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Dependencies: mbed
Imposs/ImpossEngine.cpp
- Committer:
- ll17lrc
- Date:
- 2020-05-26
- Revision:
- 13:fd290d2fd917
- Parent:
- 12:299479b6bb59
File content as of revision 13:fd290d2fd917:
#include "ImpossEngine.h" ImpossEngine::ImpossEngine() { } ImpossEngine::~ImpossEngine() { } StartMenu _start; //displays the start menu, initialises the ball and sets to level zero void ImpossEngine::complete(Gamepad &pad,N5110 &lcd) { level = 0; _start.complete(pad,lcd); int x = 0; int y = 21; _ball.init(x,y); } //reads user input from the gamepad void ImpossEngine::read_input(Gamepad &pad) { _d = pad.get_direction(); _mag = pad.get_mag(); } //Used to set the level to zero void ImpossEngine::set_level_zero() { level = 0; } //Draws the levels, obstacles and ball void ImpossEngine::draw(N5110 &lcd,Gamepad &pad) { // draw the elements in the LCD buffer // pitch if (level == 0){ _zero.draw(lcd); } if (level == 1){ _one.draw(lcd); } if (level == 2){ _two.draw(lcd); } if (level == 3){ _three.draw(lcd); } if (level == 4){ _four.draw(lcd); } if (level == 5){ _five.draw(lcd); } if (level == 6){ while(1){ lcd.clear(); lcd.printString(" Well done! ",0,0); lcd.printString(" You beat all ",0,1); lcd.printString("of the levels!",0,2); lcd.printString("Press reset to",0,3); lcd.printString(" try again! ",0,4); pad.leds_on(); wait(0.15); pad.leds_off(); wait(0.15); lcd.refresh(); } } _ball.update(_d,pad); _ball.draw(lcd); } //Updates all parameters, checks for collisions and checks to see if the level //has been completed void ImpossEngine::update(Gamepad &pad,N5110 &lcd) { check_collision(pad,lcd); check_finish(pad); } //Checks every pixel around the ball, if any are "on"(1) then that is classed //as a collision void ImpossEngine::check_collision(Gamepad &pad,N5110 &lcd) { int _x = 0; int _y = 0; int i = 0; int x_pos = _ball.get_ball_x_pos() - 1; int y_pos = _ball.get_ball_y_pos() - 1; bool collision = false; //check around ball to see if it has made contact with anything while(i < 3){ i++; if(lcd.getPixel(x_pos + _x,y_pos + _y) == 1){ collision = true; } _x ++; } i = 0; while(i < 3){ i++; if(lcd.getPixel(x_pos + _x,y_pos + _y) == 1){ collision = true; } _y ++; } i = 0; while(i < 3){ i++; if(lcd.getPixel(x_pos + _x,y_pos + _y) == 1){ collision = true; } _x --; } i = 0; while(i < 3){ i++; if(lcd.getPixel(x_pos + _x,y_pos + _y) == 1){ collision = true; } _y --; //death sequence if(collision == true){ lcd.clear(); lcd.printString(" You died! ",0,2); lcd.refresh(); wait(0.1); pad.leds_on(); wait(0.2); pad.leds_off(); wait(0.1); pad.leds_on(); wait(0.2); pad.leds_off(); //resets ball to start of level if a collision has been detected _ball.level_finish(); } } } //Checks to see if the ball has reached the end of the level, if it has, //increases the value of the level and sets the ball back to the beginning of //the level void ImpossEngine::check_finish(Gamepad &pad) { int pos = _ball.get_ball_x_pos(); if(pos >= 82){ level++; _ball.level_finish(); } }