Ahmed Adamjee
/
SnakeVSBlock
Snake vs Block Game to be run upon K64F.
MenuClasses/StartScreen/StartScreen.cpp
- Committer:
- AhmedPlaymaker
- Date:
- 2019-04-26
- Revision:
- 49:441c32f6603e
- Parent:
- 48:d774bb162c61
- Child:
- 52:c2faa96cf293
File content as of revision 49:441c32f6603e:
#include "StartScreen.h" Settings settings; int sprite[48][84] = { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,0,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,1,0,1,0,0,0,0,0,1,1,0,1,0,1,1,0,0,0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,1}, 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{1,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,1,0,1,1,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,1,1,0,1,1,1,0,0,0,1,1,1,1,0,1,1,0,0,1,1,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, }; int arrow[7][9] = { {0,0,0,0,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,1,1,1,0,0,0,0}, {0,1,1,1,1,1,1,1,1}, {0,0,1,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, }; int bullet[13][5] = { {1,0,0,0,1}, {1,0,0,0,1}, {0,1,0,1,0}, {0,0,1,0,0}, {0,0,0,0,0}, {0,0,1,0,0}, {0,0,1,0,0}, {0,0,0,0,0}, {0,0,0,0,0}, {0,0,0,0,0}, {0,0,0,0,0}, {0,0,1,0,0}, {0,0,1,0,0}, }; int navL[13][8] = { {0,0,0,0,0,0,1,1}, {0,0,0,0,0,1,1,0}, {0,0,0,0,1,1,0,0}, {0,0,0,1,1,0,0,0}, {0,0,1,1,0,0,0,0}, {0,1,1,0,0,0,0,0}, {1,1,0,0,0,0,0,0}, {0,1,1,0,0,0,0,0}, {0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0}, {0,0,0,0,0,1,1,0}, {0,0,0,0,0,0,1,1}, }; int navR[13][8] = { {1,1,0,0,0,0,0,0}, {0,1,1,0,0,0,0,0}, {0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0}, {0,0,0,0,0,1,1,0}, {0,0,0,0,0,0,1,1}, {0,0,0,0,0,1,1,0}, {0,0,0,0,1,1,0,0}, {0,0,0,1,1,0,0,0}, {0,0,1,1,0,0,0,0}, {0,1,1,0,0,0,0,0}, {1,1,0,0,0,0,0,0}, }; StartScreen::StartScreen() { } StartScreen::~StartScreen() { } void StartScreen::init() { i = 16; //main menu selection arrow position lr = 1; //game mode page selection. gs = 2; //game speed page selection. st = 1; //this is the sr num of settings pages. sc = 1; //this helps in wether ot not to show credits to the user. cs = 4; //sensitivity of control speed of menu options. } void StartScreen::screen_saver(N5110 &lcd, Gamepad &pad) { //this saves the Theme song I want to play at the start. int song[18] = {441,494,439,372,392,370,330,246,329,331,370,555,555,495,440,392,392,370}; pad.leds_on(); for(int ani = -51; ani <= 0; ani+=3) { lcd.clear(); lcd.drawSprite(0,ani,48,84,(int *)sprite); //Function used to draw the sprite lcd.refresh(); pad.tone(song[(ani+48)/3],0.1); wait(0.2); } wait(0.3); pad.leds_off(); lcd.clear(); } void StartScreen::instruct(N5110 &lcd, Gamepad &pad) { lcd.printString("Please Press",5,1); //Function used to promt the user to start. lcd.printString("Start",25,3); lcd.printString("to Begin",15,5); lcd.refresh(); pad.init(); while ( pad.check_event(Gamepad::START_PRESSED) == false) { pad.leds_on(); wait(0.1); pad.leds_off(); wait(0.1); } pad.tone(1000.0,0.1); lcd.clear(); pad.leds_off(); } void StartScreen::credits(N5110 &lcd) { lcd.clear(); if(sc) { lcd.printString("Created BY",8,1); lcd.printString("Ahmed",24,3); lcd.printString("Adamjee",20,4); lcd.printString("201161436",15,5); lcd.refresh(); wait(2); } lcd.clear(); } void StartScreen::read_stats(SDFileSystem &sd) { _stats.read(sd); } void StartScreen::main_menu(N5110 &lcd, Gamepad &pad) { lcd.clear(); StartScreen::init(); pad.init(); while ((pad.check_event(Gamepad::A_PRESSED) == false)&&(pad.check_event(Gamepad::START_PRESSED) == false)) { //Change this to if button pressed. StartScreen::DisplayMMContents(lcd, pad); } pad.tone(1000.0,0.1); wait(1/cs); StartScreen::ImplementMM(lcd, pad); } void StartScreen::DisplayMMContents(N5110 &lcd, Gamepad &pad) { lcd.printString("SnakeVSBlock",5,0); lcd.printString("Play",0,2); lcd.printString("Settings",0,3); lcd.printString("Stats",0,4); lcd.printString("Tutorial",0,5); Direction d = pad.get_direction(); if((d==N)&&(i>16)) { i=i-8; } if((d==S)&&(i<40)) { i=i+8; } lcd.drawSprite(50,i,7,9,(int *)arrow); //Function used to draw the sprite. lcd.refresh(); wait(1/cs); lcd.clear(); } void StartScreen::ImplementMM(N5110 &lcd, Gamepad &pad) { if(i == 16) { game_mode(lcd, pad); } else if(i == 24) { float *cs_sc; cs_sc = settings.Implement(lcd, pad, cs); pad.tone(1000.0,0.1); cs = cs_sc[0]; sc = cs_sc[1]; main_menu(lcd, pad); } else if(i == 32) { _stats.StatsDisplay(lcd, pad); pad.tone(1000.0,0.1); main_menu(lcd, pad); } else { main_menu(lcd, pad); lr=1; } } void StartScreen::game_mode(N5110 &lcd, Gamepad &pad) { lcd.clear(); wait(2/cs); pad.init(); while ((pad.check_event(Gamepad::A_PRESSED) == false)&&(pad.check_event(Gamepad::START_PRESSED) == false)) { //Change this to if button pressed. StartScreen::ImplementGM(pad); StartScreen::DisplayGMContents(lcd); if (pad.check_event(Gamepad::BACK_PRESSED) == true) { //This is a very important process, this helps the code to not get stuck in menu loop. pad.tone(1000.0,0.1); back_pressed = 1; break; } else {back_pressed = 0;} } if(back_pressed) { main_menu(lcd, pad); } else { pad.tone(1000.0,0.1); lcd.clear(); game_speed(lcd, pad); } } void StartScreen::ImplementGM(Gamepad &pad) { Direction d = pad.get_direction(); wait(1/cs); if(((d==E)||(d==W))&&(lr==1)) { lr=2; } else if(((d==E)||(d==W))&&(lr==2)) { lr=1; } } void StartScreen::DisplayGMContents(N5110 &lcd) { lcd.clear(); lcd.drawRect(27,18,30,20,FILL_TRANSPARENT); lcd.drawSprite(10,22,13,8,(int *)navL); //Function used to draw the sprite. lcd.drawSprite(65,22,13,8,(int *)navR); //Function used to draw the sprite. if(lr==1) { lcd.printString("Joystick",18,1); g_mode = 1; lcd.refresh(); } if(lr==2) { lcd.printString("Motion Control",1,1); g_mode = 2; lcd.drawSprite(29,19,13,5,(int *)bullet); //Function used to draw the sprite. } lcd.refresh(); } void StartScreen::game_speed(N5110 &lcd, Gamepad &pad) { lcd.clear(); wait(2/cs); pad.init(); while ((pad.check_event(Gamepad::A_PRESSED) == false)&&(pad.check_event(Gamepad::START_PRESSED) == false)) { //Change this to if button pressed. StartScreen::ImplementGS(pad); StartScreen::DisplayGSContents(lcd); if (pad.check_event(Gamepad::BACK_PRESSED) == true) { //This is a very important process, this helps the code to not get stuck in menu loop. pad.tone(1000.0,0.1); back_pressed = 1; break; } else {back_pressed = 0;} } if(back_pressed) { game_mode(lcd, pad); } else { pad.tone(1000.0,0.1); lcd.clear(); wait(1/cs); /* lcd.printString("Level:",25,1); //created so that the gamer can keep track of their game. //change this to be operated remotely lcd.printString("1",40,3); lcd.refresh(); wait(2); */ } } void StartScreen::ImplementGS(Gamepad &pad) { Direction d = pad.get_direction(); wait(1/cs); if((d==E)&&(gs==4)) { gs=1; } else if((d==W)&&(gs==1)) { gs=4; } else if((d==E)&&(1<=gs<=3)) { gs=gs+1; } else if((d==W)&&(2<=gs<=4)) { gs=gs-1; } } void StartScreen::DisplayGSContents(N5110 &lcd) { lcd.clear(); lcd.drawSprite(10,22,13,8,(int *)navL); //Function used to draw the sprite. lcd.drawSprite(65,22,13,8,(int *)navR); //Function used to draw the sprite. lcd.printString("Game Speed",10,1); if(gs==1) { lcd.printString("SNAIL",26,3); fps = 12; } if(gs==2) { lcd.printString("TURTLE",24,3); fps = 18; } if(gs==3) { lcd.printString("RABBIT",24,3); fps = 22; } if(gs==4) { lcd.printString("CHEETHA",21,3); fps = 27; } lcd.refresh(); }