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Dependencies: mbed Gamepad N5110 mbed-rtos
GameEngine/GameEngine.cpp
- Committer:
- RexRoshan
- Date:
- 2019-04-13
- Revision:
- 0:99fa5a619081
- Child:
- 1:45493d1d0689
File content as of revision 0:99fa5a619081:
#include "GameEngine.h" GameEngine::GameEngine() { } GameEngine::~GameEngine() { } int backgrounds [48][84] = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, 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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, }; int r [3][13] = { {0,1,0,0,0,0,0,0,0,0,0,1,0}, {1,1,1,0,0,0,0,0,0,0,1,1,1}, {0,1,0,0,1,1,1,1,1,0,0,1,0}, }; int e [3][3] = { {0,1,0}, {1,1,1}, {0,1,0}, }; int x [3][19] = { {0,0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,0,1,1,1,0,0,0,0,0,0}, {1,1,1,1,1,0,0,1,0,0,0,1,0,0,1,1,1,1,1}, }; int explosion [23] [23] = { {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,1,0,0,1,1,1,1,1,0,0,0,0,0,0}, {0,0,0,0,0,1,1,1,1,1,0,0,1,1,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,1,1,0,0,0,1,1,0,0,0,0,1,1,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0,0,1,0,0,0,0,1,0,0,1,0,0,0}, {0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,0,0}, {0,1,1,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1,1,1,1,0}, {0,1,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,1,1,1,0}, {0,1,1,0,0,0,0,1,1,1,0,0,0,0,1,0,0,0,0,0,1,0,0}, {0,1,1,0,0,0,1,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1,0}, {0,1,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,1,1}, {0,1,1,0,0,0,0,0,0,0,0,0,0,1,0,0,1,0,0,0,0,0,0}, {0,1,1,1,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0}, {0,0,1,0,0,0,0,0,0,1,1,1,0,0,0,0,0,0,0,0,1,0,0}, {0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,1,0,0,0}, {0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0}, {0,1,1,0,0,0,1,0,0,0,1,0,0,0,0,0,0,1,1,1,1,0,0}, {0,0,1,1,1,1,0,0,0,1,1,1,0,0,0,0,1,1,1,1,0,0,0}, {0,0,0,1,1,1,0,0,1,1,0,1,1,0,0,0,1,1,0,0,0,0,0}, {0,0,0,0,0,0,1,1,1,0,0,0,0,0,1,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0}, }; void GameEngine::init(int spacecraft_xpos,int spacecraft_ypos,int enemy_xpos, int enemy_ypos,int enemy2_xpos, int enemy2_ypos,int beam_size,int beam2_size, int speed) { // initialise the game parameters _spacecraft_xpos = spacecraft_xpos; _spacecraft_ypos = spacecraft_ypos; _enemy_xpos = enemy_xpos; _enemy_ypos = enemy_ypos; _enemy2_xpos = enemy2_xpos; _enemy2_ypos = enemy2_ypos; _beam_size = beam_size; _beam2_size = beam2_size; _speed = speed; _p1x = GAP; // x position on screen - WIDTH is defined in N5110.h _e1a = WIDTH-_enemy_xpos; //12 _e1b = HEIGHT/2-_enemy_ypos;//4 _e2a = WIDTH-_enemy2_xpos; //12 _e21b = HEIGHT/2 +_enemy2_ypos; _e22b = HEIGHT/2 -_enemy2_ypos;//4 // puts spacecraft and enemy in middle _p1.init(_spacecraft_xpos,_spacecraft_ypos); _e1.init(_e1a,_e1b); _e21.init(_e2a,_e21b,_speed); _e22.init(_e2a,_e22b,_speed); _stage = 0; //_enemybeam.init(_beam_size,_e1a,_e1b); } void GameEngine::read_input(Gamepad &pad) { _d = pad.get_direction(); _mag = pad.get_mag(); _R = pad.check_event(Gamepad::R_PRESSED); } void GameEngine::draw(Gamepad &pad,N5110 &lcd) { // draw the background of the game lcd.drawSprite(0,0,48,84,(int *)backgrounds); lcd.drawSprite(6,4,3,13,(int *)r); //health draw_enemy_health(lcd); draw_spacecraft_health(pad); // spacecraft _p1.character(lcd); // enemy 1 _e1.enemy(lcd); // spacecraft beam _beam.draw(lcd); // enemy beam _enemybeam.draw(lcd); // level one completion // mission_one_complete(lcd); // level one fail // mission_one_fail(lcd,pad); } void GameEngine::draw2(Gamepad &pad,N5110 &lcd) { lcd.drawSprite(0,0,48,84,(int *)backgrounds); lcd.drawSprite(6,4,3,3,(int *)e); draw_spacecraft_health(pad); draw_enemy21_health(lcd); draw_enemy22_health(lcd); // spacecraft _p1.character(lcd); _e21.enemy2(lcd); _e22.enemy2(lcd); _beam.draw(lcd); _enemybeam2.draw(lcd); } void GameEngine::update(Gamepad &pad,N5110 &lcd) { check_goal(pad); check_enemybeam_collisions(pad); // check_beam_pressed(pad,lcd); // important to update paddles and ball before checking collisions so can // correct for it before updating the display _p1.update(_d,_mag); _beam.update(); _enemybeam.update(); check_enemy_collisions(pad); check_spacecraft_collisions(pad); spacecraft_dead(lcd,pad); enemy_dead(lcd,pad); check_mission_one(pad); // if (_second_mission == true){ // _p1.update(_d,_mag); // _e21.update(); // _e22.update(); } void GameEngine::update2(Gamepad &pad,N5110 &lcd) { check_goal(pad); check_enemybeam2_collisions(pad); // check_beam_pressed(pad,lcd); // important to update paddles and ball before checking collisions so can // correct for it before updating the display _p1.update(_d,_mag); _beam.update(); _enemybeam2.update(); _e21.update(); _e22.update(); check_enemy2_collisions(pad); check_spacecraft2_collisions(pad); check_wall_collisions(pad); spacecraft2_dead(lcd,pad); enemy2_dead(lcd,pad); check_mission_two(pad); } void GameEngine::check_enemy_collisions(Gamepad &pad) { Vector2D beam_pos = _beam.get_pos(); // check e1 next Vector2D e1_pos = _e1.get_enemy_pos(); // see if ball has hit the paddle by checking for overlaps if ( (beam_pos.y >= e1_pos.y) && //top (beam_pos.y <= e1_pos.y + 7) && //bottom (beam_pos.x + _beam_size >= _e1a) && //left (beam_pos.x + _beam_size <= _e1a + 8) //right ) { // if it has, fix position and reflect x velocity // beam_pos.x = _e1a - _beam_size; // beam_velocity.x = -beam_velocity.x; // audio feedback _e1.add_health(); //_beam.init(_beam_size,p1_pos.x,p1_pos.y); pad.tone(1000.0,0.1); } // write new attributes _beam.set_pos(beam_pos); } void GameEngine::check_enemy2_collisions(Gamepad &pad) { Vector2D beam_pos = _beam.get_pos(); // check e1 next Vector2D e21_pos = _e21.get_enemy21_pos(); Vector2D e22_pos = _e22.get_enemy22_pos(); // see if ball has hit the paddle by checking for overlaps if ( (beam_pos.y >= e21_pos.y) && //top (beam_pos.y <= e21_pos.y + 7) && //bottom (beam_pos.x + _beam_size >= _e2a) && //left (beam_pos.x + _beam_size <= _e2a + 7) //right ) { // if it has, fix position and reflect x velocity // beam_pos.x = _e1a - _beam_size; // beam_velocity.x = -beam_velocity.x; // audio feedback _e21.add_health(); //_beam.init(_beam_size,p1_pos.x,p1_pos.y); pad.tone(1000.0,0.1); } if ( (beam_pos.y >= e22_pos.y) && //top (beam_pos.y <= e22_pos.y + 7) && //bottom (beam_pos.x + _beam_size >= _e2a) && //left (beam_pos.x + _beam_size <= _e2a + 7) //right ) { // if it has, fix position and reflect x velocity // beam_pos.x = _e1a - _beam_size; // beam_velocity.x = -beam_velocity.x; // audio feedback _e22.add_health(); //_beam.init(_beam_size,p1_pos.x,p1_pos.y); pad.tone(1000.0,0.1); } // write new attributes _beam.set_pos(beam_pos); } void GameEngine::check_goal(Gamepad &pad) { Vector2D p1_pos = _p1.get_pos(); Vector2D beam_pos = _beam.get_pos(); // P2 has scored if (beam_pos.x + _beam_size > WIDTH) { if(_R == true){ _beam.init(_beam_size,p1_pos.x,p1_pos.y); } } } void GameEngine::check_enemybeam_collisions(Gamepad &pad) { Vector2D enemybeam_pos = _enemybeam.get_pos(); // P2 has scored if ((_ebeam == true)||(enemybeam_pos.x - _beam_size < 0)) { _enemybeam.init(_beam_size,_e1a,_e1b); _ebeam = false; } } void GameEngine::check_enemybeam2_collisions(Gamepad &pad) { Vector2D enemy21_pos = _e21.get_enemy21_pos(); Vector2D enemy22_pos = _e22.get_enemy22_pos(); Vector2D enemybeam21_pos = _enemybeam2.get_pos_21(); Vector2D enemybeam22_pos = _enemybeam2.get_pos_22(); // P2 has scored if ((_ebeam21 == true)||(_ebeam22 == true)||(enemybeam21_pos.x - _beam2_size < 0)||(enemybeam22_pos.x - _beam2_size < 0)) { _enemybeam2.init(_beam2_size,enemy21_pos.x,enemy21_pos.y,enemy22_pos.x,enemy22_pos.y); _ebeam21 = false; _ebeam22 = false; } } void GameEngine::check_spacecraft_collisions(Gamepad &pad) { Vector2D enemybeam_pos = _enemybeam.get_pos(); Vector2D p1_pos = _p1.get_pos(); // see if beam has hit the enemy by checking for overlaps if ( (enemybeam_pos.y >= p1_pos.y) && //top (enemybeam_pos.y <= p1_pos.y + 11) && //bottom (enemybeam_pos.x >= _p1x) && //left (enemybeam_pos.x <= _p1x + 11) //right ) { _p1.add_health(); _ebeam = true; pad.tone(1000.0,0.1); } _enemybeam.set_pos(enemybeam_pos); } void GameEngine::check_spacecraft2_collisions(Gamepad &pad) { Vector2D enemybeam21_pos = _enemybeam2.get_pos_21(); Vector2D enemybeam22_pos = _enemybeam2.get_pos_22(); Vector2D p1_pos = _p1.get_pos(); // see if beam has hit the enemy by checking for overlaps if ( (enemybeam21_pos.y >= p1_pos.y) && //top (enemybeam21_pos.y <= p1_pos.y + 11) && //bottom (enemybeam21_pos.x >= _p1x) && //left (enemybeam21_pos.x <= _p1x + 11) //right ) { _p1.add_health(); _ebeam21 = true; pad.tone(1000.0,0.1); } if ( (enemybeam22_pos.y >= p1_pos.y) && //top (enemybeam22_pos.y <= p1_pos.y + 11) && //bottom (enemybeam22_pos.x >= _p1x) && //left (enemybeam22_pos.x <= _p1x + 11) //right ) { _p1.add_health(); _ebeam22 = true; pad.tone(1000.0,0.1); } _enemybeam2.set_pos_21(enemybeam21_pos); _enemybeam2.set_pos_22(enemybeam22_pos); } void GameEngine::check_wall_collisions(Gamepad &pad) { // read current ball attributes Vector2D enemy21_pos = _e21.get_enemy21_pos(); Vector2D enemy22_pos = _e22.get_enemy22_pos(); Vector2D enemy21_movement = _e21.get_movement(); Vector2D enemy22_movement = _e22.get_movement(); // check if hit top wall if (enemy21_pos.y <= 1) { // 1 due to 1 pixel boundary enemy21_pos.y = 1; // bounce off ceiling without going off screen enemy21_movement.y = -enemy21_movement.y; } // check if hit bottom wall else if (enemy21_pos.y + 7 >= (HEIGHT-1) ) { // bottom pixel is 47 // hit bottom enemy21_pos.y = (HEIGHT-1) - 7; // stops ball going off screen enemy21_movement.y = -enemy21_movement.y; // audio feedback } else if (enemy22_pos.y + 7 >= (HEIGHT-1) ) { // bottom pixel is 47 // hit bottom enemy22_pos.y = (HEIGHT-1) - 7; // stops ball going off screen enemy22_movement.y = -enemy22_movement.y; // audio feedback } else if (enemy22_pos.y <= 1) { // 1 due to 1 pixel boundary enemy22_pos.y = 1; // bounce off ceiling without going off screen enemy22_movement.y = -enemy22_movement.y; } // update ball parameters _e21.set_movement(enemy21_movement); _e22.set_movement(enemy22_movement); _e21.set_enemy21_pos(enemy21_pos); _e22.set_enemy22_pos(enemy22_pos); } void GameEngine::enemy_dead(N5110 &lcd, Gamepad &pad){ int e1_health = _e1.get_health(); Vector2D e1_pos = _e1.get_enemy_pos(); if (e1_health == 10){ lcd.drawSprite(e1_pos.x-10,e1_pos.y-10,23,23,(int *)explosion); pad.tone(1000.0,0.5); pad.tone(800.0,0.5); pad.tone(600.0,0.5); pad.tone(400.0,0.5); // lcd.refresh(); wait(0.5); lcd.drawSprite(e1_pos.x-10,e1_pos.y-10,23,23,(int *)explosion); _e1.update(); // wait(2.0); _stage = 2; _e1.add_health(); lcd.refresh(); } } void GameEngine::enemy2_dead(N5110 &lcd, Gamepad &pad){ int e21_health = _e21.get_health(); int e22_health = _e22.get_health(); Vector2D e21_pos = _e21.get_enemy21_pos(); Vector2D e22_pos = _e22.get_enemy22_pos(); if ((e21_health >= 10) && (e22_health >= 10)){ lcd.drawSprite(e21_pos.x-10,e21_pos.y-10,23,23,(int *)explosion); lcd.drawSprite(e22_pos.x-10,e22_pos.y-10,23,23,(int *)explosion); pad.tone(1000.0,0.5); pad.tone(800.0,0.5); pad.tone(600.0,0.5); pad.tone(400.0,0.5); // lcd.refresh(); wait(0.2); lcd.drawSprite(e21_pos.x-10,e21_pos.y-10,23,23,(int *)explosion); lcd.drawSprite(e22_pos.x-10,e22_pos.y-10,23,23,(int *)explosion); _stage = 4; _e21.add_health(); _e22.add_health(); lcd.refresh(); } } void GameEngine::spacecraft_dead(N5110 &lcd, Gamepad &pad) { int p1_health = _p1.get_health(); Vector2D p1_pos = _p1.get_pos(); if (p1_health == 6){ lcd.drawSprite(p1_pos.x-5,p1_pos.y-7,23,23,(int *)explosion); pad.tone(1000.0,0.5); pad.tone(800.0,0.5); pad.tone(600.0,0.5); pad.tone(400.0,0.5); wait(0.5); lcd.refresh(); wait(0.1); lcd.drawSprite(p1_pos.x-5,p1_pos.y-7,23,23,(int *)explosion); _p1.update_move(); // wait(2.0); _stage = 1; _p1.add_health(); lcd.refresh(); } } void GameEngine::spacecraft2_dead(N5110 &lcd, Gamepad &pad) { int p1_health = _p1.get_health(); Vector2D p1_pos = _p1.get_pos(); if (p1_health == 6){ lcd.drawSprite(p1_pos.x-5,p1_pos.y-7,23,23,(int *)explosion); pad.tone(1000.0,0.5); pad.tone(800.0,0.5); pad.tone(600.0,0.5); pad.tone(400.0,0.5); wait(0.5); lcd.refresh(); wait(0.1); lcd.drawSprite(p1_pos.x-5,p1_pos.y-7,23,23,(int *)explosion); _p1.update_move(); // wait(2.0); _stage = 3; _p1.add_health(); lcd.refresh(); } } void GameEngine::check_mission_one(Gamepad &pad){ if (_stage == 1){ pad.tone(233.0,0.5); wait(0.5); pad.tone(184.0,0.5); wait(0.5); pad.tone(174.0,2.0); wait(1.0); } else if (_stage == 2){ pad.leds_off(); pad.tone(184.0,0.2); wait(0.5); pad.tone(233.0,0.2); wait(0.5); pad.tone(184.0,0.2); wait(0.5); pad.tone(233.0,0.2); wait(0.5); pad.tone(184.0,0.2); wait(0.5); pad.tone(233.0,0.2); wait(0.5); pad.tone(184.0,2.0); wait(0.5); } } void GameEngine::check_mission_two(Gamepad &pad){ if (_stage == 3){ pad.tone(233.0,0.5); wait(0.5); pad.tone(184.0,0.5); wait(0.5); pad.tone(174.0,2.0); wait(1.0); } else if (_stage == 4){ pad.leds_off(); pad.tone(184.0,0.2); wait(0.5); pad.tone(233.0,0.2); wait(0.5); pad.tone(184.0,0.2); wait(0.5); pad.tone(233.0,0.2); wait(0.5); pad.tone(184.0,0.2); wait(0.5); pad.tone(233.0,0.2); wait(0.5); pad.tone(184.0,2.0); wait(0.5); } } //void GameEngine::mission_one_complete(N5110 &lcd){ // if (_stage_two == true){ // lcd.clear(); // lcd.drawSprite(0,0,48,84,(int *)mission_one); // lcd.refresh(); // } //} //void GameEngine::mission_one_fail(N5110 &lcd,Gamepad &pad) //{ // if (_stage_one == true){ // lcd.clear(); // lcd.drawSprite(6,5,42,73,(int *)mission_one_failure); // lcd.refresh(); // if (pad.check_event(Gamepad::B_PRESSED)){ // lcd.init(); // pad.init(); // } // } //} void GameEngine::draw_enemy_health(N5110 &lcd) { // get health of the enemy int e1_health = _e1.get_health(); lcd.drawRect(56,40,20,4,FILL_TRANSPARENT); lcd.drawRect(56,40,20-2*e1_health,4,FILL_BLACK); } void GameEngine::draw_enemy21_health(N5110 &lcd) { // get health of the enemy int e21_health = _e21.get_health(); if (e21_health < 10){ lcd.drawRect(60,22,20,4,FILL_TRANSPARENT); lcd.drawRect(60,22,20-2*e21_health,4,FILL_BLACK); } else { lcd.drawRect(60,22,20,4,FILL_TRANSPARENT); } } void GameEngine::draw_enemy22_health(N5110 &lcd) { // get health of the enemy int e22_health = _e22.get_health(); if (e22_health < 10){ lcd.drawRect(60,28,20,4,FILL_TRANSPARENT); lcd.drawRect(60,28,20-2*e22_health,4,FILL_BLACK); } else { lcd.drawRect(60,28,20,4,FILL_TRANSPARENT); } } void GameEngine::draw_spacecraft_health(Gamepad &pad) { //get the health of the spacecraft int p1_health = _p1.get_health(); if (p1_health == 0){ pad.leds_on(); }else if (p1_health == 1){ pad.led(1,0); pad.led(2,1); pad.led(3,1); pad.led(4,1); pad.led(5,1); pad.led(6,1); }else if (p1_health == 2){ pad.led(1,0); pad.led(2,0); pad.led(3,1); pad.led(4,1); pad.led(5,1); pad.led(6,1); }else if (p1_health == 3){ pad.led(1,0); pad.led(2,0); pad.led(3,0); pad.led(4,1); pad.led(5,1); pad.led(6,1); }else if (p1_health == 4){ pad.led(1,0); pad.led(2,0); pad.led(3,0); pad.led(4,0); pad.led(5,1); pad.led(6,1); }else if (p1_health == 5){ pad.led(1,0); pad.led(2,0); pad.led(3,0); pad.led(4,0); pad.led(5,0); pad.led(6,1); } else { pad.leds_off(); } } int GameEngine::get_game_stage() { int stage = _stage; return stage; } int GameEngine::restart_game_stage() { int stage = _stage; stage = 0; return stage; }