The library for the game engine

Revision:
8:661097776006
Child:
9:bd53c6e90213
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/GameEngine.cpp	Thu May 04 03:00:54 2017 +0000
@@ -0,0 +1,179 @@
+#include "GameEngine.h"
+//funtion to construct
+GameEngine::GameEngine()
+{
+    
+}
+
+//function to destruct
+GameEngine::~GameEngine()
+{
+    
+}
+
+//function to initialise the game parameters
+void GameEngine::init()
+{
+    monster_number = 50;                // monster number is set to 50
+    life = 3;                           // 3 chances to miss the monster 
+    _A = 0;                             // A button check 
+    
+    _Jet.init();                        // initialise the jet
+    _Monster.init();                    // initialise the monster
+}
+
+//function to read inputs
+void GameEngine::read_input(Gamepad &pad)
+{
+    _d = pad.get_direction();           // get the move direction of the joystick
+    _mag = pad.get_mag();               // get the move magnitude of the joystick
+    check_fire(pad);                    // check if the fire button is pressed
+}
+
+//function to draw all elements
+void GameEngine::draw(N5110 &lcd)
+{
+    // the bitmap of the cloud
+    static int cloud[] = 
+    {    
+        0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,
+        0,0,0,0,1,0,0,1,0,0,0,0,0,0,0,
+        0,0,1,1,0,0,0,0,1,0,0,0,0,0,0,
+        0,1,0,0,0,0,0,0,0,1,0,1,1,0,0,
+        1,0,0,0,0,0,0,0,0,0,1,0,0,1,0,
+        1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
+        0,1,0,0,0,0,0,0,0,0,0,0,0,0,1,
+        0,0,1,0,0,0,0,0,1,0,0,0,0,1,0,
+        0,0,0,1,1,0,0,1,0,1,0,0,1,0,0,
+        0,0,0,0,0,1,1,0,0,0,1,1,0,0,0, 
+    };
+    lcd.clear();
+    Bitmap sprite(cloud, 10, 15);                   // rows & columns of the cloud
+    sprite.render(lcd, 60, 5);                      // draw clouds
+    sprite.render(lcd, 10, 32);
+    _Jet.draw(lcd);                                 // draw jet
+    _Monster.draw(lcd);                             // draw monster
+    if(_A == 1)                                     // if fire button is  pressed
+    {
+        _Ammo.draw(lcd);                            // draw bullet
+    }
+    sprite.render(lcd, 35, 19);
+    
+    sprintf(life_buffer,"x%d",life);
+    lcd.printString(life_buffer,1,0);               // draw life value
+    sprintf(number_buffer,"%d",monster_number);
+    lcd.printString(number_buffer,25,0);            // draw monster number
+    lcd.refresh();
+}
+
+//function to update game parameters
+void GameEngine::update(Gamepad &pad)
+{
+    _Jet.update(_d,_mag);                           // update jet position
+    _Ammo.update();                                 // update ammo position
+    _Monster.update();                              // update monster position
+    check_hit_monster(pad);                         // check if the monster is killed
+    check_Jet_collision(pad);                       // check if the jet crashed
+    check_hit_wall(pad);                            // check if the monster hits the wall
+}
+
+//function to check the fire button
+void GameEngine::check_fire(Gamepad &pad)
+{
+    // intialise the bullet if the fire button if pressed
+    // the coordinates of the bullet is according to the coordinates of the jet
+    if (pad.check_event(Gamepad::A_PRESSED) == true)
+        {
+          pad.tone(1000.0,0.1);
+          Vector2D Jet_pos = _Jet.get_pos();
+          //printf("x=%f,y=%f\n", Jet_pos.x, Jet_pos.y);     
+          _Ammo.init(Jet_pos.x+7, Jet_pos.y+5);
+          _A = 1;
+        }  
+}
+
+//function to check if the jet crashs
+void GameEngine::check_Jet_collision(Gamepad &pad)
+{
+    Vector2D Jet_pos = _Jet.get_pos();
+    Vector2D Monster_pos = _Monster.get_pos();
+    //printf("Jet_x=%f,Jet_y=%f\n",Jet_pos.x,Jet_pos.y);
+    //printf("M_x=%f,M_y=%f\n",Monster_pos.x, Monster_pos.y);
+    
+    // game over when the monster hits the jet
+    if(
+    (Jet_pos.x+13 > Monster_pos.x)&&    // right
+    (Jet_pos.x < Monster_pos.x+10)&&    // left
+    (Jet_pos.y+12 > Monster_pos.y)&&    // top
+    (Jet_pos.y < Monster_pos.y+10))     // bottom
+    {
+        life -= 1;
+        _Monster.init();
+    }    
+}
+
+//function to check if the monster is killed
+void GameEngine::check_hit_monster(Gamepad &pad)
+{
+    Vector2D Ammo_pos = _Ammo.get_pos();
+    Vector2D Monster_pos = _Monster.get_pos();
+    
+    // monster diappears if the bullet hits the monster
+    // set new monster
+    if(
+    (Ammo_pos.x+1 > Monster_pos.x)&&
+    (Ammo_pos.y+1 >= Monster_pos.y)&&
+    (Ammo_pos.y+1< Monster_pos.y+10)&&
+    (_A ==1))
+    {
+        pad.tone(100.0,0.2);
+        pad.leds_off();
+        _A = 0; //Ammo disappears after hit the monster
+        monster_number -= 1;
+        _Monster.init();
+        _Jet.~Jet(); 
+    }
+    // monster reaches the left edge of the screen
+    // can miss 3 monsters maximum
+    else if (Monster_pos.x+9 <= 1)
+    {
+        life -= 1;
+        pad.tone(300.0,0.2);
+        _Monster.init();
+    }
+}
+
+//function to check if the monster hits the wall
+void GameEngine::check_hit_wall(Gamepad &pad)
+{
+    Vector2D Monster_pos = _Monster.get_pos();
+    Vector2D Monster_velocity = _Monster.get_velocity();
+    
+    // the monster bounces back when it hits the wall
+    if(Monster_pos.y <= 0)
+    {   
+        Monster_pos.y = 0;                          // top
+        Monster_velocity.y = -Monster_velocity.y;
+        pad.tone(500.0,0.2);    
+    }
+    else if(Monster_pos.y >= HEIGHT - 8)
+    {
+        Monster_pos.y = HEIGHT - 8;                 // bottom
+        Monster_velocity.y = -Monster_velocity.y;
+        pad.tone(500.0,0.2);
+    }
+    _Monster.set_velocity(Monster_velocity);        // set velocity
+    _Monster.set_pos(Monster_pos);                  //monster stays on the screen
+}
+
+//function to get the value of life
+int GameEngine::get_life()
+{
+    return life;   
+}
+
+//function to get the monster number
+int GameEngine::get_monster_number()
+{
+    return monster_number;    
+}
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