Ahmed Adamjee
/
SnakeVSBlock
Snake vs Block Game to be run upon K64F.
Diff: MenuClasses/Tutorial/Tutorial.cpp
- Revision:
- 83:329da564799a
- Parent:
- 80:51ca38c5dcdf
- Child:
- 85:d50ba0994676
diff -r c51ae8a501d1 -r 329da564799a MenuClasses/Tutorial/Tutorial.cpp --- a/MenuClasses/Tutorial/Tutorial.cpp Mon May 06 10:49:50 2019 +0000 +++ b/MenuClasses/Tutorial/Tutorial.cpp Mon May 06 14:28:35 2019 +0000 @@ -206,29 +206,36 @@ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, }; -void Tutorial::Implement(N5110 &lcd, Gamepad &pad) + +void Tutorial::init(N5110 *lcd, Gamepad *pad) +{ + _lcd = lcd; + _pad = pad; +} + +void Tutorial::Implement() { //Only executed if back is not pressed. Takes us to tutorial of how to navigate through the tutorial. - if(_backPressed == false) { Tutorial::gamePad(lcd, pad); } + if(_backPressed == false) { Tutorial::gamePad(); } //Only executed if back is not pressed. Takes us to tutorial of how to operate settings. - if(_backPressed == false) { Tutorial::settings(lcd, pad); } + if(_backPressed == false) { Tutorial::settings(); } //Only executed if back is not pressed. Takes us to tutorial of how to navigate through main menu. - if(_backPressed == false) { Tutorial::controlsToNavigateInMenu(lcd, pad); } + if(_backPressed == false) { Tutorial::controlsToNavigateInMenu(); } //Only executed if back is not pressed. Takes us to tutorial of how to navigate through mode and speed menu. - if(_backPressed == false) { Tutorial::controlsToNavigateGameModeSpeed(lcd,pad); } + if(_backPressed == false) { Tutorial::controlsToNavigateGameModeSpeed(); } //Only executed if back is not pressed. Takes us to tutorial of how to use in game controls and how to move snake. - if(_backPressed == false) { Tutorial::controlsToPlayGame(lcd, pad); } + if(_backPressed == false) { Tutorial::controlsToPlayGame(); } //Only executed if back is not pressed. Takes us to tutorial of how to navigate back and forth in menus & start or end a game.. - if(_backPressed == false) { Tutorial::controlsForPreviousOrNext(lcd, pad); } + if(_backPressed == false) { Tutorial::controlsForPreviousOrNext(); } //RESETS _backPressed, for displaying all the tutorials if it has been selected once again in main menu. _backPressed = false; } -bool Tutorial::checkBackPressed(Gamepad &pad) +bool Tutorial::checkBackPressed() { //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); + if (_pad->check_event(Gamepad::BACK_PRESSED) == true) { + _pad->tone(1000.0,0.1); _backPressed = true; } else { _backPressed = false; @@ -236,124 +243,124 @@ return _backPressed; //returns true if back is pressed, returns false otherwise. } -void Tutorial::gamePad(N5110 &lcd, Gamepad &pad) +void Tutorial::gamePad() { - lcd.clear(); - while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. - lcd.drawSprite(20,0,27,44,(int *)g_pad); //Function used to draw the sprite. - lcd.drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. - lcd.printString("Press Start or",0,4); - lcd.printString("A to proceed",7,5); - lcd.refresh(); + _lcd->clear(); + while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. + _lcd->drawSprite(20,0,27,44,(int *)g_pad); //Function used to draw the sprite. + _lcd->drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. + _lcd->printString("Press Start or",0,4); + _lcd->printString("A to proceed",7,5); + _lcd->refresh(); - if (Tutorial::checkBackPressed(pad)) { return; } //if back is pressed, the function is terminated. + if (Tutorial::checkBackPressed()) { return; } //if back is pressed, the function is terminated. } wait(0.25); - pad.tone(1000.0,0.1); + _pad->tone(1000.0,0.1); } -void Tutorial::settings(N5110 &lcd, Gamepad &pad) +void Tutorial::settings() { - lcd.clear(); - while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. - lcd.drawSprite(20,0,27,44,(int *)Pot); //Function used to draw the sprite. - lcd.drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. - lcd.printString("Rotate pot",12,4); - lcd.printString("in settings",9,5); - lcd.refresh(); + _lcd->clear(); + while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. + _lcd->drawSprite(20,0,27,44,(int *)Pot); //Function used to draw the sprite. + _lcd->drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. + _lcd->printString("Rotate pot",12,4); + _lcd->printString("in settings",9,5); + _lcd->refresh(); - if (Tutorial::checkBackPressed(pad)) { return; } //if back is pressed, the function is terminated. + if (Tutorial::checkBackPressed()) { return; } //if back is pressed, the function is terminated. } wait(0.25); - pad.tone(1000.0,0.1); + _pad->tone(1000.0,0.1); } -void Tutorial::controlsToNavigateInMenu(N5110 &lcd, Gamepad &pad) +void Tutorial::controlsToNavigateInMenu() { - lcd.clear(); - while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. - lcd.drawSprite(20,0,27,44,(int *)UpDown); //Function used to draw the sprite. - lcd.drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. - lcd.printString("Up/Down",21,4); - lcd.printString("for Main Menu",3,5); - lcd.refresh(); + _lcd->clear(); + while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. + _lcd->drawSprite(20,0,27,44,(int *)UpDown); //Function used to draw the sprite. + _lcd->drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. + _lcd->printString("Up/Down",21,4); + _lcd->printString("for Main Menu",3,5); + _lcd->refresh(); - if (Tutorial::checkBackPressed(pad)) { return; } //if back is pressed, the function is terminated. + if (Tutorial::checkBackPressed()) { return; } //if back is pressed, the function is terminated. } wait(0.25); - pad.tone(1000.0,0.1); + _pad->tone(1000.0,0.1); } -void Tutorial::controlsToNavigateGameModeSpeed(N5110 &lcd, Gamepad &pad) +void Tutorial::controlsToNavigateGameModeSpeed() { - lcd.clear(); - while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. - lcd.drawSprite(20,0,27,44,(int *)LeftRight); //Function used to draw the sprite. - lcd.drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. - lcd.printString("Left/Right for",0,4); - lcd.printString("Mode & Speed",7,5); - lcd.refresh(); + _lcd->clear(); + while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. + _lcd->drawSprite(20,0,27,44,(int *)LeftRight); //Function used to draw the sprite. + _lcd->drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. + _lcd->printString("Left/Right for",0,4); + _lcd->printString("Mode & Speed",7,5); + _lcd->refresh(); - if (Tutorial::checkBackPressed(pad)) { return; } //if back is pressed, the function is terminated. + if (Tutorial::checkBackPressed()) { return; } //if back is pressed, the function is terminated. } wait(0.3); - pad.tone(1000.0,0.1); + _pad->tone(1000.0,0.1); } -void Tutorial::controlsToPlayGame(N5110 &lcd, Gamepad &pad) +void Tutorial::controlsToPlayGame() { - lcd.clear(); - while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. - lcd.drawSprite(20,0,31,44,(int *)GameControls); //Function used to draw the sprite. - lcd.drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. - lcd.printString("InGameControls",0,4); - lcd.printString("to move snake",4,5); - lcd.refresh(); + _lcd->clear(); + while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. + _lcd->drawSprite(20,0,31,44,(int *)GameControls); //Function used to draw the sprite. + _lcd->drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. + _lcd->printString("InGameControls",0,4); + _lcd->printString("to move snake",4,5); + _lcd->refresh(); - if (Tutorial::checkBackPressed(pad)) { return; } //if back is pressed, the function is terminated. + if (Tutorial::checkBackPressed()) { return; } //if back is pressed, the function is terminated. } wait(0.25); - pad.tone(1000.0,0.1); + _pad->tone(1000.0,0.1); - lcd.clear(); - while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. - lcd.drawSprite(20,0,31,44,(int *)GameControls); //Function used to draw the sprite. - lcd.drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. - lcd.printString("Depends on",12,4); - lcd.printString("mode selection",0,5); - lcd.refresh(); + _lcd->clear(); + while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. + _lcd->drawSprite(20,0,31,44,(int *)GameControls); //Function used to draw the sprite. + _lcd->drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. + _lcd->printString("Depends on",12,4); + _lcd->printString("mode selection",0,5); + _lcd->refresh(); - if (Tutorial::checkBackPressed(pad)) { return; } //if back is pressed, the function is terminated. + if (Tutorial::checkBackPressed()) { return; } //if back is pressed, the function is terminated. } wait(0.25); - pad.tone(1000.0,0.1); + _pad->tone(1000.0,0.1); } -void Tutorial::controlsForPreviousOrNext(N5110 &lcd, Gamepad &pad) +void Tutorial::controlsForPreviousOrNext() { - lcd.clear(); - while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. - lcd.drawSprite(20,0,27,44,(int *)NextBack); //Function used to draw the sprite. - lcd.drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. - lcd.printString("Previous/Next",4,4); - lcd.printString("End/Start",16,5); - lcd.refresh(); + _lcd->clear(); + while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. + _lcd->drawSprite(20,0,27,44,(int *)NextBack); //Function used to draw the sprite. + _lcd->drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. + _lcd->printString("Previous/Next",4,4); + _lcd->printString("End/Start",16,5); + _lcd->refresh(); - if (Tutorial::checkBackPressed(pad)) { return; } //if back is pressed, the function is terminated. + if (Tutorial::checkBackPressed()) { return; } //if back is pressed, the function is terminated. } wait(0.3); - pad.tone(1000.0,0.1); + _pad->tone(1000.0,0.1); - lcd.clear(); - while ((pad.check_event(Gamepad::START_PRESSED) == false)&&(pad.check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. - lcd.drawSprite(20,0,27,44,(int *)NextBack); //Function used to draw the sprite. - lcd.drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. - lcd.printString("Works in both",5,4); - lcd.printString("menu and game",5,5); - lcd.refresh(); + _lcd->clear(); + while ((_pad->check_event(Gamepad::START_PRESSED) == false)&&(_pad->check_event(Gamepad::A_PRESSED) == false)) { //if button pressed. + _lcd->drawSprite(20,0,27,44,(int *)NextBack); //Function used to draw the sprite. + _lcd->drawSprite(0,0,9,19,(int *)Back); //Function used to draw the back sprite. + _lcd->printString("Works in both",5,4); + _lcd->printString("menu and game",5,5); + _lcd->refresh(); - if (Tutorial::checkBackPressed(pad)) { return; } //if back is pressed, the function is terminated. + if (Tutorial::checkBackPressed()) { return; } //if back is pressed, the function is terminated. } wait(0.3); - pad.tone(1000.0,0.1); + _pad->tone(1000.0,0.1); } \ No newline at end of file