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Dependencies: mbed ll16j23s_test_docs
SnakeEngine/SnakeEngine.cpp
- Committer:
- JoeShotton
- Date:
- 2020-05-26
- Revision:
- 10:a2d643b3c782
- Parent:
- 9:0571880085cc
File content as of revision 10:a2d643b3c782:
#include "SnakeEngine.h"
SnakeEngine::SnakeEngine() {
//constructor
_menu_select = 0;
_map_select = 0;
_pot2 = 0.5;
_death = false;
score = 0;
}
SnakeEngine::~SnakeEngine()
{
//destructor
}
void SnakeEngine::game_init(Gamepad &pad, N5110 &lcd, FXOS8700CQ &mag){
game_reset(); //resets game
transition_black(lcd); //transition animations
transition_white(lcd);
map_run(lcd); //displays map
lcd.refresh();
_food.init(pad, lcd, mag); //initialises food (including new seed for random function
_body.init(); //initialises body
menu_flash(pad, 3); //flashes LEDs
game_state = 3; //sets game_state to the game itself, which changes the active while loop in main.cpp
}
void SnakeEngine::game_run(Gamepad &pad, N5110 &lcd){
map_run(lcd); //displays the map and calculates relevant map collisions
_body.run(pad, lcd, _death);
_food.run(lcd);
snake_food_collision(pad, lcd);
if (_death == true) { //checks death (either snake-snake collision or snake-wall-collision)
//printf("Dead!");
game_state = 4; //sets game_state to death, which changes the active while loop in main.cpp
death_init(pad, lcd); //displays death menu
}
//snake-wall collision
}
void SnakeEngine::snake_food_collision(Gamepad &pad, N5110 &lcd) {
if (_food._x == _body._x_head && _food._y == _body._y_head){ //if coords of food and head match
//printf("FOOD!");
pad.led(3,0.9); //turns on green LEDs
pad.led(6,0.9);
while (_food.rand_pos(pad, lcd) == false){ //while new food coordinates are in the snake/walls
_food.rand_pos(pad, lcd); //choose new coords by rerunning the function
//printf("Reselected food position\n");
}
_body.add_length(5); //sets length increase
score++;
pad.led(3,0.0); //turns off green LEDs
pad.led(6,0.0);
}
}
void SnakeEngine::map_run(N5110 &lcd) {
switch(_map_select+1) { //selects chosen map
case 2:
map2_draw(lcd);
snake_map2_collision();
break;
case 3:
map3_draw(lcd);
snake_map3_collision();
break;
case 4:
map4_draw(lcd);
snake_map4_collision();
break;
}
}
void SnakeEngine::snake_map2_collision() { //ring map
if (_body._x_head < 2 || _body._x_head > 81 || _body._y_head < 2 || _body._y_head > 45){ //if snakehead coords exceed the ring coords
_death = true;
}
}
void SnakeEngine::snake_map3_collision() { //cross map
if ((_body._x_head == 40 || _body._x_head == 42) && (_body._y_head < 16 || _body._y_head > 30)){
//if head is at the either of the N/S walls' x coords, and above (y=18) or below (y=30), trigger death
_death = true;
} else if ((_body._x_head < 16 || _body._x_head > 66) && (_body._y_head == 22 || _body._y_head == 24)){
//if head is at west of x=18 or east of x=66, and at either of the W/E wall's y coords, trigger death
_death = true;
}
}
void SnakeEngine::snake_map4_collision() { //lanes
_map4_location = 0;
if (_body._x_head == 8 || _body._x_head == 10 || _body._x_head == 40 || _body._x_head == 42 || _body._x_head == 72 || _body._x_head == 74){
_map4_location += 1; //adjust tracker if x matches upper/lower walls
} //printf("x matches upper/lower walls");
if (_body._y_head < 12 || _body._y_head > 34){
_map4_location += 3; //adjust tracker if y matches upper/lower walls
} //printf("y matches upper/lower walls");
if (_body._x_head == 24 || _body._x_head == 26 || _body._x_head == 56 || _body._x_head == 58){
_map4_location += 2; //adjust tracker if x matches mid walls
} //printf("x matches mid walls");
if (_body._y_head > 14 && _body._y_head < 32){
_map4_location += 2; //adjust tracker if y matches mid walls
} //printf("y matches mid walls");
if (_map4_location == 4){ //tracker will only be 4 if the correct combination of arguments is triggered - ie 1+3 (upper/lower walls) or 2+2 (mid walls)
_death = true;
} //printf("Wall collision");
}
void SnakeEngine::map2_draw(N5110 &lcd){ //rings
lcd.drawRect(0, 0, 84, 48,FILL_TRANSPARENT); //outer pixels of ring
lcd.drawRect(1, 1, 82, 46,FILL_TRANSPARENT); //inner pixels
}
void SnakeEngine::map3_draw(N5110 &lcd){ //cross
lcd.drawRect(40, 0, 4, 16,FILL_BLACK); //N wall
lcd.drawRect(68, 22, 16, 4,FILL_BLACK);//E wall
lcd.drawRect(40, 32, 4, 16,FILL_BLACK);//S wall
lcd.drawRect(0, 22, 16, 4,FILL_BLACK); //W wall
}
void SnakeEngine::map4_draw(N5110 &lcd){ //lanes
lcd.drawRect(8, 0, 4, 12,FILL_BLACK);//NW line
lcd.drawRect(8, 36, 4, 12,FILL_BLACK);//SW line
lcd.drawRect(40, 0, 4, 12,FILL_BLACK);//N-mid line
lcd.drawRect(40, 36, 4, 12,FILL_BLACK);//S-mid line
lcd.drawRect(72, 0, 4, 12,FILL_BLACK);//NE line
lcd.drawRect(72, 36, 4, 12,FILL_BLACK);//SE line
lcd.drawRect(24, 16, 4, 16,FILL_BLACK);//mid-W line
lcd.drawRect(56, 16, 4, 16,FILL_BLACK);//mid-E line
}
void SnakeEngine::transition_black(N5110 &lcd) {
for (int j = 0; j < 21; j += 4) { //j iterator controls the size and location of current loop
//printf("j: %d\n", j);
for (int i = 1; i < 84 - (2*j); i += 2) { //i iterator controls length of rectangles
lcd.drawRect(j, j, 1 + i, 4, FILL_BLACK); //top horizontal rectangle grows to the right by adding i iterator to width
lcd.drawRect(83 - j - i, 44 - j, 1 + i, 4, FILL_BLACK); //bottom horizontal rectangle grows to the left by subtracting i iterator from x position,
//and adding i iterator to width
wait_ms(5);
lcd.refresh(); //refreshes screen without clearing it to maintain previous loops' rectangles
}
for (int i = 1; i < 43 - (2*j); i += 2) { //i iterator controls length of rectangles
lcd.drawRect(80 - j, 4 + j, 4, i,FILL_BLACK); //right vertical rectangle grows down by adding i iterator to height
lcd.drawRect(j, 44 - j - i, 4, i,FILL_BLACK); //left vertical rectangle grows up by subtracting i iterator from y position, adds i to height
wait_ms(5);
lcd.refresh(); //refreshes screen without clearing it to maintain previous loops
}
}
}
void SnakeEngine::transition_white(N5110 &lcd) {
//functionally same as black transition function
for (int j = 0; j < 21; j += 4) { //j iterator controls the size and location of current loop
//printf("j: %d\n", j);
for (int i = 1; i < 84 - (2*j); i += 2) { //i iterator controls length of rectangles
lcd.drawRect(j, j, 1 + i, 4, FILL_WHITE); //top horizontal rectangle grows to the right by adding i iterator to width
lcd.drawRect(83 - j - i, 44 - j, 1 + i, 4, FILL_WHITE); //bottom horizontal rectangle grows to the left by subtracting i iterator from x position,
//and adding i iterator to width
wait_ms(5);
lcd.refresh(); //refreshes screen without clearing it to maintain previous loops' rectangles
}
for (int i = 1; i < 43 - (2*j); i += 2) { //i iterator controls length of rectangles
lcd.drawRect(80 - j, 4 + j, 4, i,FILL_WHITE); //right vertical rectangle grows down by adding i iterator to height
lcd.drawRect(j, 44 - j - i, 4, i,FILL_WHITE); //left vertical rectangle grows up by subtracting i iterator from y position, adds i to height
wait_ms(5);
lcd.refresh(); //refreshes screen without clearing it to maintain previous loops
}
}
}
void SnakeEngine::menu1_init(Gamepad &pad, N5110 &lcd){
contrast(pad, lcd); //adjusts contrast before transitions
transition_black(lcd);
transition_white(lcd);
lcd.refresh();
//printf("Menu 2\n");
lcd.printString("SNAKE",27,0); //displays relevant text
lcd.printString("Play",30,2);
lcd.drawCircle(24,19,3,FILL_TRANSPARENT); //draws empty circles for option display
lcd.printString("Maps",30,3);
lcd.drawCircle(24,27,3,FILL_TRANSPARENT);
lcd.refresh();
menu_flash(pad, 2); //flashes orange LEDs
}
void SnakeEngine::menu1_select(Gamepad &pad, N5110 &lcd, FXOS8700CQ &mag){
//printf("Menu 1\n");
if (pad.X_held() == true){ //detect if 'up' selection
_menu_select--;
} else if (pad.B_held() == true){ //detect if 'down' selection
_menu_select++;
}
_menu_select = ((_menu_select % 2) + 2) % 2; //wrap around numbers, ie down on 1 goes to 0 and up on 0 goes to 1
select_circles(lcd, _menu_select + 1); //draw black circle in selected option
//printf("Option: %d\n", _menu_select + 1);
if (pad.A_held() == true){ //if option 1 selected and 'A' held
if (_menu_select == 0){
game_init(pad, lcd, mag); //Initialise game
} else { //otherwise must be option 2
menu2_init(pad, lcd); //Initialise menu 2
menu_flash(pad, 2); //flashes orange LEDs
}
}
}
void SnakeEngine::menu2_init(Gamepad &pad, N5110 &lcd){
//printf("Menu 2\n");
lcd.clear();
lcd.printString(" MAPS",0,0); //displays relevant text
lcd.printString("Empty",30,2);
lcd.drawCircle(24,19,3,FILL_TRANSPARENT); //draws empty circles for option display
lcd.printString("Ring",30,3);
lcd.drawCircle(24,27,3,FILL_TRANSPARENT);
lcd.printString("Cross",30,4);
lcd.drawCircle(24,35,3,FILL_TRANSPARENT);
lcd.printString("Lanes",30,5);
lcd.drawCircle(24,43,3,FILL_TRANSPARENT);
lcd.refresh();
game_state = 2; //sets game_state to menu 2, which changes the active while loop in main.cpp
}
void SnakeEngine::menu2_select(Gamepad &pad, N5110 &lcd, FXOS8700CQ &mag){
select_circles(lcd, _map_select+1);
//printf("Menu 2\n");
if (pad.X_held() == true){
_map_select--;
} else if (pad.B_held() == true){
_map_select++;
} else if (pad.Y_held() == true){
preview(pad, lcd); //allows short preview of map to be displayed
} else if (pad.A_held() == true){
game_init(pad, lcd, mag); //intialises game
}
//printf("Map: %d\n", _map_select);
_map_select = ((_map_select % 4) + 4) % 4; //wrap around numbers, ie down on 3 goes to 0 and up on 0 goes to 3
}
void SnakeEngine::death_init(Gamepad &pad, N5110 &lcd){
_death = 0; //resets death flag
_menu_select = 0; //resets menu select so 'play again' is default
transition_black(lcd);
transition_white(lcd);
//printf("Game over\n");
lcd.printString(" GAME OVER",3,0); //displays relevant text
lcd.printString(" Score:",0,1);
char buffer[14]; //creates a buffer for the score
sprintf(buffer," %2d",score);
lcd.printString(buffer,0,2);
lcd.printString("Again!",30,4);
lcd.drawCircle(24,35,3,FILL_TRANSPARENT); //draws empty circles for option selection
lcd.printString("Maps",30,5);
lcd.drawCircle(24,43,3,FILL_TRANSPARENT);
lcd.refresh();
menu_flash(pad, 1); //flashes red LEDs
}
void SnakeEngine::death_select(Gamepad &pad, N5110 &lcd, FXOS8700CQ &mag){
//printf("Menu 1\n");
if (pad.X_held() == true){ //detect if 'up' selection
_menu_select--;
} else if (pad.B_held() == true){ //detect if 'down' selection
_menu_select++;
}
_menu_select = ((_menu_select % 2) + 2) % 2; //wrap around numbers, ie down on 2 goes to 1 and up on 1 goes to 2
select_circles(lcd, _menu_select + 3); //draw black circle in selected option
//printf("Option: %d\n", _menu_select + 1);
if (pad.A_held() == true){ //if option 1 selected and 'A' held
if (_menu_select == 0){
game_init(pad, lcd, mag);
game_state = 3;
} else {
menu2_init(pad, lcd);
game_state = 2;
}
}
}
void SnakeEngine::select_circles(N5110 &lcd, int line) {
for(int i = 19; i < 52; i += 8) { //iterates over all the circle options' y values
lcd.drawCircle(24,i,2,FILL_WHITE); //remove previous options' black circles
}
lcd.drawCircle(24, 11 + line * 8, 2, FILL_BLACK); //draws black circle in relevant option's blank circle
lcd.refresh();
wait_ms(200);
}
void SnakeEngine::preview(Gamepad &pad, N5110 &lcd){
lcd.clear();
switch(_map_select + 1) { //selects relevant map
case 1:
lcd.clear();
lcd.printString("(Empty)",21,2);
break;
case 2:
map2_draw(lcd);
//lcd.printString("Ring",30,2);
break;
case 3:
map3_draw(lcd);
//lcd.printString("Cross",27,2);
break;
case 4:
map4_draw(lcd);
//lcd.printString("Spots",27,2);
break;
}
lcd.refresh();
pad.led(2, 1);
pad.led(5, 1);
wait_ms(1000); //displays for 1 second
pad.led(2, 0);
pad.led(5, 0);
lcd.clear();
menu2_init(pad, lcd); //re-initialises menu 2
}
void SnakeEngine::contrast(Gamepad &pad, N5110 &lcd){
_pot2 = pad.read_pot2();
lcd.setContrast(0.25 + _pot2 * 0.5); //maps pot value to range 0.25 - 0.75
//printf("Contrast: %f\n", 0.25 + _pot2 * 0.5);
}
void SnakeEngine::menu_flash(Gamepad &pad, int led){
for(int i = 1; i < 7; i++){
pad.led(led, i % 2); //flash left side LEDs - odd numbers become 1 to turn on, even numbers become 0 to turn off
pad.led(led + 3, i % 2); //flash right side LEDs
wait_ms(100);
}
}
void SnakeEngine::game_reset(){
score = 0;
_body.reset();
}