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Snake vs Block Game to be run upon K64F.
GameEngine/SnakevsBlock/SnakevsBlock.h@98:3061aa318fa2, 2019-05-09 (annotated)
- Committer:
- AhmedPlaymaker
- Date:
- Thu May 09 09:59:05 2019 +0000
- Revision:
- 98:3061aa318fa2
- Parent:
- 96:1ab67b3e6898
- Child:
- 100:6403c1705a08
Updated some part of the SnakevsBlocks documentation
Who changed what in which revision?
User | Revision | Line number | New contents of line |
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AhmedPlaymaker | 7:48ba87cd79b5 | 1 | #ifndef SNAKEVSBLOCK_H |
AhmedPlaymaker | 7:48ba87cd79b5 | 2 | #define SNAKEVSBLOCK_H |
AhmedPlaymaker | 7:48ba87cd79b5 | 3 | |
AhmedPlaymaker | 7:48ba87cd79b5 | 4 | #include "mbed.h" |
AhmedPlaymaker | 7:48ba87cd79b5 | 5 | #include "N5110.h" |
AhmedPlaymaker | 38:30e4e6191762 | 6 | #include "FXOS8700CQ.h" |
AhmedPlaymaker | 7:48ba87cd79b5 | 7 | #include "Gamepad.h" |
AhmedPlaymaker | 7:48ba87cd79b5 | 8 | #include "Snake.h" |
AhmedPlaymaker | 79:35cb65c52d25 | 9 | #include "LengthManager.h" |
AhmedPlaymaker | 44:cd10d07ea1e5 | 10 | #include "WinLoose.h" |
AhmedPlaymaker | 9:d1d79d4ee673 | 11 | #include "SnakeFood.h" |
AhmedPlaymaker | 10:751bd953fa27 | 12 | #include "Blocks.h" |
AhmedPlaymaker | 81:4c1641e10dcd | 13 | #include "Barriers.h" |
AhmedPlaymaker | 33:249cf423fb18 | 14 | #include "StartScreen.h" |
AhmedPlaymaker | 33:249cf423fb18 | 15 | #include "Stats.h" |
AhmedPlaymaker | 33:249cf423fb18 | 16 | #include "SDFileSystem.h" |
AhmedPlaymaker | 7:48ba87cd79b5 | 17 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 18 | /** SnakevsBlock Class |
AhmedPlaymaker | 92:693a6ae0ff8e | 19 | @brief This class controls the game by detecting collisions, drawing objects and updating game parameters. |
AhmedPlaymaker | 92:693a6ae0ff8e | 20 | @author Ahmed N.Adamjee |
AhmedPlaymaker | 92:693a6ae0ff8e | 21 | @date 8th May 2019 |
AhmedPlaymaker | 92:693a6ae0ff8e | 22 | */ |
AhmedPlaymaker | 7:48ba87cd79b5 | 23 | class SnakevsBlock |
AhmedPlaymaker | 7:48ba87cd79b5 | 24 | { |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 25 | public: |
AhmedPlaymaker | 92:693a6ae0ff8e | 26 | /** Constructor */ |
AhmedPlaymaker | 7:48ba87cd79b5 | 27 | SnakevsBlock(); |
AhmedPlaymaker | 92:693a6ae0ff8e | 28 | /** Destructor */ |
AhmedPlaymaker | 7:48ba87cd79b5 | 29 | ~SnakevsBlock(); |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 30 | |
AhmedPlaymaker | 7:48ba87cd79b5 | 31 | /** Initialise Game Machine |
AhmedPlaymaker | 7:48ba87cd79b5 | 32 | * |
AhmedPlaymaker | 7:48ba87cd79b5 | 33 | * This function initialises the game machine. |
AhmedPlaymaker | 7:48ba87cd79b5 | 34 | */ |
AhmedPlaymaker | 92:693a6ae0ff8e | 35 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 36 | * @brief Initialises all game parameters and objects and therefore configures the start state of the game. |
AhmedPlaymaker | 92:693a6ae0ff8e | 37 | * @param N5110 *lcd @details pointer to the N5110 object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. |
AhmedPlaymaker | 92:693a6ae0ff8e | 38 | * @param Gamepad *pad @details pointer to the gamepad object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. |
AhmedPlaymaker | 92:693a6ae0ff8e | 39 | */ |
AhmedPlaymaker | 83:329da564799a | 40 | void init(N5110 *lcd, Gamepad *pad); |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 41 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 42 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 43 | * @brief This function prepares the game machine for the next level. |
AhmedPlaymaker | 41:4edac50f010d | 44 | */ |
AhmedPlaymaker | 41:4edac50f010d | 45 | void reset( ); |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 46 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 47 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 48 | * @brief This function initialises the objects that are used to functionalise the game. |
AhmedPlaymaker | 49:441c32f6603e | 49 | */ |
AhmedPlaymaker | 49:441c32f6603e | 50 | void object_initialisations(); |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 51 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 52 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 53 | * @brief This function obtains numeric data from the gamepads joystick. |
AhmedPlaymaker | 92:693a6ae0ff8e | 54 | * @param FXOS8700CQ &device @details The FXOS8700CQ library. |
AhmedPlaymaker | 92:693a6ae0ff8e | 55 | * @parm g_mode @details Contains a value that is used to choose between setting the controls based on joystick or motion control. |
AhmedPlaymaker | 7:48ba87cd79b5 | 56 | */ |
AhmedPlaymaker | 92:693a6ae0ff8e | 57 | void read_input(FXOS8700CQ &device, int g_mode); |
AhmedPlaymaker | 64:540aa1602372 | 58 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 59 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 60 | * @brief This function reads the angle of tilt required for motion contol and also processes it by reseting the angle buffer if A is pressed. |
AhmedPlaymaker | 92:693a6ae0ff8e | 61 | * @param FXOS8700CQ &device @details The FXOS8700CQ library. |
AhmedPlaymaker | 63:205f0ca48473 | 62 | */ |
AhmedPlaymaker | 83:329da564799a | 63 | void calculateTilt(FXOS8700CQ &device); |
AhmedPlaymaker | 64:540aa1602372 | 64 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 65 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 66 | * @brief This function ligths the LEDS dependent on the direction of travel. |
AhmedPlaymaker | 63:205f0ca48473 | 67 | */ |
AhmedPlaymaker | 83:329da564799a | 68 | void lightTheLEDS(); |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 69 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 70 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 71 | * @brief This function updates length and motion data inside the snake class and also uses the length manager class to update length. |
AhmedPlaymaker | 84:9950d561fdf8 | 72 | */ |
AhmedPlaymaker | 84:9950d561fdf8 | 73 | void updateSnakeLengthAndMovement(); |
AhmedPlaymaker | 84:9950d561fdf8 | 74 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 75 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 76 | * @brief This function contains the draw functions of the other libraries used in the game. |
AhmedPlaymaker | 7:48ba87cd79b5 | 77 | */ |
AhmedPlaymaker | 83:329da564799a | 78 | void draw(); |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 79 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 80 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 81 | * @brief This function contains the update functions of the other libraries used in the game. |
AhmedPlaymaker | 56:142e9fdb77a8 | 82 | */ |
AhmedPlaymaker | 83:329da564799a | 83 | void update(); |
AhmedPlaymaker | 64:540aa1602372 | 84 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 85 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 86 | * @brief Function handles level progression and level failure operations by using the class WinLoose. |
AhmedPlaymaker | 92:693a6ae0ff8e | 87 | * @param SDFileSystem &sd @details The SDFileSystem library. |
AhmedPlaymaker | 63:205f0ca48473 | 88 | */ |
AhmedPlaymaker | 83:329da564799a | 89 | int CheckGameProgression(SDFileSystem &sd); |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 90 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 91 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 92 | * @brief This function contains the Get Position functions of all the class objects used in the game and saves them to use in an array throughout the class. |
AhmedPlaymaker | 7:48ba87cd79b5 | 93 | */ |
AhmedPlaymaker | 7:48ba87cd79b5 | 94 | void get_pos(); |
AhmedPlaymaker | 92:693a6ae0ff8e | 95 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 96 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 97 | * @brief this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10.lock. |
AhmedPlaymaker | 92:693a6ae0ff8e | 98 | * @param srn @details this is the serial number of blocks and tells us which of the 5 blocks we are colliding with |
AhmedPlaymaker | 39:210ac915e0a0 | 99 | */ |
AhmedPlaymaker | 65:2872ca289b49 | 100 | void _setVelocity(int srn); |
AhmedPlaymaker | 98:3061aa318fa2 | 101 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 102 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 103 | * @brief This function makes the default motion of the snake freemoving before a collision is checked for, to forget the previous collision. |
AhmedPlaymaker | 63:205f0ca48473 | 104 | */ |
AhmedPlaymaker | 63:205f0ca48473 | 105 | void MakeDefaultMotionFree(); |
AhmedPlaymaker | 84:9950d561fdf8 | 106 | |
AhmedPlaymaker | 92:693a6ae0ff8e | 107 | /** |
AhmedPlaymaker | 92:693a6ae0ff8e | 108 | * @brief This makes the virtual length -> 10 for the side collision implementation because if the length is fifteen and the last beed collides, it still is the 10th beed on screen. |
AhmedPlaymaker | 64:540aa1602372 | 109 | */ |
AhmedPlaymaker | 64:540aa1602372 | 110 | void makeVirtualLengthMaxTen(); |
AhmedPlaymaker | 64:540aa1602372 | 111 | |
AhmedPlaymaker | 98:3061aa318fa2 | 112 | private: |
AhmedPlaymaker | 98:3061aa318fa2 | 113 | |
AhmedPlaymaker | 98:3061aa318fa2 | 114 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 115 | This function checks if the Snake has come into contact with it's food. |
AhmedPlaymaker | 98:3061aa318fa2 | 116 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 117 | void CheckSnakeFoodCollision(); |
AhmedPlaymaker | 98:3061aa318fa2 | 118 | |
AhmedPlaymaker | 98:3061aa318fa2 | 119 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 120 | This function automatically detects each combination of collision in the y postion. |
AhmedPlaymaker | 98:3061aa318fa2 | 121 | food_sr -> creted in a loop that runs 3 times to detect collision with all the three food objects. |
AhmedPlaymaker | 98:3061aa318fa2 | 122 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 123 | void CheckSnakeFoodYCollision(int food_sr); |
AhmedPlaymaker | 98:3061aa318fa2 | 124 | |
AhmedPlaymaker | 98:3061aa318fa2 | 125 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 126 | This function automatically detects each combination of collision in the x postion. |
AhmedPlaymaker | 98:3061aa318fa2 | 127 | food_sr -> creted in a loop that runs 3 times to detect collision with all the three food objects. |
AhmedPlaymaker | 98:3061aa318fa2 | 128 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 129 | void CheckSnakeFoodXCollision(int food_sr); |
AhmedPlaymaker | 98:3061aa318fa2 | 130 | |
AhmedPlaymaker | 98:3061aa318fa2 | 131 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 132 | This function automatically detects which food we are interacting with and increases the snake length accordingly. |
AhmedPlaymaker | 98:3061aa318fa2 | 133 | food_sr -> creted in a loop that runs 3 times to detect collision with all the three food objects. |
AhmedPlaymaker | 98:3061aa318fa2 | 134 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 135 | void ImplementSnakeFoodCollision(int food_sr); |
AhmedPlaymaker | 98:3061aa318fa2 | 136 | |
AhmedPlaymaker | 98:3061aa318fa2 | 137 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 138 | * @brief This function checks if the Snake has come into contact with any Block. |
AhmedPlaymaker | 98:3061aa318fa2 | 139 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 140 | void CheckSnakeBlockCollision(); |
AhmedPlaymaker | 98:3061aa318fa2 | 141 | |
AhmedPlaymaker | 98:3061aa318fa2 | 142 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 143 | This function returns the srn of the block we are colliding with. |
AhmedPlaymaker | 98:3061aa318fa2 | 144 | Block -> value of int block which is compared to a preset ranges, to allocate a serial number to the colliding block. |
AhmedPlaymaker | 98:3061aa318fa2 | 145 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 146 | int CheckCollidingBlock(int Block); |
AhmedPlaymaker | 98:3061aa318fa2 | 147 | |
AhmedPlaymaker | 98:3061aa318fa2 | 148 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 149 | This function allows the appropriate maths to take place after every collision. |
AhmedPlaymaker | 98:3061aa318fa2 | 150 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 151 | void ImplementSnakeBlockCollision(); |
AhmedPlaymaker | 98:3061aa318fa2 | 152 | |
AhmedPlaymaker | 98:3061aa318fa2 | 153 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 154 | This function checks if the Snake has come into contact with any the sides of the block and stops it moving. |
AhmedPlaymaker | 98:3061aa318fa2 | 155 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 156 | void CheckSnakeBlockSidesCollision(); |
AhmedPlaymaker | 98:3061aa318fa2 | 157 | |
AhmedPlaymaker | 98:3061aa318fa2 | 158 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 159 | This function checks if the Snake and blocks collide anywhere in the Y axis. |
AhmedPlaymaker | 98:3061aa318fa2 | 160 | i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. |
AhmedPlaymaker | 98:3061aa318fa2 | 161 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 162 | void CheckSnakeBlockSidesYCollision(int i); |
AhmedPlaymaker | 98:3061aa318fa2 | 163 | |
AhmedPlaymaker | 98:3061aa318fa2 | 164 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 165 | This function checks if the Snake and blocks collide anywhere in the X axis. |
AhmedPlaymaker | 98:3061aa318fa2 | 166 | i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. |
AhmedPlaymaker | 98:3061aa318fa2 | 167 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 168 | void CheckSnakeBlockSidesXCollision(int i); |
AhmedPlaymaker | 98:3061aa318fa2 | 169 | |
AhmedPlaymaker | 98:3061aa318fa2 | 170 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 171 | Checks if the colliding wall is on east side or west side and then calls ImplementBarrierCollision(i) to carry out the required task. |
AhmedPlaymaker | 98:3061aa318fa2 | 172 | X -> is just the X axis coordinate of the nokia screen. |
AhmedPlaymaker | 98:3061aa318fa2 | 173 | i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. |
AhmedPlaymaker | 98:3061aa318fa2 | 174 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 175 | void CheckSnakeBlockSidesEastWestCollision(int X, int i); |
AhmedPlaymaker | 98:3061aa318fa2 | 176 | |
AhmedPlaymaker | 98:3061aa318fa2 | 177 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 178 | This function checks if the Snake has come into contact with any the sides of the barriers and stops it moving in the X axis if true. |
AhmedPlaymaker | 98:3061aa318fa2 | 179 | bar_sr_no -> is the index of which barrier collision we are detecting. |
AhmedPlaymaker | 98:3061aa318fa2 | 180 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 181 | void CheckSnakeBarrierCollision(int bar_sr_no); |
AhmedPlaymaker | 98:3061aa318fa2 | 182 | |
AhmedPlaymaker | 98:3061aa318fa2 | 183 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 184 | This function checks if the Snake and blocks collide anywhere in the Y axis. |
AhmedPlaymaker | 98:3061aa318fa2 | 185 | i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. |
AhmedPlaymaker | 98:3061aa318fa2 | 186 | bar_sr_no -> is the index of which barrier collision we are detecting. |
AhmedPlaymaker | 98:3061aa318fa2 | 187 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 188 | void CheckSnakeBarrierYCollision(int i, int bar_sr_no); //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length. |
AhmedPlaymaker | 98:3061aa318fa2 | 189 | |
AhmedPlaymaker | 98:3061aa318fa2 | 190 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 191 | * Checks if the colliding barrier's side is on east side or west side of snake and then calls ImplementBarrierCollision(i) to carry out the required task. |
AhmedPlaymaker | 98:3061aa318fa2 | 192 | * i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. |
AhmedPlaymaker | 98:3061aa318fa2 | 193 | * bar_sr_no -> is the index of which barrier collision we are detecting. |
AhmedPlaymaker | 98:3061aa318fa2 | 194 | */ |
AhmedPlaymaker | 98:3061aa318fa2 | 195 | void CheckSnakeBarrierEastWestCollision(int i, int bar_sr_no); //i checks for all possible collisions with the snake respective to it's length. |
AhmedPlaymaker | 98:3061aa318fa2 | 196 | |
AhmedPlaymaker | 98:3061aa318fa2 | 197 | /* |
AhmedPlaymaker | 98:3061aa318fa2 | 198 | This function implements the sides collision by making the x axis speed of the particular snake beed 0. |
AhmedPlaymaker | 98:3061aa318fa2 | 199 | i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. |
AhmedPlaymaker | 62:ebf6ecf8a6d5 | 200 | */ |
AhmedPlaymaker | 82:c51ae8a501d1 | 201 | void ImplementBarrierCollision(int i); |
AhmedPlaymaker | 64:540aa1602372 | 202 | |
AhmedPlaymaker | 64:540aa1602372 | 203 | //OBJECT DECLARATIONS. |
AhmedPlaymaker | 64:540aa1602372 | 204 | Snake _s; |
AhmedPlaymaker | 79:35cb65c52d25 | 205 | LengthManager _l; |
AhmedPlaymaker | 64:540aa1602372 | 206 | WinLoose _wl; |
AhmedPlaymaker | 64:540aa1602372 | 207 | SnakeFood _f; |
AhmedPlaymaker | 64:540aa1602372 | 208 | SnakeFood _ff; |
AhmedPlaymaker | 64:540aa1602372 | 209 | SnakeFood _fff; |
AhmedPlaymaker | 64:540aa1602372 | 210 | Blocks _b; |
AhmedPlaymaker | 81:4c1641e10dcd | 211 | Barriers _barA; |
AhmedPlaymaker | 81:4c1641e10dcd | 212 | Barriers _barB; |
AhmedPlaymaker | 64:540aa1602372 | 213 | Stats _Setstats; |
AhmedPlaymaker | 84:9950d561fdf8 | 214 | |
AhmedPlaymaker | 83:329da564799a | 215 | //Pointer to the game pad object pad. |
AhmedPlaymaker | 83:329da564799a | 216 | Gamepad *_pad; |
AhmedPlaymaker | 83:329da564799a | 217 | //Pointer to the N5110 object lcd. |
AhmedPlaymaker | 83:329da564799a | 218 | N5110 *_lcd; |
AhmedPlaymaker | 64:540aa1602372 | 219 | |
AhmedPlaymaker | 64:540aa1602372 | 220 | //OBJECT POSITIONS ON SCREEN. |
AhmedPlaymaker | 64:540aa1602372 | 221 | int snakex; //x position of top beed |
AhmedPlaymaker | 64:540aa1602372 | 222 | int snakey; //y position of top beed |
AhmedPlaymaker | 71:4bd2b27693f3 | 223 | Vector2D snake_pos[10]; //saves the position of all the snake beeds in an array for ease of collision processing. |
AhmedPlaymaker | 64:540aa1602372 | 224 | Vector2D food_pos[3]; //saves the position of all 3 snake food on the screen in a single array for ease of collision processing. |
AhmedPlaymaker | 64:540aa1602372 | 225 | Vector2D b_pos; //saves the origin of the blocks on the screen (this is the top left corner of the block row). |
AhmedPlaymaker | 82:c51ae8a501d1 | 226 | Vector2D bar_pos[2]; //saves the origin of the barrier on the screen (this is the top left corner of the barrier). |
AhmedPlaymaker | 64:540aa1602372 | 227 | |
AhmedPlaymaker | 64:540aa1602372 | 228 | //LEVEL PROGRESSION, FAILURE AND STATISTICS PARAMETERS. |
AhmedPlaymaker | 64:540aa1602372 | 229 | int level; // this is diffrent to int _length as this stops at 10 to not complicate collisions as the snake doesn't grow longer than 10 visually. |
AhmedPlaymaker | 64:540aa1602372 | 230 | char bufferlevel[14]; //this helps me print the level on screen. |
AhmedPlaymaker | 64:540aa1602372 | 231 | int back; //enables the player to go back on main menu if back is pressed. |
AhmedPlaymaker | 64:540aa1602372 | 232 | int _maxLength; // this makes us go to the next level if if maxLength is achieved; |
AhmedPlaymaker | 64:540aa1602372 | 233 | |
AhmedPlaymaker | 81:4c1641e10dcd | 234 | //Block, Food and Barrier Y AXIS VELOCITY, SNAKE LENGTH ,MAX VIRTUAL LENGTH AND VARABLE THAT ALLOWS FREE MOTION OF A SPECIFIC BEED NUMBER OF THE SNAKE. |
AhmedPlaymaker | 64:540aa1602372 | 235 | int velocity; //this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10. |
AhmedPlaymaker | 64:540aa1602372 | 236 | int _length; //this is diffrent to the _virtualLength as this saves the length of the snake, for collision detection relative to it's length and calculations. |
AhmedPlaymaker | 64:540aa1602372 | 237 | int _virtualLength; //saves the length of the snake, for collision detection relative to it's Max screen length. |
AhmedPlaymaker | 96:1ab67b3e6898 | 238 | int immobile_bead_n[10]; //this array is indexed by the beed number of the colliding snake, if beed 3 from top was colliding with any obstruction, immobile_bead_n[2] will be 1. |
AhmedPlaymaker | 64:540aa1602372 | 239 | |
AhmedPlaymaker | 64:540aa1602372 | 240 | //TURN DIRECTION, TILT ANGLE AND ANGLE RESET BUFFER (GARBAGE). |
AhmedPlaymaker | 96:1ab67b3e6898 | 241 | Direction _d; //This struct saves the direction of snake movement. |
AhmedPlaymaker | 64:540aa1602372 | 242 | float _tiltAngle; //saves the angle of tilt. |
AhmedPlaymaker | 64:540aa1602372 | 243 | int garbage; //to save the angle at the point button A is pressed. |
AhmedPlaymaker | 64:540aa1602372 | 244 | |
AhmedPlaymaker | 64:540aa1602372 | 245 | //BLOCK NUMBERS, BLOCK DROP GAP, BLOCK DETECTION SRN AND VARIABLE TO SEND/NOT BLOCK NUMBER TO BLOCK CLASS |
AhmedPlaymaker | 64:540aa1602372 | 246 | int *b_number; //pointer to save the numbers inside the block. |
AhmedPlaymaker | 64:540aa1602372 | 247 | int blocknum; // saves the number inside the specific colliding block, for calculations. |
AhmedPlaymaker | 64:540aa1602372 | 248 | int blockgap; //to change frequency of fall |
AhmedPlaymaker | 64:540aa1602372 | 249 | int srn; //sr number of the block we are colliding with (1 to 5) |
AhmedPlaymaker | 95:b068b0735f45 | 250 | bool send_block_number; //makes sure that the block number is only updated when send is activated. |
AhmedPlaymaker | 64:540aa1602372 | 251 | |
AhmedPlaymaker | 64:540aa1602372 | 252 | //INITIAL FOOD AND BLOCK DROP GAP. |
AhmedPlaymaker | 64:540aa1602372 | 253 | int _dropbuff; //this makes food 1,2,and 3 come at seperate times |
AhmedPlaymaker | 7:48ba87cd79b5 | 254 | }; |
AhmedPlaymaker | 7:48ba87cd79b5 | 255 | #endif |