Rex Raj / Mbed 2 deprecated el17rrrs

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] = {
    
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{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;    
}