![](/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:
- 2019-05-04
- Revision:
- 68:b9cfd27987ac
- Parent:
- 67:39b9ba6019b0
- Child:
- 76:7fa91122907f
File content as of revision 68:b9cfd27987ac:
#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() { 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::titleScreen(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 *)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 _startPressed = false; //by default, animmation is not skipped, as StartScreen::instruct(lcd,pad) requires Start_Pressed to be 0 to be displayed 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. _startPressed = true; break; } wait(0.2); } if (_startPressed == false) { wait(0.3); //dont wait anymore if start is pressed. (this is to allow for quick skip towards menu) } pad.leds_off(); lcd.clear(); StartScreen::instruct(lcd,pad); //after the screen_saver is displayed we need to send in instructions of how to preoceed to menu. } void StartScreen::instruct(N5110 &lcd, Gamepad &pad) { //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); } pad.tone(1000.0,0.1); lcd.clear(); pad.leds_off(); } void StartScreen::credits(N5110 &lcd) { 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(Gamepad &pad) { //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 1 if back is pressed, returns 0 otherwise. } void StartScreen::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::mainMenu(lcd, pad); } pad.tone(1000.0,0.1); wait(1/controlSensitivity); StartScreen::nextMenu(lcd, pad); //after all main menu operations have been completed, this function allows us to get to the next menu. } void StartScreen::mainMenu(N5110 &lcd, Gamepad &pad) { lcd.clear(); StartScreen::drawSelectionArrow(lcd, pad); //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); lcd.refresh(); wait(1/controlSensitivity); } void StartScreen::drawSelectionArrow(N5110 &lcd, Gamepad &pad) { 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(lcd, pad). } 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, pad). } lcd.drawSprite(65,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. } void StartScreen::nextMenu(N5110 &lcd, Gamepad &pad) { 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(lcd, pad); //calls game mode game_speed(lcd, pad); //calls game speed return; //This forces us out of the menu class and back into int main(). case 24: float *cs_sc; cs_sc = _settings.Implement(lcd, pad, 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(lcd, pad); //to return to main_menu if back is pressed break; case 32: _stats.StatsDisplay(lcd, pad); menu(lcd, pad); //to return to main_menu if back is pressed break; case 40: _tutorial.Implement(lcd, pad); menu(lcd, pad); //to return to main_menu if back is pressed break; } } void StartScreen::game_mode(N5110 &lcd, Gamepad &pad) { lcd.clear(); wait(2/controlSensitivity); //pad.init(); while ((pad.check_event(Gamepad::A_PRESSED) == false)&&(pad.check_event(Gamepad::START_PRESSED) == false)) { //Change this to if button pressed. StartScreen::showModeOptions(lcd); //displays to the user what are the mode options StartScreen::selectMode(pad); //the mode is selected by moving joystick in this function. if (StartScreen::checkBackPressed(pad)) { 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. menu(lcd, pad); } } void StartScreen::showModeOptions(N5110 &lcd) { lcd.clear(); 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; } lcd.refresh(); } void StartScreen::selectMode(Gamepad &pad) { Direction d = pad.get_direction(); wait(1/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; } } void StartScreen::motionControlInstructions(N5110 &lcd) { 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); } void StartScreen::game_speed(N5110 &lcd, Gamepad &pad) { lcd.clear(); wait(2/controlSensitivity); //pad.init(); while ((pad.check_event(Gamepad::A_PRESSED) == false)&&(pad.check_event(Gamepad::START_PRESSED) == false)) { //Change this to if button pressed. StartScreen::selectSpeedPage(pad); //this swipes through the speed pages, dependent on the joystick input. StartScreen::showSpeedOptions(lcd); //this displays all the speed options and saves the data obtained (fps) for use in main(). if (StartScreen::checkBackPressed(pad)) { 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. menu(lcd, pad); //To go back to Menu if back is pressed. } } void StartScreen::selectSpeedPage(Gamepad &pad) { Direction d = pad.get_direction(); wait(1/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; } } void StartScreen::showSpeedOptions(N5110 &lcd) //decrease code size. { 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); switch (speed_index) { case 1: lcd.printString("SNAKE",28,3); fps = 12; break; case 2: lcd.printString("HUMAN",28,3); fps = 18; break; case 3: lcd.printString("HORSE",28,3); fps = 22; break; case 4: lcd.printString("CHEETHA",21,3); fps = 27; } lcd.refresh(); }