Joe Shotton / Mbed 2 deprecated ELEC2645_Project_ll16j23s

Dependencies:   mbed ll16j23s_test_docs

SnakeEngine/SnakeEngine.cpp

Committer:
JoeShotton
Date:
2020-05-24
Revision:
7:dd84e0fab346
Parent:
6:6c9453397f4a
Child:
8:bcc3403d7e79

File content as of revision 7:dd84e0fab346:

#include "SnakeEngine.h"

SnakeEngine::SnakeEngine() {
    //constructor
    score = 0;
    _menu_select = 1;
    _map = 1;
    _game_state = 1;
}

SnakeEngine::~SnakeEngine()
{
//destructor
}
 
/* bool collision(int state, int x, int y,) {
     if ((lcd.getPixel(x, y) == 1 && ((state == 1) || (state == 4))) || (lcd.getPixel(x+1, y+1) == 1 && ((state == 2) || (state == 3)))) {
        // checks infront of head to see if pixel is set
        // due to the size of the head, there is an offset for the check for North and Eastward directions
        pad.led(1,0.9);
        return true; 
    } else {
        pad.led(1,0.0);
        return = false;
    }
}
*/
void SnakeEngine::game_init(Gamepad &pad, N5110 &lcd, FXOS8700CQ &mag){
    _food.init(mag);
    _body.init();
    _food.rand_pos(pad);
    transition_black(lcd);
    transition_white(lcd);
} 


void SnakeEngine::game_run(Gamepad &pad, N5110 &lcd){
    //input???
    move_body(pad, lcd);
    map();
    //snake-snake collision
    //snake-wall collision 
    snake_food_collision(pad, _body._length);  
} 


void SnakeEngine::move_body(Gamepad &pad, N5110 &lcd){
    _body.snake_movement(pad);
    _body.draw_body(lcd);
    //printf("Moving!");
    _food.do_food(lcd);
    snake_food_collision(pad, _body._length);
    if (_body._state > 0){
        _body.snake_snake_collision(pad);
    }
} 

void SnakeEngine::snake_food_collision(Gamepad &pad, int &_length) {
    if (_food._x == _body._x_head && _food._y == _body._y_head){
        //printf("FOOD!");
    _food.rand_pos(pad);
    pad.led(3,0.9);
    _length += 5;
    score++;
    }
}

void SnakeEngine::map() {
    
    switch(_map) {
      case 2:
         break;
      case 3:
         break;
      case 4:
         break;
    }
}

void SnakeEngine::draw_map2(N5110 &lcd){
       lcd.drawRect(0, 0, 84, 48,FILL_TRANSPARENT);
       lcd.drawRect(1, 1, 82, 46,FILL_TRANSPARENT);
}

void SnakeEngine::draw_map3(N5110 &lcd){
        lcd.drawRect(40, 0, 4, 16,FILL_BLACK);
        lcd.drawRect(40, 32, 4, 16,FILL_BLACK);
        lcd.drawRect(0, 21, 16, 4,FILL_BLACK);
        lcd.drawRect(68, 21, 16, 4,FILL_BLACK);
}

void SnakeEngine::draw_map4(N5110 &lcd){
        lcd.drawRect(12, 8, 4, 4,FILL_BLACK); //NW square
        lcd.drawRect(12, 36, 4, 4,FILL_BLACK);//SW square
        lcd.drawRect(68, 8, 4, 4,FILL_BLACK); //NE square
        lcd.drawRect(68, 36, 4, 4,FILL_BLACK);//SE square
        
        lcd.drawRect(40, 6, 4, 8,FILL_BLACK); //N spot, vertical
        lcd.drawRect(38, 8, 8, 4,FILL_BLACK); //N spot, horizontal
        
        lcd.drawRect(26, 20, 4, 8,FILL_BLACK);//E spot, vertical
        lcd.drawRect(24, 22, 8, 4,FILL_BLACK);//E spot, horizontal
        
        lcd.drawRect(40, 34, 4, 8,FILL_BLACK);//S spot, vertical
        lcd.drawRect(38, 36, 8, 4,FILL_BLACK);//S spot, horizontal
        
        lcd.drawRect(54, 20, 4, 8,FILL_BLACK);//W spot, vertical
        lcd.drawRect(52, 22, 8, 4,FILL_BLACK);//W spot, horizontal
}


void SnakeEngine::transition_black(N5110 &lcd) {
    //lcd.clear();
    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, i + 1, 4, FILL_BLACK); //top horizontal rectangle              
            lcd.drawRect(83 - j - i, 44 - j, i + 1, 4, FILL_BLACK);  //bottom horizontal rectangle
            wait_ms(5);   
            lcd.refresh(); //refreshes screen without clearing it to maintain previous loops
        }
        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    
            lcd.drawRect(j, 44 - i - j, 4, i,FILL_BLACK); //left vertical rectangle    
            wait_ms(5);   
            lcd.refresh(); //refreshes screen without clearing it to maintain previous loops
        }
    }
    //wait_ms(500);      
}

void SnakeEngine::transition_white(N5110 &lcd) {
    //lcd.clear();
    for (int j = 0; j < 21; j += 4) {
        //printf("j: %d\n", j);
        for (int i = 1; i < 84 - (2*j); i += 2) {
            lcd.drawRect(j, j, i + 1, 4, FILL_WHITE);
            lcd.drawRect(83 - j - i, 44 - j, i + 1, 4, FILL_WHITE);  
            wait_ms(5);   
            lcd.refresh();
        }
        for (int i = 1; i < 43 - (2*j); i += 2) {
            lcd.drawRect(80 - j, 4 + j, 4, i,FILL_WHITE);
            lcd.drawRect(j, 44 - i - j, 4, i,FILL_WHITE); 
            wait_ms(5);   
            lcd.refresh();
        }
    }
    //wait_ms(500);      
}

void SnakeEngine::menu1_init(N5110 &lcd){
         transition_black(lcd);
         transition_white(lcd);
         lcd.clear();
         lcd.refresh();
         //printf("Menu 2\n");
         lcd.printString("    SNAKE",3,0);
         lcd.printString("Play",30,2);
         lcd.drawCircle(24,19,3,FILL_TRANSPARENT);
         lcd.printString("Maps",30,3);
         lcd.drawCircle(24,27,3,FILL_TRANSPARENT);
         lcd.refresh();   
}

void SnakeEngine::menu1_select(N5110 &lcd, Gamepad &pad){    
    //printf("Menu 1\n");
    if (pad.X_pressed() == true){ //detect if 'up' selection
        _menu_select--;
    } else if (pad.B_pressed() == true){ //detect if 'down' selection
        _menu_select++;
    }
    //printf("Option: %d\n", _menu_select);
    if (pad.A_pressed() == true && _menu_select == 1){ //if option 1 selected and 'A' pressed
        //game_init();      //Initialise game
        _game_state = 3;    //switch state
    } else if (pad.A_pressed() == true && _menu_select == 2){ //if option 2 selected and 'A' pressed
        menu2_init(lcd);    //Initialise map menu 
        _game_state = 2;    //switch state
    }
    if (_menu_select > 2) { //bottom - top wrap around
        _menu_select = 1;
    } else if (_menu_select < 1) { ////top - bottom wrap around
        _menu_select = 2;
    }
    select_circles(lcd, _menu_select); //draw black circle in selected option
}

void SnakeEngine::menu2_init(N5110 &lcd){
         //transition_black(lcd);
         //transition_white(lcd);
         //printf("Menu 1\n");
         lcd.clear();   
         lcd.printString("     MAPS",0,0);
         lcd.printString("Empty",30,2);
         lcd.drawCircle(24,19,3,FILL_TRANSPARENT);
         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("Spots",30,5);
         lcd.drawCircle(24,43,3,FILL_TRANSPARENT);
         lcd.refresh();   
}

void SnakeEngine::menu2_select(N5110 &lcd, Gamepad &pad){   
    
    //printf("Menu 2\n");
    if (pad.X_pressed() == true){
        _map--;
    } else if (pad.B_pressed() == true){
        _map++;
    } else if (pad.Y_pressed() == true){
        preview(lcd, _map);
    } else if (pad.A_pressed() == true){
        //game_init();
        _game_state = 3;
    }
    
    //printf("Map: %d\n", _map);
    if (_map > 4) {
        _map = 1;
    } else if (_map < 1) {
        _map = 4;
    }
    select_circles(lcd, _map);
}


void SnakeEngine::death_init(N5110 &lcd){
         wait_ms(500);
         transition_black(lcd);
         transition_white(lcd);
         //printf("Game over\n");
         lcd.printString("  GAME  OVER  ",0,0);
         lcd.printString("   Score =",3,1);
         char buffer[14];
         if (score < 10){
            sprintf(buffer,"      0%2d",score);
         } else {
            sprintf(buffer,"       %2d",score);   
         }
         lcd.printString(buffer,0,2);
         lcd.printString("Again!",24,4);
         lcd.drawCircle(24,35,3,FILL_TRANSPARENT);
         lcd.printString("Menu",24,5);
         lcd.drawCircle(24,44,3,FILL_TRANSPARENT);
         lcd.refresh();   
} 

void SnakeEngine::death_select(N5110 &lcd, Gamepad &pad){
    
} 

void SnakeEngine::select_circles(N5110 &lcd, int line) {
    for(int i = 19; i < 52; i +=8) {
        lcd.drawCircle(24,i,2,FILL_WHITE);
    }       
    lcd.drawCircle(24,11+line*8,2,FILL_BLACK);
    lcd.refresh();
    wait_ms(200);
    //snake_select1.render(lcd, 0, 8);
    //wait_ms(200);
    //snake_select2.render(lcd, 0, 8);
    //wait_ms(200);
    //snake_select3.render(lcd, 0, 8);
    //wait_ms(200);
}

void SnakeEngine::preview(N5110 &lcd, int _map){
    lcd.clear(); 
    switch(_map) {
        case 1:
            lcd.clear(); 
            lcd.printString("Empty",27,2);
            break;
        case 2:
            draw_map2(lcd);
            lcd.printString("Ring",30,2);
            break;   
        case 3:
            draw_map3(lcd);
            lcd.printString("Cross",27,2);
            break;
        case 4:
            draw_map4(lcd);
            lcd.printString("Spots",27,2);
            break;
        }
    lcd.refresh(); 
    wait_ms(1000);
    lcd.clear();
    menu2_init(lcd);
}