XJEL2645 (19/20)
/
el17ll
Liu Liting 201199465
Diff: Engine/Engine.cpp
- Revision:
- 12:3b7811c3502c
- Child:
- 13:a57a48e5e256
diff -r 1447cb7dce3c -r 3b7811c3502c Engine/Engine.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Engine/Engine.cpp Thu May 14 14:10:49 2020 +0000 @@ -0,0 +1,261 @@ +#include "Engine.h" + +Engine::Engine() +{ + +} + +Engine::~Engine() +{ + +} + +void Engine::init(int wall_width,int wall_gap,int foods_bulk,int velocity) { + + // initialise the game parameters + _wall_width = wall_width; + _wall_gap = wall_gap; // wall gap presents the distance between the top wall and the bottom wall, which is licked to difficulty + _foods_bulk = foods_bulk; // larger foods means it will have larger area to trigger it "_rocket.add_score();" + _velocity = velocity; + + // x position on screen - WIDTH is defined in N5110.h + _w0x = WIDTH; // there is total 5 types of wall in the game, all are placed in distributed positions + _w1x = WIDTH + 30; + _w2x = WIDTH + 60; + _w3x = WIDTH + 90; + _w4x = WIDTH + 120; + _rocketx = 8; + _foodsx = WIDTH + 105; + + _w0.init(_w0x,_wall_gap,_wall_width,_velocity); // initiate all walls with random holes + _w1.init(_w1x,_wall_gap,_wall_width,_velocity); + _w2.init(_w2x,_wall_gap,_wall_width,_velocity); + _w3.init(_w3x,_wall_gap,_wall_width,_velocity); + _w4.init(_w4x,_wall_gap,_wall_width,_velocity); + _rocket.init(_rocketx); // set the rocket in the middle + _foods.init(_foodsx,_foods_bulk,_velocity); // initiate foods bulk and a random y position +} + +void Engine::read_input(Gamepad &pad) { // get joystick reading + + _d = pad.get_direction(); + _mag = pad.get_mag(); + _mapped_coord = pad.get_mapped_coord(); +} + +void Engine::draw(N5110 &lcd) { + // draw the elements in the LCD buffer + // pitch + lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT); + // walls + _w0.draw1(lcd); + _w0.draw2(lcd); + _w1.draw1(lcd); + _w1.draw2(lcd); + _w2.draw1(lcd); + _w2.draw2(lcd); + _w3.draw1(lcd); + _w3.draw2(lcd); + _w4.draw1(lcd); + _w4.draw2(lcd); + // the rocket + _rocket.draw(lcd); + // foods + _foods.draw(lcd); +} + +void Engine::check_score(Gamepad &pad) { //check the score to trigger how many leds should be turned on + + int rocket_score = _rocket.get_final_score(); // get score + + if (rocket_score == 0) { // 7 if statements represents 7 conditions + pad.leds_off(); + } + if (rocket_score == 1) { // getting one food turns on 1 led + pad.led(1,1.0f); + pad.led(2,0.0f); + pad.led(2,0.0f); + pad.led(2,0.0f); + pad.led(2,0.0f); + pad.led(2,0.0f); + } + if (rocket_score == 2) { // two foodds, two led + pad.led(1,1.0f); + pad.led(2,0.0f); + pad.led(3,0.0f); + pad.led(4,0.0f); + pad.led(5,0.0f); + pad.led(6,1.0f); + } + if (rocket_score == 3) { + pad.led(1,1.0f); + pad.led(2,1.0f); + pad.led(3,0.0f); + pad.led(4,0.0f); + pad.led(5,0.0f); + pad.led(6,1.0f); + } + if (rocket_score == 4) { + pad.led(1,1.0f); + pad.led(2,1.0f); + pad.led(3,0.0f); + pad.led(4,0.0f); + pad.led(5,1.0f); + pad.led(6,1.0f); + } + if (rocket_score == 5) { + pad.led(1,1.0f); + pad.led(2,1.0f); + pad.led(3,1.0f); + pad.led(4,0.0f); + pad.led(5,1.0f); + pad.led(6,1.0f); + } + if (rocket_score == 6) { + pad.led(1,1.0f); + pad.led(2,1.0f); + pad.led(3,1.0f); + pad.led(4,1.0f); + pad.led(5,1.0f); + pad.led(6,1.0f); + } + + Vector2D rocket_pos = _rocket.get_pos(); // This section also checks the contact between the rocket and the food, where the current position of the rocket and the food is obtained + + Vector2D foods_pos = _foods.get_pos(); + + if (foods_pos.x <= 1) { // if the food leaves the left side of the screen, replace it to the right side for the next foods retrieval + _foods.replace(); + } + + if ( + (rocket_pos.y + 4 >= foods_pos.y - _foods_bulk) && (rocket_pos.y + 2 <= foods_pos.y + _foods_bulk) // check if rrocket and the foods are overlap + && //bottom + (rocket_pos.x + 10 >= foods_pos.x) && (rocket_pos.x + 10 <= foods_pos.x + 1) //right + ) { + // if it has, fix position and reflect x velocity + _rocket.add_score(); + pad.tone(550.0,0.25); + wait(0.25); + pad.tone(1500.0,0.25); + wait(0.25); + } +} + + +void Engine::update(Gamepad &pad) { + + //It's important to check that the walls, rockets, and food are updated before the collision, so that it can be fixed before the new food is updated + _w0.update(); + _w1.update(); + _w2.update(); + _w3.update(); + _w4.update(); + _rocket.replace(_d,_mag,_mapped_coord); + _foods.update(); + collision(pad); + check_score(pad); +} + +void Engine::collision(Gamepad &pad) { + + // read the position of rocket + Vector2D rocket_pos = _rocket.get_pos(); + + //read all of these positions of the FIVE wall + int w0_x = _w0.get_x(); + int w1_x = _w1.get_x(); + int w2_x = _w2.get_x(); + int w3_x = _w3.get_x(); + int w4_x = _w4.get_x(); + + if (w0_x <= 1) { // When the rocket passes behind the wall, it will reset to its original position to continue the game + _w0.reset(); + } + if (w1_x <= 1) { + _w1.reset(); + } + if (w2_x <= 1) { + _w2.reset(); + } + if (w3_x <= 1) { + _w3.reset(); + } + if (w4_x <= 1) { + _w4.reset(); + } + + int w0_height = _w0.get_height(); // get the specific, random height for each of the walls + int w1_height = _w1.get_height(); + int w2_height = _w2.get_height(); + int w3_height = _w3.get_height(); + int w4_height = _w4.get_height(); + + if (( + (rocket_pos.y + 5 >= 0) && (rocket_pos.y + 1 <= w0_height) && // check all the top wall corner collision and the bottom for all the walls + (rocket_pos.x + 10 >= _w0.get_x()) && (rocket_pos.x + 10 <= _w0.get_x() + 1) // left and right collisions + ) || ( + (rocket_pos.y + 5 >= 0) && (rocket_pos.y + 1 <= w1_height) && + (rocket_pos.x + 10 >= _w1.get_x()) && (rocket_pos.x + 10 <= _w1.get_x() + 1) + ) || ( + (rocket_pos.y + 5 >= 0) && (rocket_pos.x + 1 <= w2_height) && + (rocket_pos.x + 10 >= _w2.get_x()) && (rocket_pos.x + 10 <= _w2.get_x() + 1) + ) || ( + (rocket_pos.y + 5 >= 0) && (rocket_pos.y + 1 <= w3_height) && + (rocket_pos.x + 10 >= _w3.get_x()) && (rocket_pos.x + 10 <= _w3.get_x() + 1) + ) || ( + (rocket_pos.y + 5 >= 0) && (rocket_pos.y + 1 <= w4_height) && + (rocket_pos.x + 10 >= _w4.get_x()) && (rocket_pos.x + 10 <= _w4.get_x() + 1) + ) + ) { + _rocket.lose_score(); // if collision does happen, foods are lost because of the unnecessary time of interference + + pad.tone(130.0,0.1); // sad sound playing + wait(0.1); + pad.tone(230.0,0.1); + wait(0.1); + pad.tone(330.0,0.1); + wait(0.1); + pad.tone(430.0,0.1); + wait(0.1); + pad.tone(530.0,0.1); + wait(0.1); + } + + if (( + (rocket_pos.y + 5 >= _wall_gap + w0_height) && (rocket_pos.y + 1 <= HEIGHT) && // check collisions for the bottom wall + (rocket_pos.x + 10 >= _w0.get_x()) && (rocket_pos.x + 10 <= _w0.get_x() + 1) // left and right side + ) || ( + (rocket_pos.y + 5 >= _wall_gap + w1_height) && (rocket_pos.y + 1 <= HEIGHT) && + (rocket_pos.x + 10 >= _w1.get_x()) && (rocket_pos.x + 10 <= _w1.get_x() + 1) + ) || ( + (rocket_pos.y + 5 >= _wall_gap + w2_height) && (rocket_pos.y + 1 <= HEIGHT) && + (rocket_pos.x + 10 >= _w2.get_x()) && (rocket_pos.x + 10 <= _w2.get_x() + 1) + ) || ( + (rocket_pos.y + 5 >= _wall_gap + w3_height) && (rocket_pos.y + 1 <= HEIGHT) && + (rocket_pos.x + 10 >= _w3.get_x()) && (rocket_pos.x + 10 <= _w3.get_x() + 1) + ) || ( + (rocket_pos.y + 5 >= _wall_gap + w4_height) && (rocket_pos.y + 1 <= HEIGHT) && + (rocket_pos.x + 10 >= _w4.get_x()) && (rocket_pos.x + 10 <= _w4.get_x() + 1) + ) + ) { + _rocket.lose_score(); // score lost + + pad.tone(100.0,0.1); // sad sound + wait(0.1); + pad.tone(200.0,0.1); + wait(0.1); + pad.tone(300.0,0.1); + wait(0.1); + pad.tone(400.0,0.1); + wait(0.1); + pad.tone(500.0,0.1); + wait(0.1); + } +} + + + +int Engine::get_final_score() { // get score for the main function to determine the ending + return _rocket.get_final_score(); +} \ No newline at end of file