Ahmed Adamjee
/
SnakeVSBlock
Snake vs Block Game to be run upon K64F.
GameEngine/SnakevsBlock/SnakevsBlock.h
- Committer:
- AhmedPlaymaker
- Date:
- 2019-04-30
- Revision:
- 62:ebf6ecf8a6d5
- Parent:
- 59:c65a2e933c47
- Child:
- 63:205f0ca48473
File content as of revision 62:ebf6ecf8a6d5:
#ifndef SNAKEVSBLOCK_H #define SNAKEVSBLOCK_H #include "mbed.h" #include "N5110.h" #include "FXOS8700CQ.h" #include "Gamepad.h" #include "Snake.h" #include "LengthCalc.h" #include "WinLoose.h" #include "SnakeFood.h" #include "Blocks.h" #include "StartScreen.h" #include "Stats.h" #include "SDFileSystem.h" class SnakevsBlock { public: SnakevsBlock(); ~SnakevsBlock(); /** Initialise Game Machine * * This function initialises the game machine. */ void init(); /** Reset Game Machine * * This function prepares the game machine for the next level. */ void reset( ); /** Initialise objects * * This function initialises the objects that are used to functionalise the game. */ void object_initialisations(); /** Read Input * * This function obtains numeric data from the gamepads joystick. */ void read_input(Gamepad &pad, FXOS8700CQ &device, int gm); /** Draw * * This function contains the draw functions of the other libraries used in the game. */ void draw(N5110 &lcd, Gamepad &pad); /** Update * * This function contains the update functions of the other libraries used in the game. */ int update(N5110 &lcd, Gamepad &pad, SDFileSystem &sd); /** Get Position * * This function contains the Get Position functions of the otehr libraries used in the game. */ void get_pos(); /** Check Block * * This function returns the srn of the block we are colliding with; */ int CheckBlock(int Block); /** Implement Collision * * This function allows the appropriate maths to take place after every collision. */ void ImplementCollision(Gamepad &pad); int snakex; //x position of top beed int snakey; //y position of top beed int length; //saves the length of the snake, for collision detection relative to it's length and calculations. int velocity; //this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10. 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 garbage; //to save the angle at the point button A is pressed. float angle; //saves the angle of tilt. int foodbuff; //this makes food 1,2,and 3 come at seperate times int blocknum; // saves the number inside the 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) int send_block_number; //makes sure that the block number is only updated when send is activated. int back; //enables the player to go back on main menu if back is pressed. int b[15]; //this saves the beed number of the colliding snake, if beed 3 from top was colliding with any obstruction, b[2] will be 1. int *b_number; //pointer to save the numbers inside the block. Vector2D snake_pos[15]; //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). //Gamepad @enginePad private: Snake _s; LengthCalc _l; WinLoose _wl; SnakeFood _f; SnakeFood _ff; SnakeFood _fff; Blocks _b; Stats _Setstats; int _speed; int _length; //this is diffrent to the int length as this saves the length of the snake, for collision detection relative to it's length and calculations. int _maxLength; // this makes us go to the next level if if maxLength is achieved; Direction _d; float _mag; int _detect_slowly; //this makes sure that when the length is more than 10, the colliding block doesnt decrease the all the length in a single itteration. int n; /** Check for Snake and Food collision * * This function checks if the Snake has come into contact with it's food. */ void CheckSnakeFoodCollision(Gamepad &pad); /** Check for Snake and Block collision * * This function checks if the Snake has come into contact with any Block. */ void CheckSnakeBlockCollision(Gamepad &pad); /** Implement velocity alteration. * * this is to stop/move the background (food and blocks), when collision occurs at a length greater than 10.lock. */ void _set_velocity(); /** Check for Snake and Block Sides collision * * This function checks if the Snake has come into contact with any the sides of the block and stops it moving. */ void CheckSnakeBlockSidesCollision(Gamepad &pad); /** Check Collision in Y axis * * This function checks if the Snake and blocks collide anywhere in the Y axis. */ void check_Collision_Y_axis(int i); /** Check Collision in X axis * * This function checks if the Snake and blocks collide anywhere in the X axis. */ void check_Collision_X_axis(int i); /** Check Collision East or West * * checks if the colliding wall is on east side or west side and then calls StopX_AxisMotion(length,i) to carry out the required task. */ void checkCollision_EastorWest(int b_x_combination, int i); /** Stop X Axis Motion * * This function implements the sides collision by making the x axis speed of the particular snake beed 0. */ void StopX_AxisMotion(int length, int i); }; #endif