Snake vs Block Game to be run upon K64F.

Dependencies:   mbed

Committer:
AhmedPlaymaker
Date:
Sat May 04 20:48:10 2019 +0000
Revision:
70:7caab8069b9b
Parent:
68:b9cfd27987ac
Child:
71:4bd2b27693f3
Thanks to my newly created test files, I removed some of the most uselessly redundant functions in my snake class relating to get pos. The test classes helped me debug the problems with the bulky code by letting me know what coordinates were saved.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
AhmedPlaymaker 7:48ba87cd79b5 1 #include "SnakevsBlock.h"
AhmedPlaymaker 7:48ba87cd79b5 2
AhmedPlaymaker 7:48ba87cd79b5 3 SnakevsBlock::SnakevsBlock()
AhmedPlaymaker 7:48ba87cd79b5 4 {
AhmedPlaymaker 7:48ba87cd79b5 5
AhmedPlaymaker 7:48ba87cd79b5 6 }
AhmedPlaymaker 7:48ba87cd79b5 7
AhmedPlaymaker 7:48ba87cd79b5 8 SnakevsBlock::~SnakevsBlock()
AhmedPlaymaker 7:48ba87cd79b5 9 {
AhmedPlaymaker 7:48ba87cd79b5 10
AhmedPlaymaker 7:48ba87cd79b5 11 }
AhmedPlaymaker 7:48ba87cd79b5 12
AhmedPlaymaker 7:48ba87cd79b5 13 void SnakevsBlock::init()
AhmedPlaymaker 7:48ba87cd79b5 14 {
AhmedPlaymaker 67:39b9ba6019b0 15 SnakevsBlock::object_initialisations();
AhmedPlaymaker 41:4edac50f010d 16 //The level initialisation and all the other initial information passing will be done here
AhmedPlaymaker 19:05cc9f801468 17 level = 1;
AhmedPlaymaker 59:c65a2e933c47 18 _maxLength = 10; // this makes us go to the next level if if maxLength is achieved;
AhmedPlaymaker 41:4edac50f010d 19 garbage = 0; //this is to allow the user to change the position of reference for motion control by saving the absolute angle.
AhmedPlaymaker 64:540aa1602372 20 _dropbuff = 0; //this makes the food fall at diffrent times when a particular level starts.
AhmedPlaymaker 56:142e9fdb77a8 21 send_block_number = 0; //this is 0 when there is no collision, thus block number isn't remembered for next set (which would lead to empty blocks).
AhmedPlaymaker 59:c65a2e933c47 22 blockgap = 300; //this is the number of itterations the block will reccur after in the first level.
AhmedPlaymaker 70:7caab8069b9b 23
AhmedPlaymaker 62:ebf6ecf8a6d5 24 for(int i=0; i<=14; i++) {
AhmedPlaymaker 70:7caab8069b9b 25 b[i] = 1;
AhmedPlaymaker 62:ebf6ecf8a6d5 26 }
AhmedPlaymaker 7:48ba87cd79b5 27 }
AhmedPlaymaker 7:48ba87cd79b5 28
AhmedPlaymaker 41:4edac50f010d 29 void SnakevsBlock::reset()
AhmedPlaymaker 41:4edac50f010d 30 {
AhmedPlaymaker 67:39b9ba6019b0 31 SnakevsBlock::object_initialisations();
AhmedPlaymaker 41:4edac50f010d 32 //This prepares the game for the next level by reseting certain variables.
AhmedPlaymaker 64:540aa1602372 33 _dropbuff = 0;
AhmedPlaymaker 67:39b9ba6019b0 34 if(blockgap >= 60) {
AhmedPlaymaker 62:ebf6ecf8a6d5 35 blockgap -= 10; //to make progressive levels harder by making the blocks drop more frequently.
AhmedPlaymaker 62:ebf6ecf8a6d5 36 }
AhmedPlaymaker 49:441c32f6603e 37 }
AhmedPlaymaker 49:441c32f6603e 38
AhmedPlaymaker 49:441c32f6603e 39 void SnakevsBlock::object_initialisations()
AhmedPlaymaker 49:441c32f6603e 40 {
AhmedPlaymaker 49:441c32f6603e 41 _l.init(); //length calc object initialisation.
AhmedPlaymaker 68:b9cfd27987ac 42 _s.init(3,1); //snake object initialisation.
AhmedPlaymaker 49:441c32f6603e 43 _f.init(); //food 1 object initialisation.
AhmedPlaymaker 49:441c32f6603e 44 _ff.init(); //food 2 object initialisation.
AhmedPlaymaker 49:441c32f6603e 45 _fff.init(); //food 3 object initialisation.
AhmedPlaymaker 49:441c32f6603e 46 _b.init(); //block object initialisation.
AhmedPlaymaker 41:4edac50f010d 47 }
AhmedPlaymaker 7:48ba87cd79b5 48
AhmedPlaymaker 39:210ac915e0a0 49 void SnakevsBlock::read_input(Gamepad &pad, FXOS8700CQ &device, int g_mode)
AhmedPlaymaker 7:48ba87cd79b5 50 {
AhmedPlaymaker 63:205f0ca48473 51 SnakevsBlock::calculateTilt(pad, device);
AhmedPlaymaker 63:205f0ca48473 52
AhmedPlaymaker 56:142e9fdb77a8 53 switch (g_mode) {
AhmedPlaymaker 62:ebf6ecf8a6d5 54 case 1:
AhmedPlaymaker 62:ebf6ecf8a6d5 55 _d = pad.get_direction(); //Obtains Direction pushed towards on Joystick.
AhmedPlaymaker 62:ebf6ecf8a6d5 56 break;
AhmedPlaymaker 62:ebf6ecf8a6d5 57 case 2:
AhmedPlaymaker 63:205f0ca48473 58 if (_tiltAngle >= 6) {
AhmedPlaymaker 62:ebf6ecf8a6d5 59 _d = E;
AhmedPlaymaker 63:205f0ca48473 60 } else if (_tiltAngle <= -6) {
AhmedPlaymaker 62:ebf6ecf8a6d5 61 _d = W;
AhmedPlaymaker 62:ebf6ecf8a6d5 62 } else {
AhmedPlaymaker 62:ebf6ecf8a6d5 63 _d = CENTRE;
AhmedPlaymaker 62:ebf6ecf8a6d5 64 }
AhmedPlaymaker 62:ebf6ecf8a6d5 65 break;
AhmedPlaymaker 38:30e4e6191762 66 }
AhmedPlaymaker 63:205f0ca48473 67 SnakevsBlock::lightTheLEDS(pad); //This function ligths the LEDS dependent on the direction of travel.
AhmedPlaymaker 38:30e4e6191762 68 //printf("%d",gm);
AhmedPlaymaker 63:205f0ca48473 69 //printf("%f",_tiltAngle);
AhmedPlaymaker 63:205f0ca48473 70 //printf("%f",device.get_roll_angle());
AhmedPlaymaker 63:205f0ca48473 71 }
AhmedPlaymaker 63:205f0ca48473 72
AhmedPlaymaker 63:205f0ca48473 73 void SnakevsBlock::calculateTilt(Gamepad &pad, FXOS8700CQ &device) //this just reads the angle of tilt required for motion contol and also processes it if A is pressed.
AhmedPlaymaker 63:205f0ca48473 74 {
AhmedPlaymaker 63:205f0ca48473 75 device.get_values();
AhmedPlaymaker 63:205f0ca48473 76 _tiltAngle = -device.get_roll_angle();
AhmedPlaymaker 63:205f0ca48473 77 //if button A is pressed then reset that particular position to center
AhmedPlaymaker 63:205f0ca48473 78 if (pad.check_event(Gamepad::A_PRESSED) == true) {
AhmedPlaymaker 63:205f0ca48473 79 garbage = _tiltAngle;
AhmedPlaymaker 63:205f0ca48473 80 }
AhmedPlaymaker 63:205f0ca48473 81 _tiltAngle = -device.get_roll_angle() - garbage;
AhmedPlaymaker 63:205f0ca48473 82
AhmedPlaymaker 63:205f0ca48473 83 //device.get_values();
AhmedPlaymaker 63:205f0ca48473 84 //printf("%f",_tiltAngle);
AhmedPlaymaker 38:30e4e6191762 85 //printf("%f",device.get_roll_angle());
AhmedPlaymaker 7:48ba87cd79b5 86 }
AhmedPlaymaker 7:48ba87cd79b5 87
AhmedPlaymaker 63:205f0ca48473 88 void SnakevsBlock::lightTheLEDS(Gamepad &pad) //This function ligths the LEDS dependent on the direction of travel.
AhmedPlaymaker 63:205f0ca48473 89 {
AhmedPlaymaker 63:205f0ca48473 90 if (_d == E) {
AhmedPlaymaker 63:205f0ca48473 91 for(int led = 4; led <= 6; led++) {
AhmedPlaymaker 63:205f0ca48473 92 pad.led(led,1);
AhmedPlaymaker 63:205f0ca48473 93 }
AhmedPlaymaker 63:205f0ca48473 94 } else if (_d == W) {
AhmedPlaymaker 63:205f0ca48473 95 for(int led = 1; led <= 3; led++) {
AhmedPlaymaker 63:205f0ca48473 96 pad.led(led,1);
AhmedPlaymaker 63:205f0ca48473 97 }
AhmedPlaymaker 63:205f0ca48473 98 } else {
AhmedPlaymaker 63:205f0ca48473 99 for(int led = 1; led <= 6; led++) {
AhmedPlaymaker 63:205f0ca48473 100 pad.led(led,0);
AhmedPlaymaker 63:205f0ca48473 101 }
AhmedPlaymaker 63:205f0ca48473 102 }
AhmedPlaymaker 63:205f0ca48473 103 }
AhmedPlaymaker 63:205f0ca48473 104
AhmedPlaymaker 62:ebf6ecf8a6d5 105 void SnakevsBlock::draw(N5110 &lcd, Gamepad &pad)
AhmedPlaymaker 62:ebf6ecf8a6d5 106 {
AhmedPlaymaker 55:df0825049171 107 _length = _l._getLength(); //saves the snake length into a private variable.
AhmedPlaymaker 70:7caab8069b9b 108 SnakevsBlock::makeVirtualLengthMaxTen(); //stops the length at 10 for collision and drawing purposes.
AhmedPlaymaker 70:7caab8069b9b 109 _s.draw(lcd, _virtualLength, level); //Draws the Snake. //Make these snake buffs relative to the snake drops which in turn relate to the game speed
AhmedPlaymaker 64:540aa1602372 110 if(_dropbuff >= 0) {
AhmedPlaymaker 64:540aa1602372 111 _f.draw(lcd); //Draws the first food after a loop delay of 0.
AhmedPlaymaker 39:210ac915e0a0 112 }
AhmedPlaymaker 64:540aa1602372 113 if(_dropbuff >= 50) {
AhmedPlaymaker 64:540aa1602372 114 _ff.draw(lcd); //Draws the first food after a loop delay of 50.
AhmedPlaymaker 9:d1d79d4ee673 115 }
AhmedPlaymaker 64:540aa1602372 116 if(_dropbuff >= 80) {
AhmedPlaymaker 64:540aa1602372 117 _fff.draw(lcd); //Draws the first food after a loop delay of 80.
AhmedPlaymaker 39:210ac915e0a0 118 }
AhmedPlaymaker 64:540aa1602372 119 _dropbuff +=1;
AhmedPlaymaker 64:540aa1602372 120 if(_dropbuff >= 8) {
AhmedPlaymaker 48:d774bb162c61 121 _b.draw(lcd, _length);
AhmedPlaymaker 19:05cc9f801468 122 }
AhmedPlaymaker 7:48ba87cd79b5 123 //Code to print length on game screen.
AhmedPlaymaker 41:4edac50f010d 124 _l.print_length_on_screen(lcd);
AhmedPlaymaker 62:ebf6ecf8a6d5 125 }
AhmedPlaymaker 39:210ac915e0a0 126
AhmedPlaymaker 63:205f0ca48473 127 void SnakevsBlock::update(N5110 &lcd, Gamepad &pad) //Updates objects on screen.
AhmedPlaymaker 39:210ac915e0a0 128 {
AhmedPlaymaker 42:973bb6036f81 129 send_block_number = 0; //this is for the game to decide wether to remember the number on the block for the current itteration.
AhmedPlaymaker 62:ebf6ecf8a6d5 130 //we dont need to remember if it has already gone past the screen.
AhmedPlaymaker 63:205f0ca48473 131 SnakevsBlock::CheckSnakeFoodCollision(pad); //Function checks for when the snake collides with it's food.
AhmedPlaymaker 63:205f0ca48473 132 SnakevsBlock::CheckSnakeBlockCollision(pad); //Function checks for when the snake collides with any of the blocks.
AhmedPlaymaker 63:205f0ca48473 133 SnakevsBlock::CheckSnakeBlockSidesCollision(pad); //Function checks for when the snake collides with any of the blocks' sides.
AhmedPlaymaker 41:4edac50f010d 134 _s.update(_d, b); //_d is the direction of joystick and b controls the motion of a section of the snake relative to obstruction
AhmedPlaymaker 9:d1d79d4ee673 135 _f.update();
AhmedPlaymaker 9:d1d79d4ee673 136 _ff.update();
AhmedPlaymaker 62:ebf6ecf8a6d5 137 _fff.update();
AhmedPlaymaker 48:d774bb162c61 138 _b.update(blocknum, blockgap, srn, send_block_number);
AhmedPlaymaker 63:205f0ca48473 139
AhmedPlaymaker 63:205f0ca48473 140 }
AhmedPlaymaker 63:205f0ca48473 141
AhmedPlaymaker 63:205f0ca48473 142 int SnakevsBlock::CheckGameProgression(N5110 &lcd, Gamepad &pad, SDFileSystem &sd)
AhmedPlaymaker 63:205f0ca48473 143 {
AhmedPlaymaker 63:205f0ca48473 144 //Function handles level progression and level failure operations by using the class WinLoose.
AhmedPlaymaker 49:441c32f6603e 145 if(_length == 0) {
AhmedPlaymaker 49:441c32f6603e 146 _wl.GameOver(lcd,pad);
AhmedPlaymaker 49:441c32f6603e 147 }
AhmedPlaymaker 63:205f0ca48473 148 if((pad.check_event(Gamepad::BACK_PRESSED))||(_length == 0)) { //Waits for Back button to be pressed or the length to reach 0.
AhmedPlaymaker 25:e827f1a8fadc 149 back = 1;
AhmedPlaymaker 25:e827f1a8fadc 150 SnakevsBlock::init();
AhmedPlaymaker 62:ebf6ecf8a6d5 151 } else {
AhmedPlaymaker 25:e827f1a8fadc 152 back = 0;
AhmedPlaymaker 25:e827f1a8fadc 153 }
AhmedPlaymaker 52:c2faa96cf293 154 //printf("%d\n",_length);
AhmedPlaymaker 59:c65a2e933c47 155 if(_length >= _maxLength) {
AhmedPlaymaker 59:c65a2e933c47 156 _maxLength++;
AhmedPlaymaker 50:3cf9a94a264e 157 level = _wl.LevelComplete(lcd, pad, level);
AhmedPlaymaker 50:3cf9a94a264e 158 _Setstats.write(level, sd);
AhmedPlaymaker 63:205f0ca48473 159 //_statset.read(sd); //to read the currently stored value.
AhmedPlaymaker 63:205f0ca48473 160 SnakevsBlock::reset(); //reset prepares the game for the next level.
AhmedPlaymaker 50:3cf9a94a264e 161 }
AhmedPlaymaker 63:205f0ca48473 162 //_statset.read(sd); //to read the currently stored value.
AhmedPlaymaker 25:e827f1a8fadc 163 return back;
AhmedPlaymaker 7:48ba87cd79b5 164 }
AhmedPlaymaker 7:48ba87cd79b5 165
AhmedPlaymaker 7:48ba87cd79b5 166 void SnakevsBlock::get_pos()
AhmedPlaymaker 7:48ba87cd79b5 167 {
AhmedPlaymaker 7:48ba87cd79b5 168 //printf("player pos = %f %f \n", player_pos.x, player_pos.y); //top left of player sprite
AhmedPlaymaker 7:48ba87cd79b5 169 // 81.000000 0.000000 top right
AhmedPlaymaker 7:48ba87cd79b5 170 // 0.000000 0.000000 is top left
AhmedPlaymaker 7:48ba87cd79b5 171 // 81.000000 45.000000 bottom right
AhmedPlaymaker 70:7caab8069b9b 172 snakex = _s.get_pos(0).x; //this could be snake_pos[0].x or simply snake_pos[0] to represent both x&y but as it is used the most, it improves readability.
AhmedPlaymaker 70:7caab8069b9b 173 snakey = _s.get_pos(0).y; //this could be snake_pos[0].y or simply snake_pos[0] to represent both x&y but as it is used the most, it improves readability.
AhmedPlaymaker 7:48ba87cd79b5 174 //printf("snakexy in GAME = %d %d \n", snakex, snakey);
AhmedPlaymaker 41:4edac50f010d 175 //Obtains all required coordinates.
AhmedPlaymaker 41:4edac50f010d 176 food_pos[0] = _f.get_pos();
AhmedPlaymaker 41:4edac50f010d 177 food_pos[1] = _ff.get_pos();
AhmedPlaymaker 41:4edac50f010d 178 food_pos[2] = _fff.get_pos();
AhmedPlaymaker 41:4edac50f010d 179 //obtains origin cordinates of block.
AhmedPlaymaker 41:4edac50f010d 180 b_pos = _b.get_pos();
AhmedPlaymaker 41:4edac50f010d 181 //this saves the positions of each snake beed (the first to the last) in a single array. Element[0] is the top beed and soo on.
AhmedPlaymaker 70:7caab8069b9b 182 snake_pos[0] = _s.get_pos(0); //gets the position of the top beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 183 snake_pos[1] = _s.get_pos(1); //gets the position of the second beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 184 snake_pos[2] = _s.get_pos(2); //gets the position of the third beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 185 snake_pos[3] = _s.get_pos(3); //gets the position of the fourth beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 186 snake_pos[4] = _s.get_pos(4); //gets the position of the fifth beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 187 snake_pos[5] = _s.get_pos(5); //gets the position of the sixth beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 188 snake_pos[6] = _s.get_pos(6); //gets the position of the seventh beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 189 snake_pos[7] = _s.get_pos(7); //gets the position of the eight beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 190 snake_pos[8] = _s.get_pos(8); //gets the position of the ninth beed and saves in array.
AhmedPlaymaker 70:7caab8069b9b 191 snake_pos[9] = _s.get_pos(9); //gets the position of the last beed and saves in array.
AhmedPlaymaker 62:ebf6ecf8a6d5 192 }
AhmedPlaymaker 62:ebf6ecf8a6d5 193
AhmedPlaymaker 9:d1d79d4ee673 194
AhmedPlaymaker 62:ebf6ecf8a6d5 195 void SnakevsBlock::CheckSnakeFoodCollision(Gamepad &pad)
AhmedPlaymaker 62:ebf6ecf8a6d5 196 {
AhmedPlaymaker 32:3a3bdeffdf62 197 //If statements check if the snake sprite has collided with any
AhmedPlaymaker 32:3a3bdeffdf62 198 //of the three food sprites, if so then the food location is reset and
AhmedPlaymaker 32:3a3bdeffdf62 199 //length of the snake is increased using the length variable.
AhmedPlaymaker 65:2872ca289b49 200
AhmedPlaymaker 65:2872ca289b49 201 SnakevsBlock::CheckSnakeFoodYCollision(pad);
AhmedPlaymaker 65:2872ca289b49 202
AhmedPlaymaker 29:c6358c39a70e 203 _f.set_pos(food_pos[0]);
AhmedPlaymaker 29:c6358c39a70e 204 _ff.set_pos(food_pos[1]);
AhmedPlaymaker 29:c6358c39a70e 205 _fff.set_pos(food_pos[2]);
AhmedPlaymaker 29:c6358c39a70e 206 }
AhmedPlaymaker 62:ebf6ecf8a6d5 207
AhmedPlaymaker 65:2872ca289b49 208 void SnakevsBlock::CheckSnakeFoodYCollision(Gamepad &pad)
AhmedPlaymaker 65:2872ca289b49 209 {
AhmedPlaymaker 65:2872ca289b49 210 for(int y=0; y<=2; y++) { //this loop automatically creates each coordinate of collision in the y postion that will be used in ImplementSnakeFoodCollision(pad, x, y).
AhmedPlaymaker 65:2872ca289b49 211 SnakevsBlock::CheckSnakeFoodXCollision(pad, y);
AhmedPlaymaker 65:2872ca289b49 212 }
AhmedPlaymaker 65:2872ca289b49 213
AhmedPlaymaker 65:2872ca289b49 214 }
AhmedPlaymaker 65:2872ca289b49 215
AhmedPlaymaker 65:2872ca289b49 216 void SnakevsBlock::CheckSnakeFoodXCollision(Gamepad &pad, int y)
AhmedPlaymaker 65:2872ca289b49 217 {
AhmedPlaymaker 65:2872ca289b49 218
AhmedPlaymaker 65:2872ca289b49 219 for(int x=0; x<=2; x++) { //this loop automatically creates each coordinate of collision in the x postion that will be used in ImplementSnakeFoodCollision(pad, x, y).
AhmedPlaymaker 65:2872ca289b49 220 SnakevsBlock::ImplementSnakeFoodCollision(pad, x, y);
AhmedPlaymaker 65:2872ca289b49 221 }
AhmedPlaymaker 65:2872ca289b49 222
AhmedPlaymaker 65:2872ca289b49 223 }
AhmedPlaymaker 65:2872ca289b49 224
AhmedPlaymaker 65:2872ca289b49 225 void SnakevsBlock::ImplementSnakeFoodCollision(Gamepad &pad, int x, int y)
AhmedPlaymaker 65:2872ca289b49 226 {
AhmedPlaymaker 65:2872ca289b49 227 for(int food_sr=0; food_sr<=2; food_sr++) { //this loop automatically detects which food we are interacting with.
AhmedPlaymaker 65:2872ca289b49 228 if (
AhmedPlaymaker 65:2872ca289b49 229 ((snakey + y == food_pos[food_sr].y) ||
AhmedPlaymaker 65:2872ca289b49 230 (snakey + y == food_pos[food_sr].y + 1) ||
AhmedPlaymaker 65:2872ca289b49 231 (snakey + y == food_pos[food_sr].y + 2)) &&
AhmedPlaymaker 65:2872ca289b49 232 ((snakex + x == food_pos[food_sr].x) ||
AhmedPlaymaker 65:2872ca289b49 233 (snakex + x == food_pos[food_sr].x + 1) ||
AhmedPlaymaker 65:2872ca289b49 234 (snakex + x == food_pos[food_sr].x + 2))
AhmedPlaymaker 65:2872ca289b49 235 ) {
AhmedPlaymaker 65:2872ca289b49 236 //printf("snake feast working \n");
AhmedPlaymaker 65:2872ca289b49 237 //audio feedback
AhmedPlaymaker 65:2872ca289b49 238 pad.tone(786.0,0.1);
AhmedPlaymaker 65:2872ca289b49 239 food_pos[food_sr].x = (rand() % 82); //this makes the food pop up at a random, unspecified location in the x axis.
AhmedPlaymaker 65:2872ca289b49 240 food_pos[food_sr].y = -3;
AhmedPlaymaker 65:2872ca289b49 241 _l.PlusLength();
AhmedPlaymaker 65:2872ca289b49 242 }
AhmedPlaymaker 65:2872ca289b49 243 }
AhmedPlaymaker 65:2872ca289b49 244
AhmedPlaymaker 65:2872ca289b49 245 }
AhmedPlaymaker 65:2872ca289b49 246
AhmedPlaymaker 62:ebf6ecf8a6d5 247 void SnakevsBlock::CheckSnakeBlockCollision(Gamepad &pad)
AhmedPlaymaker 62:ebf6ecf8a6d5 248 {
AhmedPlaymaker 41:4edac50f010d 249 //Obtains the numbers inside the block.
AhmedPlaymaker 39:210ac915e0a0 250 b_number = _b.get_number();
AhmedPlaymaker 39:210ac915e0a0 251 //If statements check if the snake sprite has collided with any
AhmedPlaymaker 39:210ac915e0a0 252 //of the blocks which are a maximum of 5, if so then the snake length reduces and the block number reduces
AhmedPlaymaker 39:210ac915e0a0 253 //the block has to move slower and come down after every 2/3 iterations(dependent on the snake size.(think about this)
AhmedPlaymaker 39:210ac915e0a0 254 for(int block=0; block<=83; block+=1) { //this loop automatically detects for each section of block and each combination of collision
AhmedPlaymaker 54:20abd16c7d74 255 if (((snakey == b_pos.y + 11)||
AhmedPlaymaker 62:ebf6ecf8a6d5 256 (snakey == b_pos.y + 10)||
AhmedPlaymaker 62:ebf6ecf8a6d5 257 (snakey == b_pos.y + 9)||
AhmedPlaymaker 62:ebf6ecf8a6d5 258 (snakey == b_pos.y + 8))&&
AhmedPlaymaker 62:ebf6ecf8a6d5 259 (snakex + 1 == b_pos.x + block)) {
AhmedPlaymaker 43:233f93860d08 260 //the or for the block's y position is due to the fact the exact y co-ordinate might not be collided if the snake's length has increased in the same itteration.
AhmedPlaymaker 39:210ac915e0a0 261 //printf("snake collision working \n");
AhmedPlaymaker 39:210ac915e0a0 262 //audio feedback
AhmedPlaymaker 39:210ac915e0a0 263 srn = CheckBlock(block); //this tells us which of the 5 blocks we are colliding with
AhmedPlaymaker 63:205f0ca48473 264 blocknum = b_number[srn]; //this saves the number inside the colliding block into blocknum.
AhmedPlaymaker 65:2872ca289b49 265 ImplementSnakeBlockCollision(pad); //this implements the collision once the conditions are met.
AhmedPlaymaker 65:2872ca289b49 266 SnakevsBlock::_setVelocity(srn); //sets the block and foods free or frezes them depending on snake length.
AhmedPlaymaker 12:1e601b176437 267 }
AhmedPlaymaker 39:210ac915e0a0 268 }
AhmedPlaymaker 39:210ac915e0a0 269 }
AhmedPlaymaker 62:ebf6ecf8a6d5 270
AhmedPlaymaker 65:2872ca289b49 271 void SnakevsBlock::_setVelocity(int srn)
AhmedPlaymaker 62:ebf6ecf8a6d5 272 {
AhmedPlaymaker 65:2872ca289b49 273 if((_length>=10)&&(b_number[srn]>0)) { //this makes the block stop moving down if it's length is more than 10 and still collides.
AhmedPlaymaker 65:2872ca289b49 274 velocity = 0; //the block and food have to stop as if length of snake is 15 and it reaches 10 one by one, it stays at the same place, as max virtual length
AhmedPlaymaker 65:2872ca289b49 275 } else { //is 10.
AhmedPlaymaker 65:2872ca289b49 276 velocity = 1;
AhmedPlaymaker 65:2872ca289b49 277 }
AhmedPlaymaker 39:210ac915e0a0 278 _b.velocity.y = velocity;
AhmedPlaymaker 39:210ac915e0a0 279 _f.velocity.y = velocity;
AhmedPlaymaker 39:210ac915e0a0 280 _ff.velocity.y = velocity;
AhmedPlaymaker 39:210ac915e0a0 281 _fff.velocity.y = velocity;
AhmedPlaymaker 27:3b4775a0d0bb 282 }
AhmedPlaymaker 62:ebf6ecf8a6d5 283
AhmedPlaymaker 62:ebf6ecf8a6d5 284 int SnakevsBlock::CheckBlock(int block)
AhmedPlaymaker 62:ebf6ecf8a6d5 285 {
AhmedPlaymaker 29:c6358c39a70e 286 int srn;
AhmedPlaymaker 62:ebf6ecf8a6d5 287 if((block>=0)&&(block<=18)) {
AhmedPlaymaker 62:ebf6ecf8a6d5 288 srn = 0;
AhmedPlaymaker 62:ebf6ecf8a6d5 289 }
AhmedPlaymaker 62:ebf6ecf8a6d5 290 if((block>=19)&&(block<=34)) {
AhmedPlaymaker 62:ebf6ecf8a6d5 291 srn = 1;
AhmedPlaymaker 62:ebf6ecf8a6d5 292 }
AhmedPlaymaker 62:ebf6ecf8a6d5 293 if((block>=35)&&(block<=50)) {
AhmedPlaymaker 62:ebf6ecf8a6d5 294 srn = 2;
AhmedPlaymaker 62:ebf6ecf8a6d5 295 }
AhmedPlaymaker 62:ebf6ecf8a6d5 296 if((block>=51)&&(block<=66)) {
AhmedPlaymaker 62:ebf6ecf8a6d5 297 srn = 3;
AhmedPlaymaker 62:ebf6ecf8a6d5 298 }
AhmedPlaymaker 62:ebf6ecf8a6d5 299 if((block>=67)&&(block<=83)) {
AhmedPlaymaker 62:ebf6ecf8a6d5 300 srn = 4;
AhmedPlaymaker 62:ebf6ecf8a6d5 301 }
AhmedPlaymaker 29:c6358c39a70e 302 return srn;
AhmedPlaymaker 29:c6358c39a70e 303 }
AhmedPlaymaker 62:ebf6ecf8a6d5 304
AhmedPlaymaker 65:2872ca289b49 305 void SnakevsBlock::ImplementSnakeBlockCollision(Gamepad &pad)
AhmedPlaymaker 62:ebf6ecf8a6d5 306 {
AhmedPlaymaker 42:973bb6036f81 307 send_block_number = 1;
AhmedPlaymaker 44:cd10d07ea1e5 308 if(blocknum > 0) { // to make sure that snake doesn't decrease in _length if number on the block is less than 1;
AhmedPlaymaker 41:4edac50f010d 309 _l.MinusLength();
AhmedPlaymaker 63:205f0ca48473 310 pad.tone(432.0,0.1);
AhmedPlaymaker 29:c6358c39a70e 311 wait(0.04);
AhmedPlaymaker 12:1e601b176437 312 }
AhmedPlaymaker 44:cd10d07ea1e5 313 blocknum-=1;
AhmedPlaymaker 13:9785f2404045 314 }
AhmedPlaymaker 13:9785f2404045 315
AhmedPlaymaker 38:30e4e6191762 316 void SnakevsBlock::CheckSnakeBlockSidesCollision(Gamepad &pad)
AhmedPlaymaker 42:973bb6036f81 317 {
AhmedPlaymaker 42:973bb6036f81 318 //If statements check if the snake sprite has collided with any
AhmedPlaymaker 42:973bb6036f81 319 //of the blocks' sides and then stop the snake moving in x axis
AhmedPlaymaker 63:205f0ca48473 320
AhmedPlaymaker 63:205f0ca48473 321 SnakevsBlock::MakeDefaultMotionFree(); //this makes the default motion of the snake freemoving before a collision is checked for, to forget the previous collision.
AhmedPlaymaker 63:205f0ca48473 322
AhmedPlaymaker 63:205f0ca48473 323 for(int i=0; i<=9; i++) { //i checks for all possible collisions with the snake respective to it's length.
AhmedPlaymaker 65:2872ca289b49 324 SnakevsBlock::CheckSnakeBlockSidesYCollision(i); //checks if the snake and the block are at the same position in y axis.
AhmedPlaymaker 63:205f0ca48473 325 }
AhmedPlaymaker 63:205f0ca48473 326
AhmedPlaymaker 63:205f0ca48473 327 }
AhmedPlaymaker 63:205f0ca48473 328
AhmedPlaymaker 63:205f0ca48473 329 void SnakevsBlock::MakeDefaultMotionFree() //this makes the default motion of the snake freemoving before a collision is checked for, to forget the previous collision.
AhmedPlaymaker 63:205f0ca48473 330 {
AhmedPlaymaker 42:973bb6036f81 331 for(int i=0; i<=9; i++) {
AhmedPlaymaker 42:973bb6036f81 332 b[i] = 1;
AhmedPlaymaker 42:973bb6036f81 333 }
AhmedPlaymaker 62:ebf6ecf8a6d5 334 }
AhmedPlaymaker 62:ebf6ecf8a6d5 335
AhmedPlaymaker 65:2872ca289b49 336 void SnakevsBlock::CheckSnakeBlockSidesYCollision(int i) //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length.
AhmedPlaymaker 62:ebf6ecf8a6d5 337 {
AhmedPlaymaker 62:ebf6ecf8a6d5 338 //This code checks if the snake and the block overlap in the Y axis.
AhmedPlaymaker 63:205f0ca48473 339 for(int b_y_combination=0; b_y_combination<=10; b_y_combination++) { //this carries out the next stage if the Y axis collision criterion is met.
AhmedPlaymaker 62:ebf6ecf8a6d5 340 if (
AhmedPlaymaker 62:ebf6ecf8a6d5 341 (snake_pos[i].y == b_pos.y + b_y_combination) ||
AhmedPlaymaker 62:ebf6ecf8a6d5 342 (snake_pos[i].y + 1 == b_pos.y + b_y_combination) ||
AhmedPlaymaker 62:ebf6ecf8a6d5 343 (snake_pos[i].y + 2 == b_pos.y + b_y_combination)) {
AhmedPlaymaker 62:ebf6ecf8a6d5 344
AhmedPlaymaker 65:2872ca289b49 345 SnakevsBlock::CheckSnakeBlockSidesXCollision(i); //checks if the snake and the block are at the same position in x axis.
AhmedPlaymaker 62:ebf6ecf8a6d5 346
AhmedPlaymaker 62:ebf6ecf8a6d5 347 }
AhmedPlaymaker 62:ebf6ecf8a6d5 348 }
AhmedPlaymaker 62:ebf6ecf8a6d5 349 }
AhmedPlaymaker 62:ebf6ecf8a6d5 350
AhmedPlaymaker 65:2872ca289b49 351 void SnakevsBlock::CheckSnakeBlockSidesXCollision(int i) //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length.
AhmedPlaymaker 62:ebf6ecf8a6d5 352 {
AhmedPlaymaker 63:205f0ca48473 353 for(int b_x_combination=2; b_x_combination<=82; b_x_combination+=16) { //this carries out the next stage if the X axis collision criterion is met.
AhmedPlaymaker 62:ebf6ecf8a6d5 354
AhmedPlaymaker 65:2872ca289b49 355 SnakevsBlock::CheckSnakeBlockSidesEastWestCollision(b_x_combination, i); //checks if the colliding wall is on east side or west side.
AhmedPlaymaker 62:ebf6ecf8a6d5 356 }
AhmedPlaymaker 62:ebf6ecf8a6d5 357 }
AhmedPlaymaker 62:ebf6ecf8a6d5 358
AhmedPlaymaker 65:2872ca289b49 359 void SnakevsBlock::CheckSnakeBlockSidesEastWestCollision(int b_x_combination, int i) //i checks for all possible collisions with the snake respective to it's length.
AhmedPlaymaker 62:ebf6ecf8a6d5 360 {
AhmedPlaymaker 70:7caab8069b9b 361 //For West side of walls
AhmedPlaymaker 62:ebf6ecf8a6d5 362 if(
AhmedPlaymaker 62:ebf6ecf8a6d5 363 ((snake_pos[i].x == b_pos.x + b_x_combination+2) || //W
AhmedPlaymaker 64:540aa1602372 364 (snake_pos[i].x + 1 == b_x_combination+2))&&(_d != E)&&(_virtualLength > i) //W
AhmedPlaymaker 62:ebf6ecf8a6d5 365 ) {
AhmedPlaymaker 65:2872ca289b49 366 SnakevsBlock::ImplementSnakeBlockSidesCollision(i);
AhmedPlaymaker 62:ebf6ecf8a6d5 367 }
AhmedPlaymaker 62:ebf6ecf8a6d5 368 //for East side of walls
AhmedPlaymaker 62:ebf6ecf8a6d5 369 else if (
AhmedPlaymaker 62:ebf6ecf8a6d5 370 ((snake_pos[i].x + 1 == b_x_combination) || //E
AhmedPlaymaker 64:540aa1602372 371 (snake_pos[i].x + 2 == b_x_combination))&&(_d != W)&&(_virtualLength > i) //E
AhmedPlaymaker 62:ebf6ecf8a6d5 372 ) {
AhmedPlaymaker 65:2872ca289b49 373 SnakevsBlock::ImplementSnakeBlockSidesCollision(i);
AhmedPlaymaker 62:ebf6ecf8a6d5 374 }
AhmedPlaymaker 62:ebf6ecf8a6d5 375 }
AhmedPlaymaker 62:ebf6ecf8a6d5 376
AhmedPlaymaker 64:540aa1602372 377 void SnakevsBlock::makeVirtualLengthMaxTen()
AhmedPlaymaker 64:540aa1602372 378 {
AhmedPlaymaker 64:540aa1602372 379 //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
AhmedPlaymaker 64:540aa1602372 380 //on screen.
AhmedPlaymaker 64:540aa1602372 381 _virtualLength = _length;
AhmedPlaymaker 64:540aa1602372 382 if(_length>=10) {
AhmedPlaymaker 64:540aa1602372 383 _virtualLength = 10; //to stop the snake length virtually at 10 when it goes past it.
AhmedPlaymaker 64:540aa1602372 384 }
AhmedPlaymaker 64:540aa1602372 385 }
AhmedPlaymaker 64:540aa1602372 386
AhmedPlaymaker 65:2872ca289b49 387 void SnakevsBlock::ImplementSnakeBlockSidesCollision(int i) //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length.
AhmedPlaymaker 62:ebf6ecf8a6d5 388 {
AhmedPlaymaker 62:ebf6ecf8a6d5 389 //code makes sure that the colliding part doesn't move in x axis.
AhmedPlaymaker 62:ebf6ecf8a6d5 390 for(int snake_beed_num=0; snake_beed_num<=10; snake_beed_num++) {
AhmedPlaymaker 64:540aa1602372 391 if(_virtualLength == snake_beed_num + i) {
AhmedPlaymaker 62:ebf6ecf8a6d5 392 b[snake_beed_num - 1] = 0;
AhmedPlaymaker 24:1c118b071430 393 }
AhmedPlaymaker 15:f4d069da093d 394 }
AhmedPlaymaker 22:ee698f66146f 395 }