Ahmed Adamjee
/
SnakeVSBlock
Snake vs Block Game to be run upon K64F.
SnakevsBlock/SnakevsBlock.cpp
- Committer:
- AhmedPlaymaker
- Date:
- 2019-04-22
- Revision:
- 38:30e4e6191762
- Parent:
- 37:ee47699915b8
- Child:
- 39:210ac915e0a0
File content as of revision 38:30e4e6191762:
#include "SnakevsBlock.h" SnakevsBlock::SnakevsBlock() { } SnakevsBlock::~SnakevsBlock() { } void SnakevsBlock::init() { //The snake length configuration and all the other initial information passing will be done here length = 3; level = 1; garbage = 0; angle = 0; foodbuff = 0; send=0; speed = 1; blockgap = 400; blockbuff = -50; for(int i=0; i<=14; i++) { b[i] = 1; } _s.init(); _f.init(); _ff.init(); _fff.init(); _b.init(); } void SnakevsBlock::read_input(Gamepad &pad, FXOS8700CQ &device, int gm) { device.get_values(); angle = -device.get_roll_angle(); //if button A is pressed then reset that particular position to center if (pad.check_event(Gamepad::A_PRESSED) == true) { garbage = angle; } device.get_values(); angle = -device.get_roll_angle() - garbage; if(gm == 1) { _d = pad.get_direction(); //Obtains Direction pushed towards on Joystick. _mag = pad.get_mag(); //Obtains Magnitude of Joystick. } else if(gm == 2) { if (angle >= 8) { _d = E; } else if (angle <= -8) { _d = W; } else { _d = CENTRE; } } device.get_values(); //printf("%d",gm); //printf("%f",angle); //printf("%f",device.get_roll_angle()); } void SnakevsBlock::draw(N5110 &lcd, Gamepad &pad) { length = _s.draw(pad, 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) { _f.draw(lcd, blockbuff); //Draws the first food. if(foodbuff >=50) { _ff.draw(lcd, blockbuff); //Draws the second food. if(foodbuff >=80) { _fff.draw(lcd, blockbuff); //Draws the third food. } } foodbuff +=1; } if(foodbuff >=8) { send = _b.draw(lcd, length, blockgap); } if(foodbuff == 8) { blockbuff = -10; } //Code to print length on game screen. char bufferscore[14]; sprintf(bufferscore,"%d",length); lcd.printString(bufferscore,1,0); } int SnakevsBlock::update(Gamepad &pad, SDFileSystem &sd) //Updates objects on screen. { CheckSnakeBlockCollision(pad); //Function checks for when the snake collides with any of the blocks. CheckSnakeFoodCollision(pad); //Function checks for when the snake collides with it's food. CheckSnakeBlockSidesCollision(pad); //Function checks for when the snake collides with any of the blocks' sides. _s.update(_d, length, speed, 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(); _b.update(blocknum, srn, send); blockbuff++; if(blockbuff == blockgap) { //this makes blockbuff reset every time the new set of blocks appear. blockbuff = -11; } if(length >= 20) { //to make progressive levels harder if(blockgap>=50) { //to make progressive levels harder blockgap -= 20; } level += 1; _statset.write(level, sd); } if(pad.check_event(Gamepad::BACK_PRESSED)){ //Waits for Back button to be pressed. back = 1; //add some warning here and use A as the button to confirm SnakevsBlock::init(); } else { back = 0; } return back; } void SnakevsBlock::get_pos() { Vector2D snake_pos = _s.get_pos(length); //printf("player pos = %f %f \n", player_pos.x, player_pos.y); //top left of player sprite // 81.000000 0.000000 top right // 0.000000 0.000000 is top left // 81.000000 45.000000 bottom right snakex = snake_pos.x; snakey = snake_pos.y; //printf("snakexy in GAME = %d %d \n", snakex, snakey); } void SnakevsBlock::CheckSnakeFoodCollision(Gamepad &pad) { //Obtains all required coordinates. Vector2D food_pos[3]; food_pos[0] = _f.get_pos(); food_pos[1] = _ff.get_pos(); food_pos[2] = _fff.get_pos(); Vector2D snake_pos = _s.get_pos(length); //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. for(int y=0; y<=2; y++) { //this loop automatically detects each combination of collision in the y postion for(int x=0; x<=2; x++) { //this loop automatically detects each combination of collision in the x postion for(int food_sr=0; food_sr<=2; food_sr++) { //this loop automatically detects which food we are interacting with. if ( ((snake_pos.y + y == food_pos[food_sr].y) || (snake_pos.y + y == food_pos[food_sr].y + 1) || (snake_pos.y + y == food_pos[food_sr].y + 2)) && ((snake_pos.x + x == food_pos[food_sr].x) || (snake_pos.x + x == food_pos[food_sr].x + 1) || (snake_pos.x + x == food_pos[food_sr].x + 2)) ) { //printf("snake feast working \n"); //audio feedback pad.tone(1000.0,0.1); food_pos[food_sr].x = (rand() % 82); //this makes the food pop up at a random, unspecified location in the x axis. food_pos[food_sr].y = -3; length+=1; } } } } _f.set_pos(food_pos[0]); _ff.set_pos(food_pos[1]); _fff.set_pos(food_pos[2]); } void SnakevsBlock::CheckSnakeBlockCollision(Gamepad &pad) { //Obtains all required coordinates. Vector2D b_pos = _b.get_pos(); int *b_number; b_number = _b.get_number(); Vector2D snake_pos = _s.get_pos(length); //If statements check if the snake sprite has collided with any //of the blocks which are a maximum of 5, if so then the snake length reduces and the block number reduces //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 ((snake_pos.y == b_pos.y + 10) && (snake_pos.x + 1 == b_pos.x + block)) { //printf("snake collision working \n"); //audio feedback 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]; ImplementCollision(pad); 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. _b.velocity.y = 0; _f.velocity.y = 0; _ff.velocity.y = 0; _fff.velocity.y = 0; break;//change this so that it collides slower. } else { _b.velocity.y = 1; _f.velocity.y = 1; _ff.velocity.y = 1; _fff.velocity.y = 1; } } } } 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;} return srn; } void SnakevsBlock::ImplementCollision(Gamepad &pad) { send=1; blocknum-=1; if(blocknum >= 0) { // to make sure that snake doesn't decrease in length if number on the block is less than 1; length-=1; pad.tone(1000.0,0.1); wait(0.04); } } void SnakevsBlock::CheckSnakeBlockSidesCollision(Gamepad &pad) { //Obtains all required coordinates for checking block sides and snake collision. Vector2D b_pos = _b.get_pos(); snake_pos[0] = _s.get_pos(length); snake_pos[1] = _s.get_pos_before1(length); snake_pos[2] = _s.get_pos_before2(length); snake_pos[3] = _s.get_pos_before3(length); snake_pos[4] = _s.get_pos_before4(length); snake_pos[5] = _s.get_pos_before5(length); snake_pos[6] = _s.get_pos_before6(length); snake_pos[7] = _s.get_pos_before7(length); snake_pos[8] = _s.get_pos_before8(length); snake_pos[9] = _s.get_pos_before9(length); /* snake_pos[10] = _s.get_pos_before10(length); snake_pos[11] = _s.get_pos_before11(length); snake_pos[12] = _s.get_pos_before12(length); snake_pos[13] = _s.get_pos_before13(length); snake_pos[14] = _s.get_pos_before14(length); */ //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; if(length<=10) {_length = length;} //to stop the snake length virtually at 10 when it goes past it. else {_length = 10;} 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; } } } } } } } }