Snake vs Block Game to be run upon K64F.

Dependencies:   mbed

Revision:
56:142e9fdb77a8
Parent:
54:20abd16c7d74
Child:
62:ebf6ecf8a6d5
diff -r df0825049171 -r 142e9fdb77a8 main.cpp
--- a/main.cpp	Sat Apr 27 18:56:30 2019 +0000
+++ b/main.cpp	Sun Apr 28 16:56:08 2019 +0000
@@ -3,7 +3,7 @@
 School of Electronic & Electrical Engineering
 University of Leeds
 Name: Ahmed Nomaan Adamjee
-Username: AhmedPlaymaker
+Username: el17ana
 Student ID Number: 201161436
 Date:
 */
@@ -17,12 +17,6 @@
 #include "SnakevsBlock.h"
 #include "SDFileSystem.h"
 
-/////////////// structs /////////////////
-struct UserInput {
-    Direction d;
-    float mag;
-};
-
 /////////////// objects ///////////////
 N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11);
 Gamepad pad;
@@ -37,7 +31,6 @@
 
 ///////////// prototypes //////////////
 void init();
-void update_game(UserInput input);
 void refresh_game();
 
 //Constants//
@@ -50,31 +43,26 @@
 {
     init();
     _start.screen_saver(lcd, pad);
-    _start.instruct(lcd, pad);
     while(1)  { //This loop is created for Play/Continue configuration
         _start.read_stats(sd); //this is to save the current highest level in the stats class that can be used in menu.
         stats.write(1, sd); //this tells the stats class that the game has started from level 1;
-        _start.main_menu(lcd, pad);
+        _start.main_menu(lcd, pad);  // this takes us to main menu inside startscreen, and connects automatically to all other menu functions.
         _start.credits(lcd); // this is after the menu to allow us to hide credits if we want to play the game fast.
-        fps = _start.fps;
-        g_mode = _start.g_mode;
+        fps = _start.fps; // sets the frames per second required, selected from the game speed menu.
+        g_mode = _start.g_mode;// allows us to pass this information on to the snakevsblock class, to set the controls to either joystick or motion control.
          // start the game
         refresh_game();
-        
         wait(1.0f/fps);  
     
         // snakeVSblock - detect input respect to the menu options, and update data and refresh screen
         while (1) {
             
-            game.read_input(pad, device, g_mode);
-            back = game.update(lcd, pad, sd);
+            game.read_input(pad, device, g_mode); //this reads the angle or joystick direction, on the condition of either of them being selected.
+            back = game.update(lcd, pad, sd); //the int back stores the value 1 if back is pressed inside the update function of snakevsblock 
+            if(back)  { break; }              //and this allows us to return to main menu by using the keyword break.
+            
             refresh_game();
-            
             wait(1.0f/fps);
-            if(back)  {
-                break;
-            }
-                    
         }
     }
 }
@@ -82,19 +70,18 @@
 void init()
 {
     // need to initialise LCD and Gamepad 
-    lcd.init();
-    device.init();
-    pad.init();
-    pad.tone(1000.0,0.1);
-    game.init();
-    _start.init();
-    srand(100000*noisy.read_u16());
+    lcd.init(); //init for the N5110 Library.
+    device.init(); //init for the FXOS8700CQ Library.
+    pad.init(); //init for the Gamepad Library.
+    game.init(); //init for the SnakeVSBlock Class.
+    _start.init(); //init for the Menu Class --> StartScreen.
+    srand(100000*noisy.read_u16()); //seeds the random number generator with a random noise from the K64F.
 }
 
 void refresh_game()
 {
-    lcd.clear();
-    game.draw(lcd, pad);
-    game.get_pos();
-    lcd.refresh();
+    lcd.clear();  //clears the N5110 screen for the next frame
+    game.draw(lcd, pad); //draws the next game frame
+    game.get_pos(); //takes the game object coordinates and saves it privately to use later for implementing collisions.
+    lcd.refresh();  //refreshes the N5110 screen to display the frame.
 }
\ No newline at end of file