Snake vs Block Game to be run upon K64F.

Dependencies:   mbed

GameEngine/SnakevsBlock/SnakevsBlock.cpp

Committer:
AhmedPlaymaker
Date:
2019-04-29
Revision:
59:c65a2e933c47
Parent:
58:affb42c56cf8
Child:
60:d3a9e0e4a0de

File content as of revision 59:c65a2e933c47:

#include "SnakevsBlock.h"

SnakevsBlock::SnakevsBlock()
{

}

SnakevsBlock::~SnakevsBlock()
{

}

void SnakevsBlock::init()
{
    //The level initialisation and all the other initial information passing will be done here
    level = 1;
    _maxLength = 10; // this makes us go to the next level if if maxLength is achieved;
    garbage = 0; //this is to allow the user to change the position of reference for motion control by saving the absolute angle.
    foodbuff = 0; //this makes the food fall at diffrent times when a particular level starts.
    send_block_number = 0; //this is 0 when there is no collision, thus block number isn't remembered for next set (which would lead to empty blocks).
    blockgap = 300; //this is the number of itterations the block will reccur after in the first level.
    for(int i=0; i<=14; i++)  {b[i] = 1;} //makes all the snake beads move by default.
    SnakevsBlock::object_initialisations();
}

void SnakevsBlock::reset()
{
    //This prepares the game for the next level by reseting certain variables.
    foodbuff = 0;
    if(blockgap >= 50) {blockgap -= 10;}  //to make progressive levels harder by making the blocks drop more frequently.
    SnakevsBlock::object_initialisations();
}

void SnakevsBlock::object_initialisations()
{
    _l.init(); //length calc object initialisation.
    _s.init(); //snake object initialisation.
    _f.init(); //food 1 object initialisation.
    _ff.init(); //food 2 object initialisation.
    _fff.init(); //food 3 object initialisation.
    _b.init(); //block object initialisation.
}

void SnakevsBlock::read_input(Gamepad &pad, FXOS8700CQ &device, int g_mode)
{
    device.get_values();
    angle = -device.get_roll_angle();
    //if button A is pressed then reset that particular position to center
    if (pad.check_event(Gamepad::A_PRESSED) == true)  {
        garbage = angle;
    }
    device.get_values();
    switch (g_mode) {
    case 1:
        _d = pad.get_direction(); //Obtains Direction pushed towards on Joystick.
        _mag = pad.get_mag(); //Obtains Magnitude of Joystick.
        break;
    case 2:
        angle = -device.get_roll_angle() - garbage;
        if (angle >= 6) {
            _d = E;
            for(int led = 4; led <= 6; led++) { pad.led(led,1); }
        }
        else if (angle <= -6) {
            _d = W;
            for(int led = 1; led <= 3; led++) { pad.led(led,1); }
        }
        else {
            _d = CENTRE;
            for(int led = 1; led <= 6; led++) { pad.led(led,0); }
        }
        break;
    }
    //printf("%d",gm);
    //printf("%f",angle);
    //printf("%f",device.get_roll_angle());
}

void SnakevsBlock::draw(N5110 &lcd, Gamepad &pad)   {
    _length = _l._getLength(); //saves the snake length into a private variable.
    _s.draw(lcd, _length, level); //Draws the Snake.     //Make these snake buffs relative to the snake drops which in turn relate to the game speed
    if(foodbuff >= 0)  {
        _f.draw(lcd); //Draws the first food.
    }
    if(foodbuff >= 50)  {
        _ff.draw(lcd); //Draws the second food.
    }
    if(foodbuff >= 80) {
        _fff.draw(lcd); //Draws the third food.
    }
    foodbuff +=1;
    if(foodbuff >= 8) {
        _b.draw(lcd, _length);
    }
    //Code to print length on game screen.
    _l.print_length_on_screen(lcd);
} 

int SnakevsBlock::update(N5110 &lcd, Gamepad &pad, SDFileSystem &sd) //Updates objects on screen.
{
    send_block_number = 0;  //this is for the game to decide wether to remember the number on the block for the current itteration.
                            //we dont need to remember if it has already gone past the screen.
    CheckSnakeFoodCollision(pad); //Function checks for when the snake collides with it's food.
    CheckSnakeBlockCollision(pad); //Function checks for when the snake collides with any of the blocks.
    CheckSnakeBlockSidesCollision(pad); //Function checks for when the snake collides with any of the blocks' sides.
    _s.update(_d, b); //_d is the direction of joystick and b controls the motion of a section of the snake relative to obstruction
    _f.update();
    _ff.update();
    _fff.update(); 
    _b.update(blocknum, blockgap, srn, send_block_number);
    //_statset.read(sd); //to read the currently stored value.
    if(_length == 0)  {
        _wl.GameOver(lcd,pad);
    }
    if((pad.check_event(Gamepad::BACK_PRESSED))||(_length == 0)){ //Waits for Back button to be pressed.
        back = 1;
        SnakevsBlock::init();
    }
    else {
        back = 0;
    }
    //printf("%d\n",_length);
    if(_length >= _maxLength)  {
        _maxLength++;
        level = _wl.LevelComplete(lcd, pad, level);
        _Setstats.write(level, sd);
        SnakevsBlock::reset();
    }
    return back;
}

void SnakevsBlock::get_pos()
{
    //printf("player pos = %f %f \n", player_pos.x, player_pos.y); //top left of player sprite
    // 81.000000 0.000000 top right
    // 0.000000 0.000000 is top left
    // 81.000000 45.000000 bottom right
    snakex = _s.get_pos().x; //this could be snake_pos[0].x or simply snake_pos[0] to represent both x&y but as it is used the most, it improves readability. 
    snakey = _s.get_pos().y; //this could be snake_pos[0].y or simply snake_pos[0] to represent both x&y but as it is used the most, it improves readability.
    //printf("snakexy in GAME = %d %d \n", snakex, snakey);
    //Obtains all required coordinates.
    food_pos[0] = _f.get_pos();
    food_pos[1] = _ff.get_pos();
    food_pos[2] = _fff.get_pos();
    //obtains origin cordinates of block.
    b_pos = _b.get_pos();
    //this saves the positions of each snake beed (the first to the last) in a single array. Element[0] is the top beed and soo on.
    snake_pos[0] = _s.get_pos(); //gets the position of the top beed and saves in array.
    snake_pos[1] = _s.get_pos_before1(); //gets the position of the second beed and saves in array.
    snake_pos[2] = _s.get_pos_before2(); //gets the position of the third beed and saves in array.
    snake_pos[3] = _s.get_pos_before3(); //gets the position of the fourth beed and saves in array.
    snake_pos[4] = _s.get_pos_before4(); //gets the position of the fifth beed and saves in array.
    snake_pos[5] = _s.get_pos_before5(); //gets the position of the sixth beed and saves in array.
    snake_pos[6] = _s.get_pos_before6(); //gets the position of the seventh beed and saves in array.
    snake_pos[7] = _s.get_pos_before7(); //gets the position of the eight beed and saves in array.
    snake_pos[8] = _s.get_pos_before8(); //gets the position of the ninth beed and saves in array.
    snake_pos[9] = _s.get_pos_before9(); //gets the position of the last beed and saves in array.
}   
    

void SnakevsBlock::CheckSnakeFoodCollision(Gamepad &pad)    {
    //If statements check if the snake sprite has collided with any
    //of the three food sprites, if so then the food location is reset and
    //length of the snake is increased using the length variable.
    for(int y=0; y<=2; y++)  {    //this loop automatically detects each combination of collision in the y postion
        for(int x=0; x<=2; x++)  {    //this loop automatically detects each combination of collision in the x postion
            for(int food_sr=0; food_sr<=2; food_sr++)  {    //this loop automatically detects which food we are interacting with.
                if (
                    ((snakey + y == food_pos[food_sr].y) ||
                    (snakey + y == food_pos[food_sr].y + 1) ||
                    (snakey + y == food_pos[food_sr].y + 2)) &&
                    ((snakex + x == food_pos[food_sr].x) ||
                    (snakex + x == food_pos[food_sr].x + 1) ||
                    (snakex + x == food_pos[food_sr].x + 2))
                ) {
                    //printf("snake feast working \n");
                    //audio feedback
                    pad.tone(786.0,0.1);
                    food_pos[food_sr].x = (rand() % 82);  //this makes the food pop up at a random, unspecified location in the x axis.
                    food_pos[food_sr].y = -3;
                    _l.PlusLength();
                }
            }
        }
    }
    _f.set_pos(food_pos[0]);
    _ff.set_pos(food_pos[1]);
    _fff.set_pos(food_pos[2]);
}
    
void SnakevsBlock::CheckSnakeBlockCollision(Gamepad &pad)  {
    //Obtains the numbers inside the block.
    b_number = _b.get_number();
    //If statements check if the snake sprite has collided with any
    //of the blocks which are a maximum of 5, if so then the snake length reduces and the block number reduces
    //the block has to move slower and come down after every 2/3 iterations(dependent on the snake size.(think about this)
    for(int block=0; block<=83; block+=1)  {    //this loop automatically detects for each section of block and each combination of collision
        if (((snakey == b_pos.y + 11)||
        (snakey == b_pos.y + 10)||
        (snakey == b_pos.y + 9)||
        (snakey == b_pos.y + 8))&&
        (snakex + 1 == b_pos.x + block))  {
            //the or for the block's y position is due to the fact the exact y co-ordinate might not be collided if the snake's length has increased in the same itteration.
            //printf("snake collision working \n");
            //audio feedback
            if(blocknum > 0)  {b_pos.y = 0;}  //change this to speed y = 0 when length = 10.
            srn = CheckBlock(block);  //this tells us which of the 5 blocks we are colliding with
            blocknum = b_number[srn];
            if((_length>=10)&&(b_number[srn]>0)) { //this makes the block stop moving down if it's length is more than 10 and still collides.
                velocity = 0;
            }
            else {
                velocity = 1;
            }
            ImplementCollision(pad);
            SnakevsBlock::_set_velocity();
        }
    }
}
 
void SnakevsBlock::_set_velocity()  {
    _b.velocity.y = velocity;
    _f.velocity.y = velocity;
    _ff.velocity.y = velocity;
    _fff.velocity.y = velocity;
}
 
int SnakevsBlock::CheckBlock(int block)  {
    int srn;
    if((block>=0)&&(block<=18))  {srn = 0;}
    if((block>=19)&&(block<=34))  {srn = 1;}
    if((block>=35)&&(block<=50))  {srn = 2;}
    if((block>=51)&&(block<=66))  {srn = 3;}
    if((block>=67)&&(block<=83))  {srn = 4;}
    return srn;
}
    
void SnakevsBlock::ImplementCollision(Gamepad &pad)  {
    send_block_number = 1;
    if(blocknum > 0)  {  // to make sure that snake doesn't decrease in _length if number on the block is less than 1;
        _l.MinusLength();
        pad.tone(1000.0,0.1);
        wait(0.04);
    }
    blocknum-=1;
}

void SnakevsBlock::CheckSnakeBlockSidesCollision(Gamepad &pad)
{
    //If statements check if the snake sprite has collided with any
    //of the blocks' sides and then stop the snake moving in x axis
    int length = _length;
    if(_length>=10) {length = 10;} //to stop the snake length virtually at 10 when it goes past it.
    
    for(int i=0; i<=9; i++)  {
        b[i] = 1;
    }
    for(int i=0; i<=9; i++)  { //i checks for all possible collisions with the snake respective to it's length.
        for(int b_y_combination=0; b_y_combination<=10; b_y_combination++)  {
            if (
                (snake_pos[i].y == b_pos.y + b_y_combination) ||
                (snake_pos[i].y + 1 == b_pos.y + b_y_combination) ||
                (snake_pos[i].y + 2 == b_pos.y + b_y_combination))  {
                for(int b_x_combination=2; b_x_combination<=82; b_x_combination+=16)  {
                    //For West side of walls 
                    if(
                        ((snake_pos[i].x == b_pos.x + b_x_combination+2) ||  //W
                        (snake_pos[i].x + 1 == b_x_combination+2))&&(_d != E)&&(length > i) //W
                        ) {
                        //code makes sure that the colliding part doesn't move in x axis.
                        for(int snake_beed_num=0; snake_beed_num<=10; snake_beed_num++)  {
                            if(length == snake_beed_num + i)  {
                                b[snake_beed_num - 1] = 0;
                            }
                        }
                    }
                    //for East side of walls
                    else if (
                        ((snake_pos[i].x + 1 == b_x_combination) ||  //E
                        (snake_pos[i].x + 2 == b_x_combination))&&(_d != W)&&(length > i) //E
                    ) {
                        //code makes sure that the colliding part doesn't move in x axis.
                        for(int snake_beed_num=0; snake_beed_num<=10; snake_beed_num++)  {
                            if(length == snake_beed_num + i)  {
                                b[snake_beed_num - 1] = 0;
                            }
                        }
                    }
                }
            }
        }
    }
}