Uses accompanying Basket, Objects and Fruit libraries to create Fruit Basket game. If an object is caught, points are added; if an object in missed, a 'life' is lost.
Dependents: Game_Controller_Project
Catch_Model.cpp
- Committer:
- Nathanj94
- Date:
- 2017-04-28
- Revision:
- 15:1a0bd800f1f1
- Parent:
- 14:6764bb61d413
- Child:
- 16:dae98691cc0e
File content as of revision 15:1a0bd800f1f1:
#include "Catch_Model.h" Catch_Model::Catch_Model() { } Catch_Model::~Catch_Model() { } //INITILISATION FUNCTIONS// //Sets values used to initialise Basket and Objects, sets number of lives void Catch_Model::init(int basket_y, int basket_width, int objects_speed, int lives) { _basket_y = basket_y; _basket_width = basket_width; _objects_speed = objects_speed; _lives = lives; _delay = 1; //if this equals 1, check_a and check_b can be called basket.init(_basket_y, _basket_width); objects.init(_objects_speed); } //UPDATE FUNCTIONS// //Read input of joystick and assign the direction and magnitude to variables void Catch_Model::input(Gamepad &pad) { _d = pad.get_direction(); _mag = pad.get_mag(); } //Update the game score/lives and move the basket/objects void Catch_Model::update(N5110 &lcd, Gamepad &pad) { check_basket_catch(lcd, pad); //check for basket catch/miss before updating positions check_basket_miss(lcd, pad); //as that aspect must take priority basket.move_stick(_d, _mag); basket.move_LR(pad); objects.move(_objects_speed); } //GAME RULES FUNCTIONS// //Check if the object is caught void Catch_Model::check_basket_catch(N5110 &lcd, Gamepad &pad) { int b_x_pos = basket.get_x(); int b_y_pos = basket.get_y(); int o_x_pos = objects.get_x(); int o_y_pos = objects.get_y(); //object y greater than/equal to basket y... //...and object x greater than/equal to basket x... //...and object x less than/equal to basket x+6 to compensate for width of object beyond x+6 if( (o_y_pos >= b_y_pos) && (o_x_pos >= b_x_pos) && (o_x_pos <= (b_x_pos + 6)) ) { pad.tone(1000, 0.2); objects.undraw(lcd); //FILL_WHITE so object disappears add_score(); //object has a variable that adds correct amount of score objects.init(_objects_speed); //drop another object upon contact } } //Check if the object is not caught void Catch_Model::check_basket_miss(N5110 &lcd, Gamepad &pad) { int b_y_pos = basket.get_y(); //x co-ordinates unnecessary int o_y_pos = objects.get_y(); //if x does not satisfy check_basket_catch, it will satisfy this int score_var; score_var = objects.get_score_var(); if (o_y_pos > b_y_pos) { objects.undraw(lcd); if (score_var != 5) { //if antifruit misses do nothing, otherwise reduce lives _lives--; } pad.tone(100, 0.2); objects.init(_objects_speed); //drop another object upon contact } } //Check which object is current and add appropriate score void Catch_Model::add_score() { int score_var; score_var = objects.get_score_var(); if (score_var == 1) { //strawberry = 1 basket.add_score_1(); } else if (score_var == 2) { //pineapple = 2 basket.add_score_2(); } else if (score_var == 3) { //pear = 5 basket.add_score_5(); } else if (score_var == 4) { //melon = 10 basket.add_score_10(); } else { //antifruit - if caught, reduce lives instead of add score _lives--; } } //Return number of lives int Catch_Model::get_lives() { return _lives; } //BUTTON FUNCTIONS// //If A is pressed, reset the object void Catch_Model::check_a(N5110 &lcd, Gamepad &pad) { if ( (pad.check_event(Gamepad::A_PRESSED) == true) && (_delay == 1) //delay stops powerups from being over-used ) { objects.undraw(lcd); objects.init(_objects_speed); //while _delay = 0, A and B can't be used... //...in 10 seconds _delay = 1, A and B can be used again _delay = 0; timeout.attach(this, &Catch_Model::set_delay, 10.0); } } //If B is pressed, give another life void Catch_Model::check_b(N5110 &lcd, Gamepad &pad) { if ( (pad.check_event(Gamepad::B_PRESSED) == true) && (_delay == 1) //delay stops powerups from being over-used ) { _lives++; //while _delay = 0, A and B can't be used... //...in 10 seconds _delay = 1, A and B can be used again _delay = 0; timeout.attach(this, &Catch_Model::set_delay, 10.0); } } //10 seconds after A or B is pressed, _delay = 1 void Catch_Model::set_delay() { _delay = 1; } //DISPLAY FUNCTIONS// //Re-draw the screen after updates to positions, scores etc are made void Catch_Model::draw(N5110 &lcd, Gamepad &pad) { basket.draw(lcd); objects.draw(lcd); print_score(lcd); print_lives(lcd); print_delay(lcd); if(get_lives() == 0) { do{ lcd.clear(); final_score(lcd); } while (pad.check_event(Gamepad::START_PRESSED) == false); } } //Get the number of lives and print on the display void Catch_Model::print_lives(N5110 &lcd) { char buffer[14]; int lives = get_lives(); int print_lives = sprintf(buffer, "LIVES:%d", lives); if (print_lives <= 14) { lcd.printString(buffer,0,0); lcd.refresh(); } } //Get the score and print on the display void Catch_Model::print_score(N5110 &lcd) { char buffer[14]; int score = basket.get_score(); int print_score; if ((score == 0)||(score <= 9)) { //if loop keeps the length of the string fixed... print_score = sprintf(buffer, "000%d", score); } else if (score <= 99) { print_score = sprintf(buffer, "00%2d", score); } else if (score <= 999 ) { print_score = sprintf(buffer, "0%3d", score); } else { print_score = sprintf(buffer, "%4d", score); } //...with maximum printable score of 9999 if (print_score <= 14) { lcd.printString(buffer,59,0); lcd.refresh(); } } void Catch_Model::final_score(N5110 &lcd) { char buffer[14]; int score = basket.get_score(); int print_score; if ((score == 0)||(score <= 9)) { //if loop keeps the length of the string fixed... print_score = sprintf(buffer, "000%d", score); } else if (score <= 99) { print_score = sprintf(buffer, "00%2d", score); } else if (score <= 999 ) { print_score = sprintf(buffer, "0%3d", score); } else { print_score = sprintf(buffer, "%4d", score); } //...with maximum printable score of 9999 lcd.printString(" GAME OVER ",0,2); if (print_score <= 14) { lcd.printString(buffer,34,3); lcd.refresh(); } } //Print a tick if _delay = 1, otherwise print a cross void Catch_Model::print_delay(N5110 &lcd) { if (_delay == 1) { lcd.drawLine(46,4,50,8,1); lcd.drawLine(50,8,54,0,1); } else { lcd.drawLine(46,0,54,8,1); lcd.drawLine(46,8,54,0,1); } }