![](/media/cache/profiles/LinkedIn_0NghoZJ.jpeg.50x50_q85.jpg)
Snake vs Block Game to be run upon K64F.
GameEngine/SnakevsBlock/SnakevsBlock.h
- Committer:
- AhmedPlaymaker
- Date:
- 2019-05-09
- Revision:
- 100:6403c1705a08
- Parent:
- 98:3061aa318fa2
File content as of revision 100:6403c1705a08:
#ifndef SNAKEVSBLOCK_H #define SNAKEVSBLOCK_H #include "mbed.h" #include "N5110.h" #include "FXOS8700CQ.h" #include "Gamepad.h" #include "Snake.h" #include "LengthManager.h" #include "WinLoose.h" #include "SnakeFood.h" #include "Blocks.h" #include "Barriers.h" #include "StartScreen.h" #include "Stats.h" #include "SDFileSystem.h" /** SnakevsBlock Class @brief This class controls the game by detecting collisions, drawing objects and updating game parameters. @author Ahmed N.Adamjee @date 8th May 2019 */ class SnakevsBlock { public: /** Constructor */ SnakevsBlock(); /** Destructor */ ~SnakevsBlock(); /** Initialise Game Machine * * This function initialises the game machine. */ /** * @brief Initialises all game parameters and objects and therefore configures the start state of the game. * @param N5110 *lcd @details pointer to the N5110 object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. * @param Gamepad *pad @details pointer to the gamepad object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. */ void init(N5110 *lcd, Gamepad *pad); /** * @brief This function prepares the game machine for the next level. */ void reset( ); /** * @brief This function initialises the objects that are used to functionalise the game. */ void object_initialisations(); /** * @brief This function obtains numeric data from the gamepads joystick. * @param FXOS8700CQ &device @details The FXOS8700CQ library. * @parm g_mode @details Contains a value that is used to choose between setting the controls based on joystick or motion control. */ void read_input(FXOS8700CQ &device, int g_mode); /** * @brief This function reads the angle of tilt required for motion contol and also processes it by reseting the angle buffer if A is pressed. * @param FXOS8700CQ &device @details The FXOS8700CQ library. */ void calculateTilt(FXOS8700CQ &device); /** * @brief This function ligths the LEDS dependent on the direction of travel. */ void lightTheLEDS(); /** * @brief This function updates length and motion data inside the snake class and also uses the length manager class to update length. */ void updateSnakeLengthAndMovement(); /** * @brief This function contains the draw functions of the other libraries used in the game. */ void draw(); /** * @brief This function contains the update functions of the other libraries used in the game. */ void update(); /** * @brief Function handles level progression and level failure operations by using the class WinLoose. * @param SDFileSystem &sd @details The SDFileSystem library. */ int CheckGameProgression(SDFileSystem &sd); /** * @brief This function contains the Get Position functions of all the class objects used in the game and saves them to use in an array throughout the class. */ void get_pos(); /** * @brief this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10.lock. * @param srn @details this is the serial number of blocks and tells us which of the 5 blocks we are colliding with */ void _setVelocity(int srn); /** * @brief This function makes the default motion of the snake freemoving before a collision is checked for, to forget the previous collision. */ void MakeDefaultMotionFree(); /** * @brief 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. */ void makeVirtualLengthMaxTen(); private: /* This function checks if the Snake has come into contact with it's food. */ void CheckSnakeFoodCollision(); /* This function automatically detects each combination of collision in the y postion. food_sr -> creted in a loop that runs 3 times to detect collision with all the three food objects. */ void CheckSnakeFoodYCollision(int food_sr); /* This function automatically detects each combination of collision in the x postion. food_sr -> creted in a loop that runs 3 times to detect collision with all the three food objects. */ void CheckSnakeFoodXCollision(int food_sr); /* This function automatically detects which food we are interacting with and increases the snake length accordingly. food_sr -> creted in a loop that runs 3 times to detect collision with all the three food objects. */ void ImplementSnakeFoodCollision(int food_sr); /* * @brief This function checks if the Snake has come into contact with any Block. */ void CheckSnakeBlockCollision(); /* This function returns the srn of the block we are colliding with. Block -> value of int block which is compared to a preset ranges, to allocate a serial number to the colliding block. */ int CheckCollidingBlock(int Block); /* This function allows the appropriate maths to take place after every collision. */ void ImplementSnakeBlockCollision(); /* This function checks if the Snake has come into contact with any the sides of the block and stops it moving. */ void CheckSnakeBlockSidesCollision(); /* This function checks if the Snake and blocks collide anywhere in the Y axis. i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. */ void CheckSnakeBlockSidesYCollision(int i); /* This function checks if the Snake and blocks collide anywhere in the X axis. i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. */ void CheckSnakeBlockSidesXCollision(int i); /* Checks if the colliding wall is on east side or west side and then calls ImplementBarrierCollision(i) to carry out the required task. X -> is just the X axis coordinate of the nokia screen. i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. */ void CheckSnakeBlockSidesEastWestCollision(int X, int i); /* This function checks if the Snake has come into contact with any the sides of the barriers and stops it moving in the X axis if true. bar_sr_no -> is the index of which barrier collision we are detecting. */ void CheckSnakeBarrierCollision(int bar_sr_no); /* This function checks if the Snake and blocks collide anywhere in the Y axis. i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. bar_sr_no -> is the index of which barrier collision we are detecting. */ void CheckSnakeBarrierYCollision(int i, int bar_sr_no); //i is the index of the snake beed and checks for all possible collisions with the snake respective to it's length. /* * Checks if the colliding barrier's side is on east side or west side of snake and then calls ImplementBarrierCollision(i) to carry out the required task. * i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. * bar_sr_no -> is the index of which barrier collision we are detecting. */ void CheckSnakeBarrierEastWestCollision(int i, int bar_sr_no); //i checks for all possible collisions with the snake respective to it's length. /* This function implements the sides collision by making the x axis speed of the particular snake beed 0. i -> is the index of the snake beed and allows to check for all possible collisions with the snake respective to it's length. */ void ImplementBarrierCollision(int i); //OBJECT DECLARATIONS. Snake _s; LengthManager _l; WinLoose _wl; SnakeFood _f; SnakeFood _ff; SnakeFood _fff; Blocks _b; Barriers _barA; Barriers _barB; Stats _Setstats; //Pointer to the game pad object pad. Gamepad *_pad; //Pointer to the N5110 object lcd. N5110 *_lcd; //OBJECT POSITIONS ON SCREEN. int snakex; //x position of top beed int snakey; //y position of top beed Vector2D snake_pos[10]; //saves the position of all the snake beeds in an array for ease of collision processing. Vector2D food_pos[3]; //saves the position of all 3 snake food on the screen in a single array for ease of collision processing. Vector2D b_pos; //saves the origin of the blocks on the screen (this is the top left corner of the block row). Vector2D bar_pos[2]; //saves the origin of the barrier on the screen (this is the top left corner of the barrier). //LEVEL PROGRESSION, FAILURE AND STATISTICS PARAMETERS. int level; // this is diffrent to int _length as this stops at 10 to not complicate collisions as the snake doesn't grow longer than 10 visually. char bufferlevel[14]; //this helps me print the level on screen. int back; //enables the player to go back on main menu if back is pressed. int _maxLength; // this makes us go to the next level if if maxLength is achieved; //Block, Food and Barrier Y AXIS VELOCITY, SNAKE LENGTH ,MAX VIRTUAL LENGTH AND VARABLE THAT ALLOWS FREE MOTION OF A SPECIFIC BEED NUMBER OF THE SNAKE. int velocity; //this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10. int _length; //this is diffrent to the _virtualLength as this saves the length of the snake, for collision detection relative to it's length and calculations. int _virtualLength; //saves the length of the snake, for collision detection relative to it's Max screen length. int immobile_bead_n[10]; //this array is indexed by the beed number of the colliding snake, if beed 3 from top was colliding with any obstruction, immobile_bead_n[2] will be 1. //TURN DIRECTION, TILT ANGLE AND ANGLE RESET BUFFER (GARBAGE). Direction _d; //This struct saves the direction of snake movement. float _tiltAngle; //saves the angle of tilt. int garbage; //to save the angle at the point button A is pressed. //BLOCK NUMBERS, BLOCK DROP GAP, BLOCK DETECTION SRN AND VARIABLE TO SEND/NOT BLOCK NUMBER TO BLOCK CLASS int *b_number; //pointer to save the numbers inside the block. int blocknum; // saves the number inside the specific colliding block, for calculations. int blockgap; //to change frequency of fall int srn; //sr number of the block we are colliding with (1 to 5) bool send_block_number; //makes sure that the block number is only updated when send is activated. //INITIAL FOOD AND BLOCK DROP GAP. int _dropbuff; //this makes food 1,2,and 3 come at seperate times }; #endif