Ahmed Adamjee
/
SnakeVSBlock
Snake vs Block Game to be run upon K64F.
SnakevsBlock/SnakevsBlock.cpp
- Committer:
- AhmedPlaymaker
- Date:
- 2019-04-26
- Revision:
- 50:3cf9a94a264e
- Parent:
- 49:441c32f6603e
File content as of revision 50:3cf9a94a264e:
#include "SnakevsBlock.h" SnakevsBlock::SnakevsBlock() { } SnakevsBlock::~SnakevsBlock() { } void SnakevsBlock::init() { //The level initialisation and all the other initial information passing will be done here level = 1; garbage = 0; //this is to allow the user to change the position of reference for motion control by saving the absolute angle. foodbuff = 0; //this makes the food fall at diffrent times when a particular level starts. send_block_number = 0; blockgap = 300; blockbuff = -50; for(int i=0; i<=14; i++) {b[i] = 1;} //makes all the snake beads move by default. SnakevsBlock::object_initialisations(); } void SnakevsBlock::reset() { //This prepares the game for the next level by reseting certain variables. foodbuff = 0; for(int i=0; i<=2; i++) { food_pos[i].x = 0; food_pos[i].y = 0; } if(blockgap >= 50) {blockgap -= 40;} //to make progressive levels harder by making the blocks drop more frequently. SnakevsBlock::object_initialisations(); } void SnakevsBlock::object_initialisations() { _l.init(); //length calc object initialisation. _s.init(); //snake object initialisation. _f.init(); //food 1 object initialisation. _ff.init(); //food 2 object initialisation. _fff.init(); //food 3 object initialisation. _b.init(); //block object initialisation. } void SnakevsBlock::read_input(Gamepad &pad, FXOS8700CQ &device, int g_mode) { 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(g_mode == 1) { //this condition returns the relevant working directions if we select joystick in StartScreen. _d = pad.get_direction(); //Obtains Direction pushed towards on Joystick. _mag = pad.get_mag(); //Obtains Magnitude of Joystick. } else if(g_mode == 2) { //this condition returns the relevant working directions if we select motion control in StartScreen. 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 = _l._getLength(); _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) { _b.draw(lcd, _length); } if(foodbuff == 8) { blockbuff = -10; } //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. 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(); _b.update(blocknum, blockgap, srn, send_block_number); blockbuff++; if(blockbuff >= blockgap) { //this makes blockbuff reset every time the new set of blocks appear. blockbuff = -11; } //_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. back = 1; SnakevsBlock::init(); } else { back = 0; } printf("%d\n",_length); if(_length >= 20) { level = _wl.LevelComplete(lcd, pad, level); _Setstats.write(level, sd); SnakevsBlock::reset(); } return back; } void SnakevsBlock::get_pos() { //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 = _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. food_pos[0] = _f.get_pos(); food_pos[1] = _ff.get_pos(); food_pos[2] = _fff.get_pos(); //obtains origin cordinates of block. b_pos = _b.get_pos(); //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. snake_pos[0] = _s.get_pos(); //gets the position of the top beed and saves in array. snake_pos[1] = _s.get_pos_before1(); //gets the position of the second beed and saves in array. snake_pos[2] = _s.get_pos_before2(); //gets the position of the third beed and saves in array. snake_pos[3] = _s.get_pos_before3(); //gets the position of the fourth beed and saves in array. snake_pos[4] = _s.get_pos_before4(); //gets the position of the fifth beed and saves in array. snake_pos[5] = _s.get_pos_before5(); //gets the position of the sixth beed and saves in array. snake_pos[6] = _s.get_pos_before6(); //gets the position of the seventh beed and saves in array. 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) { //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 ( ((snakey + y == food_pos[food_sr].y) || (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)) ) { //printf("snake feast working \n"); //audio feedback pad.tone(786.0,0.1); 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; _l.PlusLength(); } } } } _f.set_pos(food_pos[0]); _ff.set_pos(food_pos[1]); _fff.set_pos(food_pos[2]); } 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 //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 (((snakey == b_pos.y + 11)||(snakey == b_pos.y + 10)||(snakey == b_pos.y + 9)) && (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. 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 { velocity = 1; } ImplementCollision(pad); 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 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_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(); pad.tone(1000.0,0.1); wait(0.04); } blocknum-=1; } void SnakevsBlock::CheckSnakeBlockSidesCollision(Gamepad &pad) { //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; } } } } } } } }