Snake vs Block Game to be run upon K64F.

Dependencies:   mbed

Committer:
AhmedPlaymaker
Date:
Tue Apr 30 14:53:38 2019 +0000
Revision:
62:ebf6ecf8a6d5
Parent:
59:c65a2e933c47
Child:
63:205f0ca48473
Cleaned the code style of the Block Side Collision

Who changed what in which revision?

UserRevisionLine numberNew contents of line
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 41:4edac50f010d 9 #include "LengthCalc.h"
AhmedPlaymaker 44:cd10d07ea1e5 10 #include "WinLoose.h"
AhmedPlaymaker 9:d1d79d4ee673 11 #include "SnakeFood.h"
AhmedPlaymaker 10:751bd953fa27 12 #include "Blocks.h"
AhmedPlaymaker 33:249cf423fb18 13 #include "StartScreen.h"
AhmedPlaymaker 33:249cf423fb18 14 #include "Stats.h"
AhmedPlaymaker 33:249cf423fb18 15 #include "SDFileSystem.h"
AhmedPlaymaker 7:48ba87cd79b5 16
AhmedPlaymaker 7:48ba87cd79b5 17 class SnakevsBlock
AhmedPlaymaker 7:48ba87cd79b5 18 {
AhmedPlaymaker 62:ebf6ecf8a6d5 19 public:
AhmedPlaymaker 7:48ba87cd79b5 20 SnakevsBlock();
AhmedPlaymaker 7:48ba87cd79b5 21 ~SnakevsBlock();
AhmedPlaymaker 62:ebf6ecf8a6d5 22
AhmedPlaymaker 7:48ba87cd79b5 23 /** Initialise Game Machine
AhmedPlaymaker 7:48ba87cd79b5 24 *
AhmedPlaymaker 7:48ba87cd79b5 25 * This function initialises the game machine.
AhmedPlaymaker 7:48ba87cd79b5 26 */
AhmedPlaymaker 49:441c32f6603e 27 void init();
AhmedPlaymaker 62:ebf6ecf8a6d5 28
AhmedPlaymaker 41:4edac50f010d 29 /** Reset Game Machine
AhmedPlaymaker 41:4edac50f010d 30 *
AhmedPlaymaker 41:4edac50f010d 31 * This function prepares the game machine for the next level.
AhmedPlaymaker 41:4edac50f010d 32 */
AhmedPlaymaker 41:4edac50f010d 33 void reset( );
AhmedPlaymaker 62:ebf6ecf8a6d5 34
AhmedPlaymaker 49:441c32f6603e 35 /** Initialise objects
AhmedPlaymaker 49:441c32f6603e 36 *
AhmedPlaymaker 49:441c32f6603e 37 * This function initialises the objects that are used to functionalise the game.
AhmedPlaymaker 49:441c32f6603e 38 */
AhmedPlaymaker 49:441c32f6603e 39 void object_initialisations();
AhmedPlaymaker 62:ebf6ecf8a6d5 40
AhmedPlaymaker 7:48ba87cd79b5 41 /** Read Input
AhmedPlaymaker 7:48ba87cd79b5 42 *
AhmedPlaymaker 7:48ba87cd79b5 43 * This function obtains numeric data from the gamepads joystick.
AhmedPlaymaker 7:48ba87cd79b5 44 */
AhmedPlaymaker 38:30e4e6191762 45 void read_input(Gamepad &pad, FXOS8700CQ &device, int gm);
AhmedPlaymaker 62:ebf6ecf8a6d5 46
AhmedPlaymaker 62:ebf6ecf8a6d5 47 /** Draw
AhmedPlaymaker 7:48ba87cd79b5 48 *
AhmedPlaymaker 7:48ba87cd79b5 49 * This function contains the draw functions of the other libraries used in the game.
AhmedPlaymaker 7:48ba87cd79b5 50 */
AhmedPlaymaker 49:441c32f6603e 51 void draw(N5110 &lcd, Gamepad &pad);
AhmedPlaymaker 62:ebf6ecf8a6d5 52
AhmedPlaymaker 56:142e9fdb77a8 53 /** Update
AhmedPlaymaker 56:142e9fdb77a8 54 *
AhmedPlaymaker 56:142e9fdb77a8 55 * This function contains the update functions of the other libraries used in the game.
AhmedPlaymaker 56:142e9fdb77a8 56 */
AhmedPlaymaker 56:142e9fdb77a8 57 int update(N5110 &lcd, Gamepad &pad, SDFileSystem &sd);
AhmedPlaymaker 62:ebf6ecf8a6d5 58
AhmedPlaymaker 7:48ba87cd79b5 59 /** Get Position
AhmedPlaymaker 7:48ba87cd79b5 60 *
AhmedPlaymaker 7:48ba87cd79b5 61 * This function contains the Get Position functions of the otehr libraries used in the game.
AhmedPlaymaker 7:48ba87cd79b5 62 */
AhmedPlaymaker 7:48ba87cd79b5 63 void get_pos();
AhmedPlaymaker 62:ebf6ecf8a6d5 64
AhmedPlaymaker 29:c6358c39a70e 65 /** Check Block
AhmedPlaymaker 29:c6358c39a70e 66 *
AhmedPlaymaker 29:c6358c39a70e 67 * This function returns the srn of the block we are colliding with;
AhmedPlaymaker 29:c6358c39a70e 68 */
AhmedPlaymaker 29:c6358c39a70e 69 int CheckBlock(int Block);
AhmedPlaymaker 62:ebf6ecf8a6d5 70
AhmedPlaymaker 27:3b4775a0d0bb 71 /** Implement Collision
AhmedPlaymaker 27:3b4775a0d0bb 72 *
AhmedPlaymaker 27:3b4775a0d0bb 73 * This function allows the appropriate maths to take place after every collision.
AhmedPlaymaker 27:3b4775a0d0bb 74 */
AhmedPlaymaker 27:3b4775a0d0bb 75 void ImplementCollision(Gamepad &pad);
AhmedPlaymaker 62:ebf6ecf8a6d5 76
AhmedPlaymaker 41:4edac50f010d 77 int snakex; //x position of top beed
AhmedPlaymaker 41:4edac50f010d 78 int snakey; //y position of top beed
AhmedPlaymaker 59:c65a2e933c47 79 int length; //saves the length of the snake, for collision detection relative to it's length and calculations.
AhmedPlaymaker 39:210ac915e0a0 80 int velocity; //this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10.
AhmedPlaymaker 59:c65a2e933c47 81 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 41:4edac50f010d 82 char bufferlevel[14]; //this helps me print the level on screen.
AhmedPlaymaker 38:30e4e6191762 83 int garbage; //to save the angle at the point button A is pressed.
AhmedPlaymaker 38:30e4e6191762 84 float angle; //saves the angle of tilt.
AhmedPlaymaker 9:d1d79d4ee673 85 int foodbuff; //this makes food 1,2,and 3 come at seperate times
AhmedPlaymaker 59:c65a2e933c47 86 int blocknum; // saves the number inside the colliding block, for calculations.
AhmedPlaymaker 19:05cc9f801468 87 int blockgap; //to change frequency of fall
AhmedPlaymaker 59:c65a2e933c47 88 int srn; //sr number of the block we are colliding with (1 to 5)
AhmedPlaymaker 42:973bb6036f81 89 int send_block_number; //makes sure that the block number is only updated when send is activated.
AhmedPlaymaker 25:e827f1a8fadc 90 int back; //enables the player to go back on main menu if back is pressed.
AhmedPlaymaker 59:c65a2e933c47 91 int b[15]; //this saves the beed number of the colliding snake, if beed 3 from top was colliding with any obstruction, b[2] will be 1.
AhmedPlaymaker 41:4edac50f010d 92 int *b_number; //pointer to save the numbers inside the block.
AhmedPlaymaker 59:c65a2e933c47 93 Vector2D snake_pos[15]; //saves the position of all the snake beeds in an array for ease of collision processing.
AhmedPlaymaker 59:c65a2e933c47 94 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 59:c65a2e933c47 95 Vector2D b_pos; //saves the origin of the blocks on the screen (this is the top left corner of the block row).
AhmedPlaymaker 62:ebf6ecf8a6d5 96
AhmedPlaymaker 62:ebf6ecf8a6d5 97 //Gamepad @enginePad
AhmedPlaymaker 62:ebf6ecf8a6d5 98
AhmedPlaymaker 62:ebf6ecf8a6d5 99 private:
AhmedPlaymaker 7:48ba87cd79b5 100 Snake _s;
AhmedPlaymaker 41:4edac50f010d 101 LengthCalc _l;
AhmedPlaymaker 44:cd10d07ea1e5 102 WinLoose _wl;
AhmedPlaymaker 9:d1d79d4ee673 103 SnakeFood _f;
AhmedPlaymaker 9:d1d79d4ee673 104 SnakeFood _ff;
AhmedPlaymaker 9:d1d79d4ee673 105 SnakeFood _fff;
AhmedPlaymaker 10:751bd953fa27 106 Blocks _b;
AhmedPlaymaker 49:441c32f6603e 107 Stats _Setstats;
AhmedPlaymaker 7:48ba87cd79b5 108 int _speed;
AhmedPlaymaker 59:c65a2e933c47 109 int _length; //this is diffrent to the int length as this saves the length of the snake, for collision detection relative to it's length and calculations.
AhmedPlaymaker 59:c65a2e933c47 110 int _maxLength; // this makes us go to the next level if if maxLength is achieved;
AhmedPlaymaker 7:48ba87cd79b5 111 Direction _d;
AhmedPlaymaker 7:48ba87cd79b5 112 float _mag;
AhmedPlaymaker 37:ee47699915b8 113 int _detect_slowly; //this makes sure that when the length is more than 10, the colliding block doesnt decrease the all the length in a single itteration.
AhmedPlaymaker 7:48ba87cd79b5 114 int n;
AhmedPlaymaker 62:ebf6ecf8a6d5 115
AhmedPlaymaker 9:d1d79d4ee673 116 /** Check for Snake and Food collision
AhmedPlaymaker 9:d1d79d4ee673 117 *
AhmedPlaymaker 9:d1d79d4ee673 118 * This function checks if the Snake has come into contact with it's food.
AhmedPlaymaker 9:d1d79d4ee673 119 */
AhmedPlaymaker 9:d1d79d4ee673 120 void CheckSnakeFoodCollision(Gamepad &pad);
AhmedPlaymaker 62:ebf6ecf8a6d5 121
AhmedPlaymaker 12:1e601b176437 122 /** Check for Snake and Block collision
AhmedPlaymaker 12:1e601b176437 123 *
AhmedPlaymaker 12:1e601b176437 124 * This function checks if the Snake has come into contact with any Block.
AhmedPlaymaker 12:1e601b176437 125 */
AhmedPlaymaker 12:1e601b176437 126 void CheckSnakeBlockCollision(Gamepad &pad);
AhmedPlaymaker 62:ebf6ecf8a6d5 127
AhmedPlaymaker 39:210ac915e0a0 128 /** Implement velocity alteration.
AhmedPlaymaker 39:210ac915e0a0 129 *
AhmedPlaymaker 39:210ac915e0a0 130 * this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10.lock.
AhmedPlaymaker 39:210ac915e0a0 131 */
AhmedPlaymaker 39:210ac915e0a0 132 void _set_velocity();
AhmedPlaymaker 62:ebf6ecf8a6d5 133
AhmedPlaymaker 13:9785f2404045 134 /** Check for Snake and Block Sides collision
AhmedPlaymaker 13:9785f2404045 135 *
AhmedPlaymaker 13:9785f2404045 136 * This function checks if the Snake has come into contact with any the sides of the block and stops it moving.
AhmedPlaymaker 13:9785f2404045 137 */
AhmedPlaymaker 38:30e4e6191762 138 void CheckSnakeBlockSidesCollision(Gamepad &pad);
AhmedPlaymaker 62:ebf6ecf8a6d5 139
AhmedPlaymaker 62:ebf6ecf8a6d5 140 /** Check Collision in Y axis
AhmedPlaymaker 62:ebf6ecf8a6d5 141 *
AhmedPlaymaker 62:ebf6ecf8a6d5 142 * This function checks if the Snake and blocks collide anywhere in the Y axis.
AhmedPlaymaker 62:ebf6ecf8a6d5 143 */
AhmedPlaymaker 62:ebf6ecf8a6d5 144 void check_Collision_Y_axis(int i);
AhmedPlaymaker 62:ebf6ecf8a6d5 145
AhmedPlaymaker 62:ebf6ecf8a6d5 146 /** Check Collision in X axis
AhmedPlaymaker 62:ebf6ecf8a6d5 147 *
AhmedPlaymaker 62:ebf6ecf8a6d5 148 * This function checks if the Snake and blocks collide anywhere in the X axis.
AhmedPlaymaker 62:ebf6ecf8a6d5 149 */
AhmedPlaymaker 62:ebf6ecf8a6d5 150 void check_Collision_X_axis(int i);
AhmedPlaymaker 62:ebf6ecf8a6d5 151
AhmedPlaymaker 62:ebf6ecf8a6d5 152 /** Check Collision East or West
AhmedPlaymaker 62:ebf6ecf8a6d5 153 *
AhmedPlaymaker 62:ebf6ecf8a6d5 154 * checks if the colliding wall is on east side or west side and then calls StopX_AxisMotion(length,i) to carry out the required task.
AhmedPlaymaker 62:ebf6ecf8a6d5 155 */
AhmedPlaymaker 62:ebf6ecf8a6d5 156 void checkCollision_EastorWest(int b_x_combination, int i);
AhmedPlaymaker 62:ebf6ecf8a6d5 157
AhmedPlaymaker 62:ebf6ecf8a6d5 158 /** Stop X Axis Motion
AhmedPlaymaker 62:ebf6ecf8a6d5 159 *
AhmedPlaymaker 62:ebf6ecf8a6d5 160 * This function implements the sides collision by making the x axis speed of the particular snake beed 0.
AhmedPlaymaker 62:ebf6ecf8a6d5 161 */
AhmedPlaymaker 62:ebf6ecf8a6d5 162 void StopX_AxisMotion(int length, int i);
AhmedPlaymaker 7:48ba87cd79b5 163 };
AhmedPlaymaker 7:48ba87cd79b5 164 #endif