Snake vs Block Game to be run upon K64F.

Dependencies:   mbed

Revision:
62:ebf6ecf8a6d5
Parent:
61:f3c402bc2ad0
Child:
63:205f0ca48473
--- a/GameEngine/SnakevsBlock/SnakevsBlock.cpp	Tue Apr 30 08:32:30 2019 +0000
+++ b/GameEngine/SnakevsBlock/SnakevsBlock.cpp	Tue Apr 30 14:53:38 2019 +0000
@@ -19,7 +19,9 @@
     foodbuff = 0; //this makes the food fall at diffrent times when a particular level starts.
     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).
     blockgap = 300; //this is the number of itterations the block will reccur after in the first level.
-    for(int i=0; i<=14; i++)  {b[i] = 1;} //makes all the snake beads move by default.
+    for(int i=0; i<=14; i++)  {
+        b[i] = 1;   //makes all the snake beads move by default.
+    }
     SnakevsBlock::object_initialisations();
 }
 
@@ -27,7 +29,9 @@
 {
     //This prepares the game for the next level by reseting certain variables.
     foodbuff = 0;
-    if(blockgap >= 50) {blockgap -= 10;}  //to make progressive levels harder by making the blocks drop more frequently.
+    if(blockgap >= 50) {
+        blockgap -= 10;   //to make progressive levels harder by making the blocks drop more frequently.
+    }
     /*
     //to clear all the memory buffer of the game object positions from the previous level.
     for(int i = 0; i <=2 ; i++) {
@@ -60,32 +64,37 @@
     }
     device.get_values();
     switch (g_mode) {
-    case 1:
-        _d = pad.get_direction(); //Obtains Direction pushed towards on Joystick.
-        _mag = pad.get_mag(); //Obtains Magnitude of Joystick. REMOVE THIS LATER.
-        break;
-    case 2:
-        angle = -device.get_roll_angle() - garbage;
-        if (angle >= 6) {
-            _d = E;
-            for(int led = 4; led <= 6; led++) { pad.led(led,1); }
-        }
-        else if (angle <= -6) {
-            _d = W;
-            for(int led = 1; led <= 3; led++) { pad.led(led,1); }
-        }
-        else {
-            _d = CENTRE;
-            for(int led = 1; led <= 6; led++) { pad.led(led,0); }
-        }
-        break;
+        case 1:
+            _d = pad.get_direction(); //Obtains Direction pushed towards on Joystick.
+            _mag = pad.get_mag(); //Obtains Magnitude of Joystick. REMOVE THIS LATER.
+            break;
+        case 2:
+            angle = -device.get_roll_angle() - garbage;
+            if (angle >= 6) {
+                _d = E;
+                for(int led = 4; led <= 6; led++) {
+                    pad.led(led,1);
+                }
+            } else if (angle <= -6) {
+                _d = W;
+                for(int led = 1; led <= 3; led++) {
+                    pad.led(led,1);
+                }
+            } else {
+                _d = CENTRE;
+                for(int led = 1; led <= 6; led++) {
+                    pad.led(led,0);
+                }
+            }
+            break;
     }
     //printf("%d",gm);
     //printf("%f",angle);
     //printf("%f",device.get_roll_angle());
 }
 
-void SnakevsBlock::draw(N5110 &lcd, Gamepad &pad)   {
+void SnakevsBlock::draw(N5110 &lcd, Gamepad &pad)
+{
     _length = _l._getLength(); //saves the snake length into a private variable.
     _s.draw(lcd, _length, level); //Draws the Snake.     //Make these snake buffs relative to the snake drops which in turn relate to the game speed
     if(foodbuff >= 0)  {
@@ -103,29 +112,28 @@
     }
     //Code to print length on game screen.
     _l.print_length_on_screen(lcd);
-} 
+}
 
 int SnakevsBlock::update(N5110 &lcd, Gamepad &pad, SDFileSystem &sd) //Updates objects on screen.
 {
     send_block_number = 0;  //this is for the game to decide wether to remember the number on the block for the current itteration.
-                            //we dont need to remember if it has already gone past the screen.
+    //we dont need to remember if it has already gone past the screen.
     CheckSnakeFoodCollision(pad); //Function checks for when the snake collides with it's food.
     CheckSnakeBlockCollision(pad); //Function checks for when the snake collides with any of the blocks.
     CheckSnakeBlockSidesCollision(pad); //Function checks for when the snake collides with any of the blocks' sides.
     _s.update(_d, b); //_d is the direction of joystick and b controls the motion of a section of the snake relative to obstruction
     _f.update();
     _ff.update();
-    _fff.update(); 
+    _fff.update();
     _b.update(blocknum, blockgap, srn, send_block_number);
     //_statset.read(sd); //to read the currently stored value.
     if(_length == 0)  {
         _wl.GameOver(lcd,pad);
     }
-    if((pad.check_event(Gamepad::BACK_PRESSED))||(_length == 0)){ //Waits for Back button to be pressed.
+    if((pad.check_event(Gamepad::BACK_PRESSED))||(_length == 0)) { //Waits for Back button to be pressed.
         back = 1;
         SnakevsBlock::init();
-    }
-    else {
+    } else {
         back = 0;
     }
     //printf("%d\n",_length);
@@ -144,7 +152,7 @@
     // 81.000000 0.000000 top right
     // 0.000000 0.000000 is top left
     // 81.000000 45.000000 bottom right
-    snakex = _s.get_pos().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. 
+    snakex = _s.get_pos().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.
     snakey = _s.get_pos().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.
     //printf("snakexy in GAME = %d %d \n", snakex, snakey);
     //Obtains all required coordinates.
@@ -164,10 +172,11 @@
     snake_pos[7] = _s.get_pos_before7(); //gets the position of the eight beed and saves in array.
     snake_pos[8] = _s.get_pos_before8(); //gets the position of the ninth beed and saves in array.
     snake_pos[9] = _s.get_pos_before9(); //gets the position of the last beed and saves in array.
-}   
-    
+}
+
 
-void SnakevsBlock::CheckSnakeFoodCollision(Gamepad &pad)    {
+void SnakevsBlock::CheckSnakeFoodCollision(Gamepad &pad)
+{
     //If statements check if the snake sprite has collided with any
     //of the three food sprites, if so then the food location is reset and
     //length of the snake is increased using the length variable.
@@ -176,11 +185,11 @@
             for(int food_sr=0; food_sr<=2; food_sr++)  {    //this loop automatically detects which food we are interacting with.
                 if (
                     ((snakey + y == food_pos[food_sr].y) ||
-                    (snakey + y == food_pos[food_sr].y + 1) ||
-                    (snakey + y == food_pos[food_sr].y + 2)) &&
+                     (snakey + y == food_pos[food_sr].y + 1) ||
+                     (snakey + y == food_pos[food_sr].y + 2)) &&
                     ((snakex + x == food_pos[food_sr].x) ||
-                    (snakex + x == food_pos[food_sr].x + 1) ||
-                    (snakex + x == food_pos[food_sr].x + 2))
+                     (snakex + x == food_pos[food_sr].x + 1) ||
+                     (snakex + x == food_pos[food_sr].x + 2))
                 ) {
                     //printf("snake feast working \n");
                     //audio feedback
@@ -196,8 +205,9 @@
     _ff.set_pos(food_pos[1]);
     _fff.set_pos(food_pos[2]);
 }
-    
-void SnakevsBlock::CheckSnakeBlockCollision(Gamepad &pad)  {
+
+void SnakevsBlock::CheckSnakeBlockCollision(Gamepad &pad)
+{
     //Obtains the numbers inside the block.
     b_number = _b.get_number();
     //If statements check if the snake sprite has collided with any
@@ -205,20 +215,21 @@
     //the block has to move slower and come down after every 2/3 iterations(dependent on the snake size.(think about this)
     for(int block=0; block<=83; block+=1)  {    //this loop automatically detects for each section of block and each combination of collision
         if (((snakey == b_pos.y + 11)||
-        (snakey == b_pos.y + 10)||
-        (snakey == b_pos.y + 9)||
-        (snakey == b_pos.y + 8))&&
-        (snakex + 1 == b_pos.x + block))  {
+                (snakey == b_pos.y + 10)||
+                (snakey == b_pos.y + 9)||
+                (snakey == b_pos.y + 8))&&
+                (snakex + 1 == b_pos.x + block))  {
             //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.
             //printf("snake collision working \n");
             //audio feedback
-            if(blocknum > 0)  {b_pos.y = 0;}  //change this to speed y = 0 when length = 10.
+            if(blocknum > 0)  {
+                b_pos.y = 0;   //change this to speed y = 0 when length = 10.
+            }
             srn = CheckBlock(block);  //this tells us which of the 5 blocks we are colliding with
             blocknum = b_number[srn];
             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.
                 velocity = 0;
-            }
-            else {
+            } else {
                 velocity = 1;
             }
             ImplementCollision(pad);
@@ -226,25 +237,38 @@
         }
     }
 }
- 
-void SnakevsBlock::_set_velocity()  {
+
+void SnakevsBlock::_set_velocity()
+{
     _b.velocity.y = velocity;
     _f.velocity.y = velocity;
     _ff.velocity.y = velocity;
     _fff.velocity.y = velocity;
 }
- 
-int SnakevsBlock::CheckBlock(int block)  {
+
+int SnakevsBlock::CheckBlock(int block)
+{
     int srn;
-    if((block>=0)&&(block<=18))  {srn = 0;}
-    if((block>=19)&&(block<=34))  {srn = 1;}
-    if((block>=35)&&(block<=50))  {srn = 2;}
-    if((block>=51)&&(block<=66))  {srn = 3;}
-    if((block>=67)&&(block<=83))  {srn = 4;}
+    if((block>=0)&&(block<=18))  {
+        srn = 0;
+    }
+    if((block>=19)&&(block<=34))  {
+        srn = 1;
+    }
+    if((block>=35)&&(block<=50))  {
+        srn = 2;
+    }
+    if((block>=51)&&(block<=66))  {
+        srn = 3;
+    }
+    if((block>=67)&&(block<=83))  {
+        srn = 4;
+    }
     return srn;
 }
-    
-void SnakevsBlock::ImplementCollision(Gamepad &pad)  {
+
+void SnakevsBlock::ImplementCollision(Gamepad &pad)
+{
     send_block_number = 1;
     if(blocknum > 0)  {  // to make sure that snake doesn't decrease in _length if number on the block is less than 1;
         _l.MinusLength();
@@ -258,45 +282,68 @@
 {
     //If statements check if the snake sprite has collided with any
     //of the blocks' sides and then stop the snake moving in x axis
-    int length = _length;
-    if(_length>=10) {length = 10;} //to stop the snake length virtually at 10 when it goes past it.
-    
     for(int i=0; i<=9; i++)  {
         b[i] = 1;
     }
     for(int i=0; i<=9; i++)  { //i checks for all possible collisions with the snake respective to it's length.
-        for(int b_y_combination=0; b_y_combination<=10; b_y_combination++)  {
-            if (
-                (snake_pos[i].y == b_pos.y + b_y_combination) ||
-                (snake_pos[i].y + 1 == b_pos.y + b_y_combination) ||
-                (snake_pos[i].y + 2 == b_pos.y + b_y_combination))  {
-                for(int b_x_combination=2; b_x_combination<=82; b_x_combination+=16)  {
-                    //For West side of walls 
-                    if(
-                        ((snake_pos[i].x == b_pos.x + b_x_combination+2) ||  //W
-                        (snake_pos[i].x + 1 == b_x_combination+2))&&(_d != E)&&(length > i) //W
-                        ) {
-                        //code makes sure that the colliding part doesn't move in x axis.
-                        for(int snake_beed_num=0; snake_beed_num<=10; snake_beed_num++)  {
-                            if(length == snake_beed_num + i)  {
-                                b[snake_beed_num - 1] = 0;
-                            }
-                        }
-                    }
-                    //for East side of walls
-                    else if (
-                        ((snake_pos[i].x + 1 == b_x_combination) ||  //E
-                        (snake_pos[i].x + 2 == b_x_combination))&&(_d != W)&&(length > i) //E
-                    ) {
-                        //code makes sure that the colliding part doesn't move in x axis.
-                        for(int snake_beed_num=0; snake_beed_num<=10; snake_beed_num++)  {
-                            if(length == snake_beed_num + i)  {
-                                b[snake_beed_num - 1] = 0;
-                            }
-                        }
-                    }
-                }
-            }
+        SnakevsBlock::check_Collision_Y_axis(i); //checks if the snake and the block are at the same position in y axis.
+    }
+}
+
+void SnakevsBlock::check_Collision_Y_axis(int i)  //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length.
+{
+    //This code checks if the snake and the block overlap in the Y axis.
+    for(int b_y_combination=0; b_y_combination<=10; b_y_combination++)  {
+        if (
+            (snake_pos[i].y == b_pos.y + b_y_combination) ||
+            (snake_pos[i].y + 1 == b_pos.y + b_y_combination) ||
+            (snake_pos[i].y + 2 == b_pos.y + b_y_combination))  {
+
+            SnakevsBlock::check_Collision_X_axis(i); //checks if the snake and the block are at the same position in x axis.
+
+        }
+    }
+}
+
+void SnakevsBlock::check_Collision_X_axis(int i)  //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length.
+{
+    for(int b_x_combination=2; b_x_combination<=82; b_x_combination+=16)  {
+
+        SnakevsBlock::checkCollision_EastorWest(b_x_combination, i); //checks if the colliding wall is on east side or west side.
+    }
+}
+
+void SnakevsBlock::checkCollision_EastorWest(int b_x_combination, int i) //i checks for all possible collisions with the snake respective to it's length.
+{
+    //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.
+    int length = _length;
+    if(_length>=10) {
+        length = 10;   //to stop the snake length virtually at 10 when it goes past it.
+    }
+
+//For West side of walls
+    if(
+        ((snake_pos[i].x == b_pos.x + b_x_combination+2) ||  //W
+         (snake_pos[i].x + 1 == b_x_combination+2))&&(_d != E)&&(length > i) //W
+    ) {
+        SnakevsBlock::StopX_AxisMotion(length, i);
+    }
+    //for East side of walls
+    else if (
+        ((snake_pos[i].x + 1 == b_x_combination) ||  //E
+         (snake_pos[i].x + 2 == b_x_combination))&&(_d != W)&&(length > i) //E
+    ) {
+        SnakevsBlock::StopX_AxisMotion(length, i);
+    }
+}
+
+void SnakevsBlock::StopX_AxisMotion(int length, int i) //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length.
+{
+    //code makes sure that the colliding part doesn't move in x axis.
+    for(int snake_beed_num=0; snake_beed_num<=10; snake_beed_num++)  {
+        if(length == snake_beed_num + i)  {
+            b[snake_beed_num - 1] = 0;
         }
     }
 }
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