of bounds
if(car->vehicle.x > 84+grid){
car->vehicle.x = -4;
} else if(car->vehicle.x < -4){
car->vehicle.x = 84 + grid;
}
}
// debug
void CrossyChicken::setCollision(Car *car){
float other_bottom = car->vehicle.height + car->vehicle.y;
if(!(chicken.up >= other_bottom ||
(chicken.right_side <= car->vehicle.x) ||
(chicken.down <= car->vehicle.y) ||
chicken.left_side >= (car->vehicle.width + car->vehicle.x))){
graphics.printTest();
if(chicken.y < screenH - grid*6){
attach = true;
} else {
attach = false;
}
}
}
bool CrossyChicken::returnCollision(Car* log){
float ob= log->vehicle.height + log->vehicle.y;
if(!(chicken.up >= ob||
(chicken.right_side <= log->vehicle.x) ||
(chicken.down <= log->vehicle.y) ||
chicken.left_side >= (log->vehicle.width + log->vehicle.x))){
return true;
}
}