![](/media/cache/profiles/LinkedIn_0NghoZJ.jpeg.50x50_q85.jpg)
Snake vs Block Game to be run upon K64F.
MenuClasses/StartScreen/StartScreen.cpp
- Committer:
- AhmedPlaymaker
- Date:
- 2019-05-06
- Revision:
- 84:9950d561fdf8
- Parent:
- 83:329da564799a
- Child:
- 87:871d9fecb593
File content as of revision 84:9950d561fdf8:
#include "StartScreen.h" int titleSprite[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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{1,0,0,1,1,1,0,0,0,1,1,0,0,0,1,0,1,1,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,1,1,0,1,1,1,0,0,0,1,1,1,1,0,1,1,0,0,1,1,0,0,1}, {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 motionControl[12][21] = { {0,0,0,0,0,0,0,1,1,1,1,1,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0}, {0,0,0,0,0,1,0,0,0,1,1,1,0,0,0,1,0,0,0,0,0}, {0,0,0,0,0,1,0,0,0,1,1,1,0,0,0,1,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0}, {1,1,1,0,1,0,0,1,1,1,1,1,1,1,0,0,1,0,1,1,1}, {1,1,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,1,1}, {1,0,1,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,1,0,1}, {0,0,0,1,0,0,0,1,0,0,0,0,0,1,0,0,0,1,0,0,0}, {0,0,0,0,1,0,1,0,0,0,0,0,0,0,1,0,1,0,0,0,0}, {0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0}, }; int joystick[13][48] = { {0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,1,1,1,0,0,0,0,0,0}, {0,0,0,0,0,1,1,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,1,1,0,0,0,0,0}, {0,0,0,0,1,1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,1,1,0,0,0,0}, {0,0,0,1,1,0,0,0,0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,1,1,0,0,0}, {0,0,1,1,0,0,0,0,1,0,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0,1,0,0,0,0,1,1,0,0}, {0,1,1,0,0,0,0,0,1,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0,1,0,0,0,0,0,1,1,0}, {1,1,1,1,1,1,1,0,1,0,1,0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,1,0,1,0,1,1,1,1,1,1,1}, {0,1,1,0,0,0,0,0,1,0,0,1,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,1,0,0,1,0,0,0,0,0,1,1,0}, {0,0,1,1,0,0,0,0,0,1,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,1,0,0,1,0,0,0,0,0,1,1,0,0}, {0,0,0,1,1,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,1,0,0,0}, {0,0,0,0,1,1,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,1,1,0,0,0,0}, {0,0,0,0,0,1,1,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0}, }; 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}, {1,1,1,1,1,1,1,1}, {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}, {1,1,1,1,1,1,1,1}, {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(N5110 *lcd, Gamepad *pad) { _lcd = lcd; _pad = pad; StartScreen::object_initialisations(); fps = 15; //sets the default frames per second to a certain value. menu_index = 16; //main menu selection arrow position g_mode = 1; //game mode selection (joystick/motion control). speed_index = 2; //game speed page selection index. showCredits = 1; //this helps in wether ot not to show credits to the user. controlSensitivity = 5; //sensitivity of control speed of menu options. } void StartScreen::object_initialisations() { _stats.init(_lcd, _pad); //Stats object initialisation. _settings.init(_lcd, _pad); //Settings object initialisation. _tutorial.init(_lcd, _pad); //Tutorial object initialisation. } void StartScreen::titleScreen() { //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 *)titleSprite); //Function used to draw the sprite _lcd->refresh(); _pad->tone(song[(ani+48)/3],0.1); //This Allows us to skip/play the animation before the menu screen if (StartScreen::checkStartorAPressed()) { return; //if StartorA is pressed, the while loop is escaped. } else { wait(0.2); } } wait(0.3); _pad->leds_off(); _lcd->clear(); StartScreen::instruct(); //after the screen_saver is displayed we need to send in instructions of how to preoceed to menu. } void StartScreen::instruct() { //_pad->init(); wait(1/controlSensitivity); //to avoid race condition of the following while loop being skipped. while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)&&(_startPressed == false)) { //Start_Pressed is 1 if start is already pressed during animation in titleScreen(); _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->leds_on(); wait(0.1); _pad->leds_off(); wait(0.1); } if (_startPressed == false) {//dont wait anymore if start is pressed. (this is to allow for quick skip towards menu) _pad->tone(1000.0,0.1); } _lcd->clear(); _pad->leds_off(); } void StartScreen::credits() { _lcd->clear(); if(showCredits) { _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) //to read the data from the SD card at the start of the game to be able to display before starting game. { _stats.read(sd); } bool StartScreen::checkBackPressed() { //This is a very important process, this helps the code to not get stuck in menu loop but also allow to toggle between diffrent menu screens. if (_pad->check_event(Gamepad::BACK_PRESSED) == true) { _pad->tone(1000.0,0.1); _backPressed = true; } else { _backPressed = false; } return _backPressed; //returns true if back is pressed, returns false otherwise. } bool StartScreen::checkStartorAPressed() { //This Allows us to skip/play the animation before the menu screen if((_pad->check_event(Gamepad::START_PRESSED) == true)||(_pad->check_event(Gamepad::A_PRESSED) == true)) { //to allow the gamer to skip the long starting animation if they are not a fan. _pad->tone(1000.0,0.1); _startPressed = true; } else { _startPressed = false; } return _startPressed; //returns true if start/A is pressed, returns false otherwise. } void StartScreen::menu() { _lcd->clear(); //StartScreen::init(); //_pad->init(); while ((_pad->check_event(Gamepad::A_PRESSED) == false)&&(_pad->check_event(Gamepad::START_PRESSED) == false)) { //This menu loop won't be skipped unless the player decides to press START/A. _lcd->clear(); StartScreen::mainMenu(); _lcd->refresh(); } _pad->tone(1000.0,0.1); StartScreen::nextMenu(); //after all main menu operations have been completed, this function allows us to get to the next menu. } void StartScreen::mainMenu() //Displays the main menu contents, and then allows the user to select the next menu using the selection arrow. { StartScreen::drawSelectionArrow(); //draws arrow to select menu option. _lcd->printString("Snake vs Block",0,0); _lcd->printString("Play",0,2); _lcd->printString("Settings",0,3); _lcd->printString("Stats",0,4); _lcd->printString("Tutorial",0,5); } void StartScreen::drawSelectionArrow() { wait(1/controlSensitivity); Direction d = _pad->get_direction(); if(((d==N)||(_pad->check_event(Gamepad::L_PRESSED) == true))&&(menu_index>16)) { menu_index=menu_index-8; // menu_index is the position of the selection arrow in menu and also the index of the case structure to select the next menu in StartScreen::NextMenu(). } if(((d==S)||(_pad->check_event(Gamepad::R_PRESSED) == true))&&(menu_index<40)) { menu_index=menu_index+8; // menu_index is the position of the selection arrow in menu and also the index of the case structure to select the next menu in StartScreen::NextMenu(). } _lcd->drawSprite(60,menu_index,7,9,(int *)arrow); // menu_index is the postion of where the arrow will be drawn and is determined by the above if command using joystick. } //////////////////////////////DECIDES THE NEXT MENU PAGE////////////////////////////// void StartScreen::nextMenu() { switch (menu_index) { //this menu_index saves the value from the coordinates of arrow in main menu, and allows us to select the next menu accordingly. case 16: game_mode(); //calls game mode after play has been pressed. game_speed(); //calls game speed after the game mode has been selected. return; //This forces us out of the menu class and back into int main(). case 24: float *cs_sc; cs_sc = _settings.Implement(controlSensitivity); controlSensitivity = cs_sc[0]; //saves the number in controlSensitivity which controls the control speed of the menu oftions (basically the wait time of between reading joystick input). showCredits = cs_sc[1]; //saves the logic in showCredits which decides weather or not to show credits when game starts. menu(); //to return to main_menu if back is pressed break; case 32: _stats.StatsDisplay(); menu(); //to return to main_menu if back is pressed break; case 40: _tutorial.Implement(); menu(); //to return to main_menu if back is pressed break; } } //////////////////////////////GAME MODE SELECTION////////////////////////////// void StartScreen::game_mode() { _lcd->clear(); //_pad->init(); while ((_pad->check_event(Gamepad::A_PRESSED) == false)&&(_pad->check_event(Gamepad::START_PRESSED) == false)) { //Change this to if button pressed. _lcd->clear(); StartScreen::selectMode(); //displays to the user what are the mode options _lcd->refresh(); if (StartScreen::checkBackPressed()) { break; //if back is pressed, the while loop is escaped. } } _pad->tone(1000.0,0.1); if(_backPressed) { //if back was pressed in the while loop, the previous menu is called. StartScreen::menu(); } } void StartScreen::selectMode() { StartScreen::scrollModeSelection(); //the mode is selected by moving joystick in this function. switch (g_mode) { case 1: _lcd->printString("Joystick",18,1); _lcd->drawSprite(17,22,13,48,(int *)joystick); //Function used to draw the sprite. _lcd->refresh(); break; case 2: _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("Motion Control",1,1); _lcd->drawSprite(32,22,12,21,(int *)motionControl); //Function used to draw the sprite. break; } } void StartScreen::scrollModeSelection() { Direction d = _pad->get_direction(); wait(1/controlSensitivity);//to make the joystick selection's speed inversely proportional to controlSensitivity. if(((d==E)||(d==W)||(_pad->check_event(Gamepad::R_PRESSED) == true)||(_pad->check_event(Gamepad::L_PRESSED) == true))&&(g_mode==1)) { g_mode=2; } else if(((d==E)||(d==W)||(_pad->check_event(Gamepad::R_PRESSED) == true)||(_pad->check_event(Gamepad::L_PRESSED) == true))&&(g_mode==2)) { g_mode=1; } } //////////////////////////////INSTRUCTIONS FOR MOTION CONTROL////////////////////////////// void StartScreen::motionControlInstructions() { _lcd->clear(); _lcd->printString("While playing the",5,0); //Function used to promt the user to start. _lcd->printString("game, press",9,1); _lcd->printString("A to centre",8,2); _lcd->printString("the snake at",9,3); _lcd->printString("prefered angle",0,4); _lcd->refresh(); wait(2); } //////////////////////////////GAME SPEED SELECTION////////////////////////////// void StartScreen::game_speed() { _lcd->clear(); //_pad->init(); while ((_pad->check_event(Gamepad::A_PRESSED) == false)&&(_pad->check_event(Gamepad::START_PRESSED) == false)) { //Change this to if button pressed. _lcd->clear(); StartScreen::selectSpeed(); //this displays all the speed options and saves the data obtained (fps) for use in main(). _lcd->refresh(); if (StartScreen::checkBackPressed()) { break; //if back is pressed, the while loop is escaped. } } _pad->tone(1000.0,0.1); if(_backPressed) { //if back was pressed in the while loop, the previous menu is called. StartScreen::menu(); //To go back to Menu if back is pressed. } } void StartScreen::selectSpeed() //decrease code size. { StartScreen::scrollSpeedSelection(); //this swipes through the speed pages, dependent on the joystick input. _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); switch (speed_index) { case 1: _lcd->printString("SNAKE",28,3); fps = 15; break; case 2: _lcd->printString("HUMAN",28,3); fps = 22; break; case 3: _lcd->printString("HORSE",28,3); fps = 26; break; case 4: _lcd->printString("CHEETHA",21,3); fps = 30; } } void StartScreen::scrollSpeedSelection() { Direction d = _pad->get_direction(); wait(1/controlSensitivity);//to make the joystick selection's speed inversely proportional to controlSensitivity. if(((d==E)||(_pad->check_event(Gamepad::R_PRESSED) == true))&&(speed_index==4)) { speed_index=1; } else if(((d==W)||(_pad->check_event(Gamepad::L_PRESSED) == true))&&(speed_index==1)) { speed_index=4; } else if(((d==E)||(_pad->check_event(Gamepad::R_PRESSED) == true))&&(1<=speed_index<=3)) { speed_index=speed_index+1; } else if(((d==W)||(_pad->check_event(Gamepad::L_PRESSED) == true))&&(2<=speed_index<=4)) { speed_index=speed_index-1; } }