Simple fish eat program

Dependencies:   mbed mbed-rtos N5110 ShiftReg Tone

classes/FishEngine.cpp

Committer:
el18a2k
Date:
2021-03-25
Revision:
6:7aafcaf7cbe2
Parent:
5:02e7b5197827
Child:
8:fe51fbf81dee

File content as of revision 6:7aafcaf7cbe2:

#include "FishEngine.h"

#define UP 0
#define DOWN 1
#define CENTRE 2

//objects
Settings settings;
Graphics graphics;

int ButtonA;
int ButtonB; 

// creates intro sequence
void FishEngine::titleSequence(N5110 &lcd){
    lcd.clear();
    graphics.titleScreen(lcd); //prints titlescreen (held in graphics.h)
    lcd.refresh();
    wait_ms(2000);
        
    while(settings.buttonA_state(ButtonA) == 0){
        lcd.clear();
        graphics.confirmationScreen(lcd); //calls confirmation function (held in graphics.h)
        lcd.refresh();
        wait_ms(1000/10);
    }
        
    graphics.screenFlash(lcd); //calls screen flash function (held in graphics.h)
    lcd.refresh();
}

// creates the games main menu screen with scrolling ability through the use of a 
// state machine.
void FishEngine::mainMenu(N5110 &lcd, Tone &dac, Joystick &joystick){
    const int Fish_1[4][9]= {
        { 1,0,0,1,1,1,1,1,0, },
        { 1,1,1,1,1,1,1,0,1, },
        { 1,1,1,1,1,1,1,1,1, },
        { 1,0,0,1,1,1,1,1,0, },
    };
    
    // outputs for the state machine are used to draw Fish_1 beside the corrosponding 
    // menu choice 
    int g_menu_output[4] = {10, 18, 26, 34};
    int state = 0; //set inital state to 0
    int direction = CENTRE; //set inital direction to remain on that state until an input is received
    int y_pos;
    
    while(1){
        lcd.clear();
        lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border
        
        //prints players options
        lcd.printString("New Game", 15, 1);
        lcd.printString("High Score", 15, 2);
        lcd.printString("How to Play", 15, 3);
        lcd.printString("Settings", 15, 4);
        
        
        /*implementation of state machine allows the determination of the position of the fish marker
        based on the users joystick input:
        
                     inputs
        state     0     1   2  where 0 is UP and 1 is DOWN 2 is CENTRE
        
        0         3     1   0
        1         0     2   1   
        2         1     3   2
        3         2     0   3  */   
        
        
        if(joystick.get_direction() == N){ //if the joystick is moved upward, then direction is UP
            direction = UP;
        }else if (joystick.get_direction() == S){//if the joystick is moved downward, then direction is DOWN
            direction = DOWN;
        }else{
            direction = CENTRE; //if the joystick is left in the centre position then direction is CENTRE
        };
        
        y_pos = g_menu_output[state];//y_position is the array output at position 'state'
        
        
        //implement state machine
        switch(state) {
            
            //case for new game
            case 0:
                if(settings.buttonA_state(ButtonA)){
                    gamePlay(lcd,dac);
                }
                switch(direction) {
                    case UP:
                        state = 3;
                        break;
                    case DOWN:
                        state = 1;
                        break;
                    case CENTRE: 
                        state = 0;
                        break;
                }
                break;
                
            //case for HighScore
            case 1:
                if(settings.buttonA_state(ButtonA)){
                    highScore(lcd);
                }
                switch(direction) {
                    case UP:
                        state = 0;
                        break;
                    case DOWN:
                        state = 2;
                        break;
                    case CENTRE: 
                        state = 1;
                        break;
                }
                break;
                
            //case for how to play    
            case 2:
                if(settings.buttonA_state(ButtonA)){
                    Instructions(lcd);
                }
                switch(direction) {
                    case UP:
                        state = 1;
                        break;
                    case DOWN:
                        state = 3;
                        break;
                    case CENTRE: 
                        state = 2;
                        break;
                }
                break;
                
            //case for settings    
            case 3:
                if(settings.buttonA_state(ButtonA)){
                    graphics.screenFlash(lcd);
                    settings.settingsMenu(lcd, dac, joystick);    
                }
                switch(direction) {
                    case UP:
                        state = 2;
                        break;
                    case DOWN:
                        state = 0;
                        break;
                    case CENTRE: 
                        state = 3;
                        break;
                    
                }
                break;
            default:
                state = 0;
                break;
        }
        
        //draw sprite at position (3, y_pos)
        lcd.drawSprite(3, y_pos, 4, 9, (int*)Fish_1);
        lcd.refresh();
        wait_ms(500);
    }
}

// function for game play
void FishEngine::gamePlay(N5110 &lcd, Tone &dac){
    graphics.screenFlash(lcd);
    
    do{
        lcd.clear();
        lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border
        lcd.printString(" Play game", 10, 2);
        lcd.refresh();
        wait_ms(1000/10);
    }while(settings.buttonB_state(ButtonA) == false);
}

//function for viewing high score
void FishEngine::highScore(N5110 &lcd){
    graphics.screenFlash(lcd);
    
    do{
        lcd.clear();
        lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border
        lcd.printString(" High score", 10, 2);
        lcd.refresh();
        wait_ms(1000/10);
    }while(settings.buttonB_state(ButtonB) == false);
}

//function for providing instruction on how to play
void FishEngine::Instructions(N5110 &lcd){
    graphics.screenFlash(lcd);
    
    do{
        lcd.clear();
        lcd.drawRect(0,0,84,48,FILL_TRANSPARENT); //draws screen border
        lcd.printString(" How to play", 10, 2);
        lcd.refresh();
        wait_ms(1000/10);
    }while(settings.buttonB_state(ButtonA) == false);
}