Ahmed Adamjee
/
SnakeVSBlock
Snake vs Block Game to be run upon K64F.
Diff: main.cpp
- Revision:
- 66:e47333ffc6ca
- Parent:
- 63:205f0ca48473
- Child:
- 67:39b9ba6019b0
diff -r 2872ca289b49 -r e47333ffc6ca main.cpp --- a/main.cpp Fri May 03 19:16:02 2019 +0000 +++ b/main.cpp Fri May 03 22:39:38 2019 +0000 @@ -22,8 +22,8 @@ Gamepad pad; FXOS8700CQ device(I2C_SDA,I2C_SCL); StartScreen _start; -Stats stats; -SnakevsBlock game; +Stats _stats; +SnakevsBlock _game; AnalogIn noisy(PTB0); //This creates a random noise which I can use to seed the random numbers. // Connections to SD card holder on K64F (SPI interface) SDFileSystem sd(PTE3, PTE1, PTE2, PTE4, "sd"); // MOSI, MISO, SCK, CS @@ -42,11 +42,11 @@ int main() { init(); - _start.screen_saver(lcd, pad); + _start.titleScreen(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); // this takes us to main menu inside startscreen, and connects automatically to all other menu functions. + _stats.write(1, sd); //this tells the stats class that the game has started from level 1; + _start.menuScreen(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; // 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. @@ -57,9 +57,9 @@ // snakeVSblock - detect input respect to the menu options, and update data and refresh screen while (1) { - game.read_input(pad, device, g_mode); //this reads the angle or joystick direction, on the condition of either of them being selected. - game.update(lcd, pad); //updates the game screen and checks for any collisions. - back = game.CheckGameProgression(lcd, pad, sd); //the int back stores the value 1 if back is pressed inside the update function of snakevsblock, + _game.read_input(pad, device, g_mode); //this reads the angle or joystick direction, on the condition of either of them being selected. + _game.update(lcd, pad); //updates the game screen and checks for any collisions. + back = _game.CheckGameProgression(lcd, pad, sd); //the int back stores the value 1 if back is pressed inside the update function of snakevsblock, //This function also handles level progression and level failure operations by using the class WinLoose. //and also sends relevant data to the sd card to implement stats functionality. @@ -80,7 +80,7 @@ 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. + _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. } @@ -88,7 +88,7 @@ void refresh_game() { 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. + _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