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Snake vs Block Game to be run upon K64F.
GameObjects/Barriers/Barriers.cpp
- Committer:
- AhmedPlaymaker
- Date:
- 2019-05-08
- Revision:
- 94:4e603bd6c381
- Parent:
- 83:329da564799a
- Child:
- 95:b068b0735f45
File content as of revision 94:4e603bd6c381:
#include "Barriers.h" Barriers::Barriers() { } Barriers::~Barriers() { } //Brrier Sprite. int Barrier[22][1] = { {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, {1}, }; void Barriers::init(N5110 *lcd) { _lcd = lcd; reset = 0; _barx = NULL; _bary = NULL; } void Barriers::draw(int block_y_pos) { velocity.x = 0; velocity.y = 1; if((reset == 0)&&(block_y_pos < (_blockgap-14))) { switch(rand()%4) { case 0: _barx = 19; break; case 1: _barx = 35; break; case 2: _barx = 51; break; case 3: _barx = 67; break; } _bary = -22; reset = reset+1; //to stop this if function to keep executing. } _lcd->drawSprite(_barx,_bary,22,1,(int *)Barrier); //Function to draw the frame at all i coordinates as x. } Vector2D Barriers::get_pos() //Obtains the X and Y coordinate of the target. { Vector2D barrierpos = {_barx,_bary}; //printf("barrierpos is = %f %f \n", barrierpos.x, barrierpos.y); return barrierpos; } void Barriers::update(int blockgap) { _blockgap = blockgap; _barriergap = _blockgap/4; if (_barriergap <= 60) { //to make sure that barrier gap doesn't reduce below 60 which would cause flickering on the screen. _barriergap = 60; } // this if function makes sure the block appears at the rate of blockgap. if(_bary >= _barriergap) { reset = 0; } _barx += velocity.x; _bary += velocity.y; } void Barriers::set_pos(Vector2D p) { _barx = p.x; _bary = p.y; }