Ahmed Adamjee
/
SnakeVSBlock
Snake vs Block Game to be run upon K64F.
MenuClasses/StartScreen/StartScreen.cpp
- Committer:
- AhmedPlaymaker
- Date:
- 2019-04-29
- Revision:
- 60:d3a9e0e4a0de
- Parent:
- 59:c65a2e933c47
- Child:
- 61:f3c402bc2ad0
File content as of revision 60:d3a9e0e4a0de:
#include "StartScreen.h" int sprite[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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{1,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,1,1,1,0,1,0,0,0,1,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,1,1,1,1,1,0,1,1,0,0,0,1,0,0,0,1,1,1,0,0,0,1,1,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,0,0,0,1,1,1,0,0,0,1,1,1,1,0,1,1,0,0,1,1,0,1}, {1,0,0,0,0,1,1,0,0,0,0,0,1,1,1,0,0,1,0,0,1,0,0,0,1,0,0,1,1,0,0,1,0,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,1,1,0,0,1,1,0,1,1,0,1,1,0,0,1,0,1,1,0,0,1,0,0,1}, {1,0,0,0,0,1,1,1,1,0,0,0,1,1,1,1,0,1,0,1,1,0,0,0,1,1,0,1,1,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,0,1,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0,1,1,0,1,1,0,0,1}, {1,0,0,0,0,0,0,1,1,1,1,0,1,1,0,1,1,1,0,1,1,1,1,1,1,1,0,1,1,1,1,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0,1,1,1,1,0,0,0,1}, {1,0,0,0,0,0,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,0,0,0,1,1,0,1,1,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,0,1,1,0,0,1,0,0,0,1,0,1,1,0,0,0,0,1,1,0,1,1,0,0,1}, {1,0,0,0,0,1,1,1,1,1,0,0,1,1,0,0,1,1,0,1,1,0,0,0,1,1,0,1,1,0,0,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,1,0,1,1,0,0,1,1,0,1,1,0,1,1,0,0,1,0,1,1,0,0,1,0,0,1}, {1,0,0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,1,0,1,1,0,0,0,1,1,0,1,1,0,0,1,1,0,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,1,1,1,1,0,1,1,1,0,0,0,1,1,1,1,0,1,1,0,0,1,1,0,1}, {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() { i = 16; //main menu selection arrow position g_mode = 1; //game mode selection (joystick/motion control). gs = 2; //game speed page selection. st = 1; //this is the sr num of settings pages. sc = 1; //this helps in wether ot not to show credits to the user. cs = 4; //sensitivity of control speed of menu options. } void StartScreen::screen_saver(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 *)sprite); //Function used to draw the sprite lcd.refresh(); pad.tone(song[(ani+48)/3],0.1); Start_Pressed = 0; 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. Start_Pressed = 1; break; } wait(0.2); } if (Start_Pressed == 0) { wait(0.3); } //dont wait anymore if start is pressed. 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(); while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)&&(Start_Pressed == 0)) { 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(sc) { 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) { _stats.read(sd); } void StartScreen::main_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::ImplementMenu(lcd, pad); } pad.tone(1000.0,0.1); wait(1/cs); StartScreen::NextMenu(lcd, pad); } void StartScreen::ImplementMenu(N5110 &lcd, Gamepad &pad) { lcd.printString("SnakeVSBlock",5,0); lcd.printString("Play",0,2); lcd.printString("Settings",0,3); lcd.printString("Stats",0,4); lcd.printString("Tutorial",0,5); Direction d = pad.get_direction(); if(((d==N)||(pad.check_event(Gamepad::L_PRESSED) == true))&&(i>16)) { i=i-8; } if(((d==S)||(pad.check_event(Gamepad::R_PRESSED) == true))&&(i<40)) { i=i+8; } lcd.drawSprite(50,i,7,9,(int *)arrow); //Function used to draw the sprite. lcd.refresh(); wait(1/cs); lcd.clear(); } void StartScreen::NextMenu(N5110 &lcd, Gamepad &pad) { switch (i) { case 16: game_mode(lcd, pad); break; case 24: float *cs_sc; cs_sc = _settings.Implement(lcd, pad, cs); cs = cs_sc[0]; //saves the number in cs which controls the control speed of the menu oftions (basically the wait time of between reading joystick input). sc = cs_sc[1]; //saves the number in sc which decides weather or not to show credits when game starts. main_menu(lcd, pad); //to return to main_menu if back is pressed break; case 32: _stats.StatsDisplay(lcd, pad); main_menu(lcd, pad); //to return to main_menu if back is pressed break; case 40: _tutorial.Implement(lcd, pad); main_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/cs); pad.init(); while ((pad.check_event(Gamepad::A_PRESSED) == false)&&(pad.check_event(Gamepad::START_PRESSED) == false)) { //Change this to if button pressed. StartScreen::ModeOptions(lcd); //displays to the user what are the mode options StartScreen::SelectMode(pad); //the mode is selected by moving joystick in this function. if (pad.check_event(Gamepad::BACK_PRESSED) == true) { //This is a very important process, this helps the code to not get stuck in menu loop. pad.tone(1000.0,0.1); back_pressed = 1; break; } else {back_pressed = 0;} } pad.tone(1000.0,0.1); if(back_pressed) { main_menu(lcd, pad); } else { if (g_mode == 2) { StartScreen::motionControlInstructions(lcd); } else { pad.tone(1000.0,0.1); } lcd.clear(); game_speed(lcd, pad); } } void StartScreen::ModeOptions(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/cs); 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/cs); 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); StartScreen::showSpeedOptions(lcd); if (pad.check_event(Gamepad::BACK_PRESSED) == true) { //This is a very important process, this helps the code to not get stuck in menu loop. pad.tone(1000.0,0.1); back_pressed = 1; break; } else {back_pressed = 0;} } if(back_pressed) { game_mode(lcd, pad); } else { pad.tone(1000.0,0.1); lcd.clear(); wait(1/cs); } } void StartScreen::selectSpeedPage(Gamepad &pad) { Direction d = pad.get_direction(); wait(1/cs); if(((d==E)||(pad.check_event(Gamepad::R_PRESSED) == true))&&(gs==4)) { gs=1; } else if(((d==W)||(pad.check_event(Gamepad::L_PRESSED) == true))&&(gs==1)) { gs=4; } else if(((d==E)||(pad.check_event(Gamepad::R_PRESSED) == true))&&(1<=gs<=3)) { gs=gs+1; } else if(((d==W)||(pad.check_event(Gamepad::L_PRESSED) == true))&&(2<=gs<=4)) { gs=gs-1; } } void StartScreen::showSpeedOptions(N5110 &lcd) { 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 (gs) { 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(); }