Owen Cavender 201159294

Dependencies:   mbed Gamepad2

snake.cpp

Committer:
el17oc
Date:
2020-05-26
Revision:
3:d17d712c2e45
Parent:
2:44e4a6ecdbef

File content as of revision 3:d17d712c2e45:

#include "snake.h"

Snake::Snake()
{

}

Snake::~Snake()
{

}


void Snake::init ()
{

    //WIDTH =84 HEIGHT = 42 //snakebody[0] is initalised may have to initilaise the other 2 og snake parts
    _length = 2;                                                //  how do i initalise
    _gameover = false;
    _score = 0;
    _direction = up;

}



int Snake::set_direction(Gamepad &pad)     //int type as Directions is an enum
{

    Directions _direction;


    if (pad.A_pressed()) {
        _direction = right;
    }

    if (pad.B_pressed()) {
        _direction = left;     //check these are orrecrt
    }

    if (pad.X_pressed()) {
        _direction = up;
    }
    if (pad.Y_pressed()) {
        _direction = down;
    }
    else {
        _direction = _direction;
    }
    return _direction;
}


void Snake::move_and_draw_snake(Gamepad &pad, N5110 &lcd)
{
    Vector2D Snakehead = _engine.get_Snakehead();
    Vector2D oldSnakehead = _engine.get_oldSnakehead();

    Vector2D *_snakebody = new Vector2D [_length];            //  im unsure that this code would work- creates dynamic array - each bit having 2 parts (x,y) - number of bits of snakebody = length

    _snakebody[0].x = Snakehead.x;                            // snakebody[0] = Snakehead
    _snakebody[0].y = Snakehead.y;
    _snakebody[1].x = oldSnakehead.x;
    _snakebody[1].y = oldSnakehead.y;

    while(1) {
        if (_direction == up) {           //           /-/
            Snakehead.y++;                           ///// alters Snakehead initial value
            oldSnakehead.y = (Snakehead.y - 1);
            oldSnakehead.x = (Snakehead.x);                                          //    Does this code look okay ? returning _direction in previous function and accessing it in this one - _direction should be member function
        }
        if (_direction == down) {             // Direction should remain  after button is pressed - should not just change the snakehead coordinate once
            Snakehead.y--;
            oldSnakehead.y = (Snakehead.y + 1);
            oldSnakehead.x = (Snakehead.x);                 //
        }
        if (_direction == left) {
            Snakehead.x--;
            oldSnakehead.x = (Snakehead.x + 1);
            oldSnakehead.y = (Snakehead.y);
        }
        if (_direction == right) {
            Snakehead.x++;
            oldSnakehead.x = (Snakehead.x - 1);         //updates the head position before rendering so when it draws i=1 the 0 position will be new
            oldSnakehead.y = (Snakehead.y);
        }


        for(int i=2; i<=_length; i++) {                     //0 being head of snake  so snakepos[1]=snakepos[0] which is the head - moving up one place
            _snakebody[i].x = _snakebody[i-1].x;              //Snake needs to follow itself - low numbers lead the way
            _snakebody[i].y = _snakebody[i-1].y;
            if(_snakebody[i].x == Snakehead.x && _snakebody[i].y == Snakehead.y) {  //  Unsure how to initially define the snake with (3 bits, when score =0) starting position  *without* redeclaring Vector2D *snakebody = new Vector2D [_length];
                _gameover = true;

            }
        }

        for(int i = 0; i <= _length; i++) {
            lcd.setPixel(_snakebody[i].x, _snakebody[i].y, 1);

            // is snakebody[0] being plotted? do you think this would work?
            // ideally would define snakebody[0], snakebody[1], snake[2] so the snake starts as 3 bits and bit 1 knows to go to bit zero, bit 2 know to go to bit 1 position

        }
    }
}





void Snake::gameover_true(N5110 &lcd)      //taking action if crash has occured
{
    if (_gameover == true) {

        lcd.clear();
        lcd.refresh();
        lcd.printString( "  Game Over L ", 0, 2 );
        lcd.printString ("score: _score ",15, 15);    //Need to add button to return to main screen / restart  //NEED to return score without ruining structure of lcd.PrintString( "string", x, y)

    }

    else {


    }
}




void Snake::check_if_scored(N5110 &lcd, Gamepad &pad)
{
    Vector2D Snakehead = _engine.get_Snakehead();
    Vector2D Applepos = _engine.get_Applepos();                           //need to code clear apple and make sure apple isnt spawning every time

    if(Snakehead.x == Applepos.x && Snakehead.y == Applepos.y) {

        lcd.setPixel(Applepos.x, Applepos.y, 0);   // Plem:: Wanted to make sure that this didnt clear the pixel of the snake as it passes through it
        _score++;                                 //by waiting unil the snake has passed through before clearing the old apple however the new apple spawn needs to be ASAP after collection
        _length = _length++;
        _engine.set_Applepos(lcd);    //randomises new values for _apx,_apy and draws on lcd -- the position is not needed until we compare it to Snakehead
        pad.tone(1500.0,0.5);          //need to clear apple
        pad.leds_on();
        wait(0.5);
        pad.leds_off();

    }
}

void Snake::check_wall_collisions()     // Vector2D *&snakebody hopefully this points to values stored in snakebody then can compare to snakehead
{
    Vector2D Snakehead = _engine.get_Snakehead();


    if (Snakehead.x == 0 || Snakehead.x == 84 || Snakehead.y == 0 || Snakehead.y == 42) {   //how do i access snakehead.headx

        _gameover = true;
    } else {
        _gameover = false;

    }
}