Mochu Yao explorer game
Dependencies: mbed
Gameengine/Gameengine.cpp
- Committer:
- el17my
- Date:
- 2020-04-27
- Revision:
- 9:e11bb7cef050
- Child:
- 17:1b4ecc01b79f
File content as of revision 9:e11bb7cef050:
#include "Gameengine.h" char buffer[15]; // Constructor and destructor. Gameengine::Gameengine() {} Gameengine::~Gameengine() {} void Gameengine::init() { reset_game_engine(); _start_flag = true; srand(time(NULL)); } void Gameengine::reset_game_engine() { _item.init(); _player.init(); _surface.init(20,40); _collision_flag = false; _player_score = 0; X_flag = false; _coordinate.coord.x = 0; _coordinate.coord.y = 0; } void Gameengine::read_input(Gamepad &gamepad) { _coordinate.coord = gamepad.get_mapped_coord(); X_flag = gamepad.check_event(Gamepad::X_PRESSED); } void Gameengine::check_reset(N5110 &lcd, Gamepad &gamepad) { if(_player.get_reset_flag()) { gamepad.leds_on(); lcd.clear(); for (int j = 0; j < 80; j++) { lcd.printString("Try Again",30,2); lcd.printString("Score:",10,4); lcd.refresh(); // dependent on counters. wait(0.001); // Control speed of the sequence. sprintf(buffer,"%2d",_player_score); lcd.printString(buffer,30,4); } } } void Gameengine::check_start(N5110 &lcd, Gamepad &gamepad) { if(_start_flag == true) { check_reset(lcd, gamepad);} _start_flag = get_start_flag(); } void Gameengine::set_fall_flag() { if (((set_line_1.right < _player_x) && (_player_x < (set_line_1.left - 5))) && _player_y == 20) { _f_flag = true; } else if (((set_line_2.right < _player_x) && (_player_x < (set_line_2.left - 5))) && _player_y == 20) { _f_flag = true; } else if (((set_line_3.right < _player_x) && (_player_x < (set_line_3.left - 5))) && _player_y == 20) { _f_flag = true; } } void Gameengine::check_collision(Gamepad &gamepad) { if (((_player_x - _item.get_item_x())< 7) && ((_player_y - _item.get_item_y()) < 7)) { _collision_flag = true; _player_score++; _item.set_item(((rand()%80)+ 5) , ((rand()%80)+ 5)); // use the rand()%m function to generate a number from 80 to 1 // on a constrained random position. gamepad.tone(1000, 0.1);//cause a noise to makesure the coin has collected } } void Gameengine::generate_lines() { _surface.line_1(); line_1_value = _surface.getline_1(); _surface.line_2(); line_2_value = _surface.getline_2(); _surface.line_3(); line_3_value = _surface.getline_3(); _surface.line_4(); line_4_value = _surface.getline_4(); _surface.line_5(); line_5_value = _surface.getline_5(); _surface.line_6(); line_6_value = _surface.getline_6(); } //the start_flag is the flag to make the surface move //and when the player is playing the start_flag should be false to avoid reset bool Gameengine::get_start_flag() { if(X_flag == true) { _start_flag = false; } else {_start_flag = true;} return _start_flag; } int Gameengine::get_score() { return _player_score; } void Gameengine::get_explorer_direction() {_player_direction = _player.get_direction(); } void Gameengine::get_sprite() {_explorer_sprite = _player.get_explorer_sprite(); } void Gameengine::get_explorer_y(Gamepad &gamepad) { if (_f_flag == true) { _player.fall(_f_flag, gamepad); } else { _player.set_y_coordinate(false, _jump_height); } _f_flag = _player.get_fall_flag(); _player_y = _player.get_y(); _jump_height = _player.get_jump_height(); } void Gameengine::get_explorer_x() { _player_x = _player.get_x(); _speed = _player.get_speed(); _player.set_x_coordinate(1, _speed, _player_direction); } void Gameengine::update_lcd(N5110 &lcd) { lcd.drawSprite(_player_x,_player_y,10,10,(int *)_player.get_form(_explorer_sprite)); lcd.drawSprite(_item.get_item_x(),_item.get_item_y(),5,6,(int*)_item.get_item_form()); lcd.drawLine(line_1_value.left,line_1_value.y,line_1_value.right,line_1_value.y,FILL_BLACK); lcd.drawLine(line_2_value.left,line_2_value.y,line_2_value.right,line_2_value.y,FILL_BLACK); lcd.drawLine(line_3_value.left,line_3_value.y,line_3_value.right,line_3_value.y,FILL_BLACK); lcd.drawLine(line_4_value.left,line_4_value.y,line_4_value.right,line_4_value.y,FILL_BLACK); lcd.drawLine(line_5_value.left,line_5_value.y,line_5_value.right,line_5_value.y,FILL_BLACK); lcd.drawLine(line_6_value.left,line_6_value.y,line_6_value.right,line_6_value.y,FILL_BLACK); sprintf(buffer,"%2d",_player_score); lcd.printString("score:",0,0); lcd.printString(buffer,30,0); } void Gameengine::run_engine(N5110 &lcd, Gamepad &gamepad) { check_start(lcd, gamepad); check_reset(lcd, gamepad); read_input(gamepad); get_sprite(); get_explorer_direction(); get_explorer_y(gamepad); get_explorer_x(); generate_lines(); check_collision(gamepad); update_lcd(lcd); _player_score = get_score(); }