A complex 2D-dungeon game on LPC1768 in SWJTU-Leeds Joint School XJEL2645 project. Referenced from the framework contributed by https://os.mbed.com/users/Siriagus/code/SimplePlatformGame/
Dependencies: mbed N5110 ShiftReg PinDetect
Game.cpp@19:89c3eeb3761b, 2021-03-25 (annotated)
- Committer:
- hugohu
- Date:
- Thu Mar 25 03:43:10 2021 +0000
- Revision:
- 19:89c3eeb3761b
- Parent:
- 17:d6a3b29cab31
A more complex game in developing.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
Siriagus | 7:678873947b29 | 1 | #include "Game.h" |
Siriagus | 7:678873947b29 | 2 | |
Siriagus | 17:d6a3b29cab31 | 3 | /// @file Game.cpp |
Siriagus | 17:d6a3b29cab31 | 4 | |
Siriagus | 17:d6a3b29cab31 | 5 | Game::~Game() |
Siriagus | 17:d6a3b29cab31 | 6 | { |
hugohu | 19:89c3eeb3761b | 7 | clearAll(); |
hugohu | 19:89c3eeb3761b | 8 | } |
hugohu | 19:89c3eeb3761b | 9 | |
hugohu | 19:89c3eeb3761b | 10 | void Game::clearAll() |
hugohu | 19:89c3eeb3761b | 11 | { |
Siriagus | 17:d6a3b29cab31 | 12 | // Free allocated memory from bullets |
hugohu | 19:89c3eeb3761b | 13 | for (std::vector<Point*>::iterator it = gameProperty.bullets.begin(); it != gameProperty.bullets.end(); ++it) |
Siriagus | 17:d6a3b29cab31 | 14 | delete *it; |
Siriagus | 17:d6a3b29cab31 | 15 | |
hugohu | 19:89c3eeb3761b | 16 | gameProperty.bullets.clear(); |
Siriagus | 17:d6a3b29cab31 | 17 | |
Siriagus | 17:d6a3b29cab31 | 18 | // Free allocated memory from enemies |
hugohu | 19:89c3eeb3761b | 19 | for (std::vector<Enemy*>::iterator it = gameProperty.enemies.begin(); it != gameProperty.enemies.end(); ++it) |
Siriagus | 17:d6a3b29cab31 | 20 | delete *it; |
Siriagus | 17:d6a3b29cab31 | 21 | |
hugohu | 19:89c3eeb3761b | 22 | gameProperty.enemies.clear(); |
hugohu | 19:89c3eeb3761b | 23 | |
hugohu | 19:89c3eeb3761b | 24 | // Set initial values for the player |
hugohu | 19:89c3eeb3761b | 25 | gameProperty.player.width = gameProperty.player.height = 5; |
hugohu | 19:89c3eeb3761b | 26 | |
hugohu | 19:89c3eeb3761b | 27 | gameProperty.player.vx = 0; |
hugohu | 19:89c3eeb3761b | 28 | gameProperty.player.vy = 0; |
hugohu | 19:89c3eeb3761b | 29 | |
hugohu | 19:89c3eeb3761b | 30 | gameProperty.player.dead = false; |
hugohu | 19:89c3eeb3761b | 31 | |
hugohu | 19:89c3eeb3761b | 32 | gameProperty.player.facingLeft = false; |
hugohu | 19:89c3eeb3761b | 33 | } |
Siriagus | 8:9ac6a428fa26 | 34 | |
Siriagus | 8:9ac6a428fa26 | 35 | void Game::init() |
Siriagus | 16:caf613d5b85e | 36 | { |
hugohu | 19:89c3eeb3761b | 37 | if (gameProperty.currentLayer == 1){ |
hugohu | 19:89c3eeb3761b | 38 | Global::score = 0; |
hugohu | 19:89c3eeb3761b | 39 | gameProperty.paused = false; |
hugohu | 19:89c3eeb3761b | 40 | gameProperty.livesLeft = 3; |
hugohu | 19:89c3eeb3761b | 41 | memcpy(&mapProperty,&mapProperty1,sizeof(mapProperty1)); |
hugohu | 19:89c3eeb3761b | 42 | } |
hugohu | 19:89c3eeb3761b | 43 | else |
hugohu | 19:89c3eeb3761b | 44 | { |
hugohu | 19:89c3eeb3761b | 45 | clearAll(); |
hugohu | 19:89c3eeb3761b | 46 | switch(gameProperty.currentLayer) |
hugohu | 19:89c3eeb3761b | 47 | { |
hugohu | 19:89c3eeb3761b | 48 | case 2: |
hugohu | 19:89c3eeb3761b | 49 | memcpy(&mapProperty,&mapProperty2,sizeof(mapProperty2)); |
hugohu | 19:89c3eeb3761b | 50 | break; |
hugohu | 19:89c3eeb3761b | 51 | case 3: |
hugohu | 19:89c3eeb3761b | 52 | |
hugohu | 19:89c3eeb3761b | 53 | break; |
hugohu | 19:89c3eeb3761b | 54 | case 4: |
hugohu | 19:89c3eeb3761b | 55 | |
hugohu | 19:89c3eeb3761b | 56 | break; |
hugohu | 19:89c3eeb3761b | 57 | } |
Siriagus | 15:d5eb13c4c1c6 | 58 | |
hugohu | 19:89c3eeb3761b | 59 | } |
hugohu | 19:89c3eeb3761b | 60 | const int seven_seg_array [] = { |
hugohu | 19:89c3eeb3761b | 61 | 0x3F,0x06,0x5B,0x4F,0x66,0x6D,0x7D,0x07,0x7F,0x6F,0x77,0x7C,0x39,0x5E,0x79,0x71 |
hugohu | 19:89c3eeb3761b | 62 | }; |
hugohu | 19:89c3eeb3761b | 63 | shift.write(seven_seg_array[gameProperty.livesLeft]); |
hugohu | 19:89c3eeb3761b | 64 | |
Siriagus | 17:d6a3b29cab31 | 65 | respawnPlayer(); |
hugohu | 19:89c3eeb3761b | 66 | |
Siriagus | 17:d6a3b29cab31 | 67 | spawnEnemy(); |
Siriagus | 16:caf613d5b85e | 68 | } |
Siriagus | 16:caf613d5b85e | 69 | |
hugohu | 19:89c3eeb3761b | 70 | |
Siriagus | 17:d6a3b29cab31 | 71 | |
Siriagus | 16:caf613d5b85e | 72 | void Game::spawnEnemy() |
Siriagus | 16:caf613d5b85e | 73 | { |
hugohu | 19:89c3eeb3761b | 74 | |
Siriagus | 17:d6a3b29cab31 | 75 | // Get random spawn point |
Siriagus | 17:d6a3b29cab31 | 76 | int r = rand() % 3; |
hugohu | 19:89c3eeb3761b | 77 | int x = mapProperty.enermyPosition[r][0]; |
hugohu | 19:89c3eeb3761b | 78 | int y = mapProperty.enermyPosition[r][1]; |
Siriagus | 17:d6a3b29cab31 | 79 | |
Siriagus | 17:d6a3b29cab31 | 80 | // Spawn random enemy |
Siriagus | 17:d6a3b29cab31 | 81 | int randPercent = (rand() % 100); |
Siriagus | 17:d6a3b29cab31 | 82 | Enemy::Type type; |
Siriagus | 17:d6a3b29cab31 | 83 | |
Siriagus | 17:d6a3b29cab31 | 84 | if (randPercent >= 40) // 60% probability |
Siriagus | 17:d6a3b29cab31 | 85 | type = Enemy::JUMPER; |
Siriagus | 17:d6a3b29cab31 | 86 | else if (randPercent >= 15) // 25% probablitiy |
Siriagus | 17:d6a3b29cab31 | 87 | type = Enemy::SIMPLE; |
Siriagus | 17:d6a3b29cab31 | 88 | else // 15 % probability |
Siriagus | 17:d6a3b29cab31 | 89 | type = Enemy::RUNNER; |
Siriagus | 17:d6a3b29cab31 | 90 | |
Siriagus | 17:d6a3b29cab31 | 91 | // Create enemy |
Siriagus | 17:d6a3b29cab31 | 92 | Enemy *enemy = new Enemy(x, y, true, type); |
hugohu | 19:89c3eeb3761b | 93 | gameProperty.enemies.push_back(enemy); |
Siriagus | 8:9ac6a428fa26 | 94 | } |
Siriagus | 8:9ac6a428fa26 | 95 | |
Siriagus | 8:9ac6a428fa26 | 96 | // Functions |
Siriagus | 7:678873947b29 | 97 | void Game::update(float dt) |
Siriagus | 16:caf613d5b85e | 98 | { |
Siriagus | 15:d5eb13c4c1c6 | 99 | // Pause button input |
Siriagus | 15:d5eb13c4c1c6 | 100 | if (input->read(Input::ButtonC)) |
Siriagus | 15:d5eb13c4c1c6 | 101 | { |
Siriagus | 15:d5eb13c4c1c6 | 102 | if (releasedBtnC) |
Siriagus | 15:d5eb13c4c1c6 | 103 | { |
hugohu | 19:89c3eeb3761b | 104 | gameProperty.paused = !gameProperty.paused; |
Siriagus | 15:d5eb13c4c1c6 | 105 | releasedBtnC = false; |
Siriagus | 15:d5eb13c4c1c6 | 106 | } |
Siriagus | 15:d5eb13c4c1c6 | 107 | } |
Siriagus | 15:d5eb13c4c1c6 | 108 | else |
Siriagus | 15:d5eb13c4c1c6 | 109 | releasedBtnC = true; |
Siriagus | 15:d5eb13c4c1c6 | 110 | |
Siriagus | 15:d5eb13c4c1c6 | 111 | // Skip the rest if paused |
hugohu | 19:89c3eeb3761b | 112 | if (gameProperty.paused) return; |
Siriagus | 15:d5eb13c4c1c6 | 113 | |
hugohu | 19:89c3eeb3761b | 114 | // if successfully reach the end |
hugohu | 19:89c3eeb3761b | 115 | if (gameProperty.player.x == mapProperty.succeedPosition[0] && gameProperty.player.y == mapProperty.succeedPosition[1]) |
hugohu | 19:89c3eeb3761b | 116 | { |
hugohu | 19:89c3eeb3761b | 117 | gameProperty.currentLayer += 1; |
hugohu | 19:89c3eeb3761b | 118 | init(); |
hugohu | 19:89c3eeb3761b | 119 | } |
hugohu | 19:89c3eeb3761b | 120 | |
hugohu | 19:89c3eeb3761b | 121 | // if respawn new enermy |
hugohu | 19:89c3eeb3761b | 122 | if ((rand() % 100) < mapProperty.spawnRate && !gameProperty.player.dead && gameProperty.enemies.size() <= mapProperty.maxEnermy) |
Siriagus | 16:caf613d5b85e | 123 | spawnEnemy(); |
hugohu | 19:89c3eeb3761b | 124 | |
Siriagus | 16:caf613d5b85e | 125 | |
Siriagus | 8:9ac6a428fa26 | 126 | // Handle input, should be its own function |
Siriagus | 8:9ac6a428fa26 | 127 | switch(input->joystick->getDirection()) |
Siriagus | 8:9ac6a428fa26 | 128 | { |
Siriagus | 8:9ac6a428fa26 | 129 | case LEFT: |
hugohu | 19:89c3eeb3761b | 130 | gameProperty.player.vx = -1; |
hugohu | 19:89c3eeb3761b | 131 | gameProperty.player.facingLeft = true; |
hugohu | 19:89c3eeb3761b | 132 | break; |
Siriagus | 8:9ac6a428fa26 | 133 | case UP_LEFT: |
hugohu | 19:89c3eeb3761b | 134 | gameProperty.player.vx = -1; |
hugohu | 19:89c3eeb3761b | 135 | gameProperty.player.vy = -1; |
hugohu | 19:89c3eeb3761b | 136 | gameProperty.player.facingLeft = true; |
hugohu | 19:89c3eeb3761b | 137 | break; |
Siriagus | 8:9ac6a428fa26 | 138 | case DOWN_LEFT: |
hugohu | 19:89c3eeb3761b | 139 | gameProperty.player.vx = -1; |
hugohu | 19:89c3eeb3761b | 140 | gameProperty.player.vy = 1; |
hugohu | 19:89c3eeb3761b | 141 | gameProperty.player.facingLeft = true; |
Siriagus | 8:9ac6a428fa26 | 142 | break; |
Siriagus | 8:9ac6a428fa26 | 143 | case RIGHT: |
hugohu | 19:89c3eeb3761b | 144 | gameProperty.player.vx = 1; |
hugohu | 19:89c3eeb3761b | 145 | gameProperty.player.facingLeft = false; |
hugohu | 19:89c3eeb3761b | 146 | break; |
Siriagus | 8:9ac6a428fa26 | 147 | case UP_RIGHT: |
hugohu | 19:89c3eeb3761b | 148 | gameProperty.player.vx = 1; |
hugohu | 19:89c3eeb3761b | 149 | gameProperty.player.vy = -1; |
hugohu | 19:89c3eeb3761b | 150 | gameProperty.player.facingLeft = false; |
hugohu | 19:89c3eeb3761b | 151 | break; |
Siriagus | 8:9ac6a428fa26 | 152 | case DOWN_RIGHT: |
hugohu | 19:89c3eeb3761b | 153 | gameProperty.player.vx = 1; |
hugohu | 19:89c3eeb3761b | 154 | gameProperty.player.vy = 1; |
hugohu | 19:89c3eeb3761b | 155 | gameProperty.player.facingLeft = false; |
Siriagus | 8:9ac6a428fa26 | 156 | break; |
hugohu | 19:89c3eeb3761b | 157 | case UP: |
hugohu | 19:89c3eeb3761b | 158 | gameProperty.player.vy = -1; |
hugohu | 19:89c3eeb3761b | 159 | gameProperty.player.facingLeft = false; |
hugohu | 19:89c3eeb3761b | 160 | break; |
hugohu | 19:89c3eeb3761b | 161 | case DOWN: |
hugohu | 19:89c3eeb3761b | 162 | gameProperty.player.vy = 1; |
hugohu | 19:89c3eeb3761b | 163 | gameProperty.player.facingLeft = false; |
hugohu | 19:89c3eeb3761b | 164 | break; |
Siriagus | 8:9ac6a428fa26 | 165 | case CENTER: |
hugohu | 19:89c3eeb3761b | 166 | gameProperty.player.vx = 0; |
hugohu | 19:89c3eeb3761b | 167 | gameProperty.player.vy = 0; |
Siriagus | 8:9ac6a428fa26 | 168 | break; |
Siriagus | 8:9ac6a428fa26 | 169 | } |
Siriagus | 7:678873947b29 | 170 | |
hugohu | 19:89c3eeb3761b | 171 | if (!gameProperty.player.dead) |
Siriagus | 8:9ac6a428fa26 | 172 | { |
hugohu | 19:89c3eeb3761b | 173 | switch(gameProperty.currentLayer) |
hugohu | 19:89c3eeb3761b | 174 | { |
hugohu | 19:89c3eeb3761b | 175 | case 1: |
hugohu | 19:89c3eeb3761b | 176 | moveWithCollisionTest(&gameProperty.player, map1); |
hugohu | 19:89c3eeb3761b | 177 | break; |
hugohu | 19:89c3eeb3761b | 178 | case 2: |
hugohu | 19:89c3eeb3761b | 179 | moveWithCollisionTest(&gameProperty.player, map2); |
hugohu | 19:89c3eeb3761b | 180 | break; |
hugohu | 19:89c3eeb3761b | 181 | } |
Siriagus | 8:9ac6a428fa26 | 182 | } |
Siriagus | 17:d6a3b29cab31 | 183 | else // move without testing collision agains the map |
Siriagus | 17:d6a3b29cab31 | 184 | { |
hugohu | 19:89c3eeb3761b | 185 | gameProperty.player.x += gameProperty.player.vx; |
hugohu | 19:89c3eeb3761b | 186 | gameProperty.player.y += 4; |
Siriagus | 17:d6a3b29cab31 | 187 | } |
Siriagus | 11:adb68da98262 | 188 | |
Siriagus | 17:d6a3b29cab31 | 189 | moveEnemies(); |
Siriagus | 8:9ac6a428fa26 | 190 | |
Siriagus | 11:adb68da98262 | 191 | // Check if bullet should be fired |
hugohu | 19:89c3eeb3761b | 192 | if (input->read(Input::ButtonB) && releasedBtnB && !gameProperty.player.dead) |
Siriagus | 8:9ac6a428fa26 | 193 | { |
Siriagus | 11:adb68da98262 | 194 | // Create a new bullet and give it initial values |
Siriagus | 8:9ac6a428fa26 | 195 | Point* bullet = new Point; |
hugohu | 19:89c3eeb3761b | 196 | bullet->x = (int)(gameProperty.player.x + (gameProperty.player.width / 2)); |
hugohu | 19:89c3eeb3761b | 197 | bullet->y = gameProperty.player.y + 2; |
hugohu | 19:89c3eeb3761b | 198 | bullet->vx = (gameProperty.player.facingLeft) ? -4 : 4; |
Siriagus | 9:da608ae65df9 | 199 | bullet->vy = 0; |
Siriagus | 8:9ac6a428fa26 | 200 | |
hugohu | 19:89c3eeb3761b | 201 | gameProperty.bullets.push_back(bullet); |
Siriagus | 9:da608ae65df9 | 202 | releasedBtnB = false; |
Siriagus | 17:d6a3b29cab31 | 203 | |
Siriagus | 17:d6a3b29cab31 | 204 | // Play sound |
hugohu | 19:89c3eeb3761b | 205 | // sound->playNote(SFX::BULLET_FIRED); |
Siriagus | 8:9ac6a428fa26 | 206 | } |
Siriagus | 9:da608ae65df9 | 207 | else if (!input->read(Input::ButtonB)) |
Siriagus | 9:da608ae65df9 | 208 | releasedBtnB = true; |
Siriagus | 8:9ac6a428fa26 | 209 | |
Siriagus | 15:d5eb13c4c1c6 | 210 | // Loop through bullets and move them + collision test |
hugohu | 19:89c3eeb3761b | 211 | for (std::vector<Point*>::iterator it = gameProperty.bullets.begin(); it != gameProperty.bullets.end();) |
Siriagus | 8:9ac6a428fa26 | 212 | { |
Siriagus | 15:d5eb13c4c1c6 | 213 | Point* bullet = *it; |
Siriagus | 15:d5eb13c4c1c6 | 214 | |
Siriagus | 15:d5eb13c4c1c6 | 215 | int x0; // left border of collision rect |
Siriagus | 15:d5eb13c4c1c6 | 216 | int x1; // right border of collision rect |
Siriagus | 15:d5eb13c4c1c6 | 217 | |
Siriagus | 15:d5eb13c4c1c6 | 218 | int oldX = bullet->x; |
Siriagus | 15:d5eb13c4c1c6 | 219 | int newX = bullet->x + bullet->vx; |
Siriagus | 15:d5eb13c4c1c6 | 220 | |
Siriagus | 15:d5eb13c4c1c6 | 221 | x0 = min(oldX, newX); |
Siriagus | 15:d5eb13c4c1c6 | 222 | x1 = max(oldX, newX); |
Siriagus | 15:d5eb13c4c1c6 | 223 | |
Siriagus | 15:d5eb13c4c1c6 | 224 | // Collision rect for bullet in this time step |
Siriagus | 15:d5eb13c4c1c6 | 225 | Rectangle bulletColRect(x0, bullet->y, (x1-x0)+1, 1); |
Siriagus | 9:da608ae65df9 | 226 | |
Siriagus | 15:d5eb13c4c1c6 | 227 | bool col = false; |
Siriagus | 15:d5eb13c4c1c6 | 228 | // Delete if outside screen |
hugohu | 19:89c3eeb3761b | 229 | switch(gameProperty.currentLayer) |
Siriagus | 9:da608ae65df9 | 230 | { |
hugohu | 19:89c3eeb3761b | 231 | case 1: |
hugohu | 19:89c3eeb3761b | 232 | if (newX < 0 || newX > WIDTH || bulletHitMap(bulletColRect, map1)) // if outside screen |
hugohu | 19:89c3eeb3761b | 233 | col = true; |
hugohu | 19:89c3eeb3761b | 234 | else |
Siriagus | 16:caf613d5b85e | 235 | { |
hugohu | 19:89c3eeb3761b | 236 | // loop through all enemies |
hugohu | 19:89c3eeb3761b | 237 | for (std::vector<Enemy*>::iterator ite = gameProperty.enemies.begin(); ite != gameProperty.enemies.end(); ++ite) |
hugohu | 19:89c3eeb3761b | 238 | { |
hugohu | 19:89c3eeb3761b | 239 | Enemy *enemy = *ite; |
hugohu | 19:89c3eeb3761b | 240 | |
hugohu | 19:89c3eeb3761b | 241 | // If bullet hits enemy |
hugohu | 19:89c3eeb3761b | 242 | //if (!enemy->dead && bullet->x >= enemy->x && bullet->x <= enemy->getRight() && bullet->y >= enemy->y && bullet->y <= enemy->getBottom()) |
hugohu | 19:89c3eeb3761b | 243 | |
hugohu | 19:89c3eeb3761b | 244 | Rectangle enemyColRect(enemy->x, enemy->y, enemy->width, enemy->height); // collision rectangle for enemy |
hugohu | 19:89c3eeb3761b | 245 | |
hugohu | 19:89c3eeb3761b | 246 | if (!enemy->dead && hitTestRect(bulletColRect, enemyColRect)) |
hugohu | 19:89c3eeb3761b | 247 | { |
hugohu | 19:89c3eeb3761b | 248 | col = true; |
hugohu | 19:89c3eeb3761b | 249 | |
hugohu | 19:89c3eeb3761b | 250 | enemy->dead = true; |
hugohu | 19:89c3eeb3761b | 251 | enemy->vx = bullet->vx / 2; // sends the dead enemy in the same direction as the incoming bullet |
hugohu | 19:89c3eeb3761b | 252 | enemy->vy = -3; // sends the dead enemy upwards in the air, because of impact |
hugohu | 19:89c3eeb3761b | 253 | |
hugohu | 19:89c3eeb3761b | 254 | Global::score += 5 * enemy->difficulty; // increase the score |
hugohu | 19:89c3eeb3761b | 255 | |
hugohu | 19:89c3eeb3761b | 256 | // sound->playNote(SFX::ENEMY_DEAD); |
hugohu | 19:89c3eeb3761b | 257 | } |
hugohu | 19:89c3eeb3761b | 258 | } |
hugohu | 19:89c3eeb3761b | 259 | } |
hugohu | 19:89c3eeb3761b | 260 | break; |
hugohu | 19:89c3eeb3761b | 261 | case 2: |
hugohu | 19:89c3eeb3761b | 262 | if (newX < 0 || newX > WIDTH || bulletHitMap(bulletColRect, map2)) // if outside screen |
Siriagus | 16:caf613d5b85e | 263 | col = true; |
hugohu | 19:89c3eeb3761b | 264 | else |
hugohu | 19:89c3eeb3761b | 265 | { |
hugohu | 19:89c3eeb3761b | 266 | // loop through all enemies |
hugohu | 19:89c3eeb3761b | 267 | for (std::vector<Enemy*>::iterator ite = gameProperty.enemies.begin(); ite != gameProperty.enemies.end(); ++ite) |
hugohu | 19:89c3eeb3761b | 268 | { |
hugohu | 19:89c3eeb3761b | 269 | Enemy *enemy = *ite; |
hugohu | 19:89c3eeb3761b | 270 | |
hugohu | 19:89c3eeb3761b | 271 | // If bullet hits enemy |
hugohu | 19:89c3eeb3761b | 272 | //if (!enemy->dead && bullet->x >= enemy->x && bullet->x <= enemy->getRight() && bullet->y >= enemy->y && bullet->y <= enemy->getBottom()) |
hugohu | 19:89c3eeb3761b | 273 | |
hugohu | 19:89c3eeb3761b | 274 | Rectangle enemyColRect(enemy->x, enemy->y, enemy->width, enemy->height); // collision rectangle for enemy |
hugohu | 19:89c3eeb3761b | 275 | |
hugohu | 19:89c3eeb3761b | 276 | if (!enemy->dead && hitTestRect(bulletColRect, enemyColRect)) |
hugohu | 19:89c3eeb3761b | 277 | { |
hugohu | 19:89c3eeb3761b | 278 | col = true; |
hugohu | 19:89c3eeb3761b | 279 | |
hugohu | 19:89c3eeb3761b | 280 | enemy->dead = true; |
hugohu | 19:89c3eeb3761b | 281 | enemy->vx = bullet->vx / 2; // sends the dead enemy in the same direction as the incoming bullet |
hugohu | 19:89c3eeb3761b | 282 | enemy->vy = -3; // sends the dead enemy upwards in the air, because of impact |
hugohu | 19:89c3eeb3761b | 283 | |
hugohu | 19:89c3eeb3761b | 284 | Global::score += 5 * enemy->difficulty; // increase the score |
hugohu | 19:89c3eeb3761b | 285 | |
hugohu | 19:89c3eeb3761b | 286 | // sound->playNote(SFX::ENEMY_DEAD); |
hugohu | 19:89c3eeb3761b | 287 | } |
hugohu | 19:89c3eeb3761b | 288 | } |
Siriagus | 16:caf613d5b85e | 289 | } |
hugohu | 19:89c3eeb3761b | 290 | break; |
Siriagus | 15:d5eb13c4c1c6 | 291 | } |
Siriagus | 15:d5eb13c4c1c6 | 292 | |
hugohu | 19:89c3eeb3761b | 293 | |
Siriagus | 15:d5eb13c4c1c6 | 294 | if (!col) |
Siriagus | 15:d5eb13c4c1c6 | 295 | { |
Siriagus | 15:d5eb13c4c1c6 | 296 | ++it; // go to next element |
Siriagus | 15:d5eb13c4c1c6 | 297 | bullet->x += bullet->vx; // update position |
Siriagus | 15:d5eb13c4c1c6 | 298 | } |
Siriagus | 15:d5eb13c4c1c6 | 299 | else |
Siriagus | 15:d5eb13c4c1c6 | 300 | { |
Siriagus | 15:d5eb13c4c1c6 | 301 | delete bullet; |
hugohu | 19:89c3eeb3761b | 302 | it = gameProperty.bullets.erase(it); // go to next element |
Siriagus | 9:da608ae65df9 | 303 | } |
Siriagus | 17:d6a3b29cab31 | 304 | } |
Siriagus | 17:d6a3b29cab31 | 305 | |
Siriagus | 17:d6a3b29cab31 | 306 | // Check if player hits enemy |
hugohu | 19:89c3eeb3761b | 307 | Rectangle playerRect(gameProperty.player.x, gameProperty.player.y, gameProperty.player.width, gameProperty.player.height); |
hugohu | 19:89c3eeb3761b | 308 | for (std::vector<Enemy*>::iterator it = gameProperty.enemies.begin(); it != gameProperty.enemies.end(); ++it) |
Siriagus | 17:d6a3b29cab31 | 309 | { |
Siriagus | 17:d6a3b29cab31 | 310 | Enemy *enemy = *it; |
Siriagus | 8:9ac6a428fa26 | 311 | |
Siriagus | 17:d6a3b29cab31 | 312 | if (enemy->dead) continue; // only test against living enemies |
Siriagus | 17:d6a3b29cab31 | 313 | |
Siriagus | 17:d6a3b29cab31 | 314 | Rectangle enemyRect(enemy->x, enemy->y, enemy->width, enemy->height); |
Siriagus | 17:d6a3b29cab31 | 315 | |
Siriagus | 17:d6a3b29cab31 | 316 | if (hitTestRect(playerRect, enemyRect)) |
Siriagus | 17:d6a3b29cab31 | 317 | { |
hugohu | 19:89c3eeb3761b | 318 | gameProperty.player.dead = true; |
hugohu | 19:89c3eeb3761b | 319 | gameProperty.player.vx = 0; |
hugohu | 19:89c3eeb3761b | 320 | gameProperty.player.vy = 4; |
hugohu | 19:89c3eeb3761b | 321 | --gameProperty.livesLeft; |
hugohu | 19:89c3eeb3761b | 322 | // Show the livesleft |
hugohu | 19:89c3eeb3761b | 323 | int seven_seg_array [] = { |
hugohu | 19:89c3eeb3761b | 324 | 0x3F,0x06,0x5B,0x4F,0x66,0x6D,0x7D,0x07,0x7F,0x6F,0x77,0x7C,0x39,0x5E,0x79,0x71 |
hugohu | 19:89c3eeb3761b | 325 | }; |
hugohu | 19:89c3eeb3761b | 326 | shift.write(seven_seg_array[gameProperty.livesLeft]); |
Siriagus | 17:d6a3b29cab31 | 327 | |
hugohu | 19:89c3eeb3761b | 328 | // sound->playNote(SFX::PLAYER_DEAD); |
Siriagus | 17:d6a3b29cab31 | 329 | break; |
Siriagus | 17:d6a3b29cab31 | 330 | } |
Siriagus | 17:d6a3b29cab31 | 331 | } |
Siriagus | 17:d6a3b29cab31 | 332 | |
hugohu | 19:89c3eeb3761b | 333 | if (gameProperty.player.dead) |
Siriagus | 17:d6a3b29cab31 | 334 | { |
Siriagus | 17:d6a3b29cab31 | 335 | // remove all enemies (let them fall off) |
hugohu | 19:89c3eeb3761b | 336 | for (std::vector<Enemy*>::iterator it = gameProperty.enemies.begin(); it != gameProperty.enemies.end(); ++it) |
Siriagus | 17:d6a3b29cab31 | 337 | { |
Siriagus | 17:d6a3b29cab31 | 338 | Enemy *enemy = *it; |
Siriagus | 17:d6a3b29cab31 | 339 | enemy->dead = true; |
hugohu | 19:89c3eeb3761b | 340 | enemy->vy = 4; |
Siriagus | 17:d6a3b29cab31 | 341 | } |
Siriagus | 17:d6a3b29cab31 | 342 | |
hugohu | 19:89c3eeb3761b | 343 | if (gameProperty.player.y >= HEIGHT && !gameProperty.enemies.size()) // when all enemies are removed |
Siriagus | 17:d6a3b29cab31 | 344 | { |
hugohu | 19:89c3eeb3761b | 345 | if (gameProperty.livesLeft) |
Siriagus | 17:d6a3b29cab31 | 346 | { |
Siriagus | 17:d6a3b29cab31 | 347 | respawnPlayer(); // Respawn player if it still have lives left |
Siriagus | 17:d6a3b29cab31 | 348 | spawnEnemy(); // Spawn an enemy right away |
Siriagus | 17:d6a3b29cab31 | 349 | } |
Siriagus | 17:d6a3b29cab31 | 350 | else |
Siriagus | 17:d6a3b29cab31 | 351 | { |
Siriagus | 17:d6a3b29cab31 | 352 | if (Global::score > Global::highscores[2].score) // If new high score |
Siriagus | 17:d6a3b29cab31 | 353 | requestStateChange(SUBMIT_HIGHSCORE); |
Siriagus | 17:d6a3b29cab31 | 354 | else |
Siriagus | 17:d6a3b29cab31 | 355 | requestStateChange(GAME_OVER); |
Siriagus | 17:d6a3b29cab31 | 356 | } |
Siriagus | 17:d6a3b29cab31 | 357 | } |
Siriagus | 8:9ac6a428fa26 | 358 | } |
Siriagus | 7:678873947b29 | 359 | } |
Siriagus | 7:678873947b29 | 360 | |
Siriagus | 7:678873947b29 | 361 | void Game::render() |
Siriagus | 7:678873947b29 | 362 | { |
Siriagus | 17:d6a3b29cab31 | 363 | |
hugohu | 19:89c3eeb3761b | 364 | if (!gameProperty.player.dead) |
Siriagus | 17:d6a3b29cab31 | 365 | { |
Siriagus | 17:d6a3b29cab31 | 366 | // Draw map |
hugohu | 19:89c3eeb3761b | 367 | switch(gameProperty.currentLayer) |
hugohu | 19:89c3eeb3761b | 368 | { |
hugohu | 19:89c3eeb3761b | 369 | case 1: |
hugohu | 19:89c3eeb3761b | 370 | drawImage(map1); |
hugohu | 19:89c3eeb3761b | 371 | break; |
hugohu | 19:89c3eeb3761b | 372 | case 2: |
hugohu | 19:89c3eeb3761b | 373 | drawImage(map2); |
hugohu | 19:89c3eeb3761b | 374 | break; |
hugohu | 19:89c3eeb3761b | 375 | case 3: |
hugohu | 19:89c3eeb3761b | 376 | drawImage(map_chest); |
hugohu | 19:89c3eeb3761b | 377 | break; |
hugohu | 19:89c3eeb3761b | 378 | case 4: |
hugohu | 19:89c3eeb3761b | 379 | drawImage(map_big1); |
hugohu | 19:89c3eeb3761b | 380 | break; |
hugohu | 19:89c3eeb3761b | 381 | } |
hugohu | 19:89c3eeb3761b | 382 | // Draw ladder |
hugohu | 19:89c3eeb3761b | 383 | drawImage(Image::Ladder, mapProperty.succeedPosition[0], mapProperty.succeedPosition[1], false, false, false); |
hugohu | 19:89c3eeb3761b | 384 | |
hugohu | 19:89c3eeb3761b | 385 | // Draw respawnCircle |
hugohu | 19:89c3eeb3761b | 386 | drawImage(Image::RespawnSign, mapProperty.respawnPosition[0], mapProperty.respawnPosition[1], false, false, false); |
hugohu | 19:89c3eeb3761b | 387 | |
hugohu | 19:89c3eeb3761b | 388 | // Draw player |
hugohu | 19:89c3eeb3761b | 389 | drawImage(Image::Player, gameProperty.player.x, gameProperty.player.y, false, !gameProperty.player.facingLeft, gameProperty.player.dead); |
hugohu | 19:89c3eeb3761b | 390 | |
hugohu | 19:89c3eeb3761b | 391 | // Draw enemies |
hugohu | 19:89c3eeb3761b | 392 | |
hugohu | 19:89c3eeb3761b | 393 | for (std::vector<Enemy*>::iterator it = gameProperty.enemies.begin(); it != gameProperty.enemies.end(); ++it) |
hugohu | 19:89c3eeb3761b | 394 | { |
hugohu | 19:89c3eeb3761b | 395 | Enemy *enemy = *it; |
hugohu | 19:89c3eeb3761b | 396 | |
hugohu | 19:89c3eeb3761b | 397 | switch (enemy->type) |
hugohu | 19:89c3eeb3761b | 398 | { |
hugohu | 19:89c3eeb3761b | 399 | case Enemy::SIMPLE: |
hugohu | 19:89c3eeb3761b | 400 | drawImage(Image::EnemySimple, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); |
hugohu | 19:89c3eeb3761b | 401 | break; |
hugohu | 19:89c3eeb3761b | 402 | |
hugohu | 19:89c3eeb3761b | 403 | case Enemy::JUMPER: |
hugohu | 19:89c3eeb3761b | 404 | drawImage(Image::EnemyJumper, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); |
hugohu | 19:89c3eeb3761b | 405 | break; |
hugohu | 19:89c3eeb3761b | 406 | |
hugohu | 19:89c3eeb3761b | 407 | case Enemy::RUNNER: |
hugohu | 19:89c3eeb3761b | 408 | drawImage(Image::EnemyRunner, enemy->x, enemy->y, false, !enemy->facingLeft, enemy->dead); |
hugohu | 19:89c3eeb3761b | 409 | break; |
hugohu | 19:89c3eeb3761b | 410 | |
hugohu | 19:89c3eeb3761b | 411 | default: |
hugohu | 19:89c3eeb3761b | 412 | ; // should not happen, don't render |
hugohu | 19:89c3eeb3761b | 413 | } |
hugohu | 19:89c3eeb3761b | 414 | } |
hugohu | 19:89c3eeb3761b | 415 | |
hugohu | 19:89c3eeb3761b | 416 | |
hugohu | 19:89c3eeb3761b | 417 | // Render bullets |
hugohu | 19:89c3eeb3761b | 418 | for (std::vector<Point*>::iterator it = gameProperty.bullets.begin(); it != gameProperty.bullets.end(); ++it) |
hugohu | 19:89c3eeb3761b | 419 | { |
hugohu | 19:89c3eeb3761b | 420 | int x, y; |
hugohu | 19:89c3eeb3761b | 421 | x = (*it)->x; |
hugohu | 19:89c3eeb3761b | 422 | y = (*it)->y; |
hugohu | 19:89c3eeb3761b | 423 | |
hugohu | 19:89c3eeb3761b | 424 | if (x >= 0 && x < WIDTH && y >= 0 && y < HEIGHT) // Boundary check |
hugohu | 19:89c3eeb3761b | 425 | lcd->setPixel(x,y); |
hugohu | 19:89c3eeb3761b | 426 | } |
Siriagus | 17:d6a3b29cab31 | 427 | } |
Siriagus | 17:d6a3b29cab31 | 428 | else |
Siriagus | 17:d6a3b29cab31 | 429 | { |
Siriagus | 17:d6a3b29cab31 | 430 | // Print lives left |
Siriagus | 17:d6a3b29cab31 | 431 | std::stringstream ss; |
hugohu | 19:89c3eeb3761b | 432 | ss << "Lives left: " << gameProperty.livesLeft; |
Siriagus | 17:d6a3b29cab31 | 433 | lcd->printString(ss.str().c_str(), 4, 2); |
Siriagus | 17:d6a3b29cab31 | 434 | } |
Siriagus | 11:adb68da98262 | 435 | |
Siriagus | 15:d5eb13c4c1c6 | 436 | |
Siriagus | 15:d5eb13c4c1c6 | 437 | // Draw pause |
hugohu | 19:89c3eeb3761b | 438 | if (gameProperty.paused) |
Siriagus | 15:d5eb13c4c1c6 | 439 | { |
hugohu | 19:89c3eeb3761b | 440 | lcd->drawRect(25, 14, 35, 13, 1); // create shadow at the bottom layer |
hugohu | 19:89c3eeb3761b | 441 | lcd->drawRect(24, 13, 35, 13, 0); // outline |
hugohu | 19:89c3eeb3761b | 442 | lcd->drawRect(25, 14, 33, 11, 2); // white fill |
hugohu | 19:89c3eeb3761b | 443 | lcd->printString("Pause", 27, 2); // text |
Siriagus | 15:d5eb13c4c1c6 | 444 | } |
Siriagus | 17:d6a3b29cab31 | 445 | |
Siriagus | 17:d6a3b29cab31 | 446 | // GUI |
hugohu | 19:89c3eeb3761b | 447 | // renderScore(); |
Siriagus | 13:7ab71c7c311b | 448 | } |
Siriagus | 13:7ab71c7c311b | 449 | |
Siriagus | 13:7ab71c7c311b | 450 | // Collision test between entites and map |
hugohu | 19:89c3eeb3761b | 451 | void Game::moveWithCollisionTest(Entity* entity, const bool map[HEIGHT][WIDTH]) |
Siriagus | 13:7ab71c7c311b | 452 | { |
Siriagus | 13:7ab71c7c311b | 453 | int x = entity->x; |
Siriagus | 13:7ab71c7c311b | 454 | int y = entity->y; |
Siriagus | 13:7ab71c7c311b | 455 | int steps = abs(entity->vx); // how many units (pixels) the entity should move in said direction |
Siriagus | 13:7ab71c7c311b | 456 | bool collision; // true if colliding |
Siriagus | 13:7ab71c7c311b | 457 | |
Siriagus | 13:7ab71c7c311b | 458 | // Check x-axis |
Siriagus | 13:7ab71c7c311b | 459 | if (entity->vx > 0) // moving right |
Siriagus | 13:7ab71c7c311b | 460 | { |
Siriagus | 13:7ab71c7c311b | 461 | int entityRight = x + entity->width - 1; // Need to check right border of entity, since it is moving right |
Siriagus | 13:7ab71c7c311b | 462 | |
Siriagus | 13:7ab71c7c311b | 463 | while(steps--) // While it still have more movement left |
Siriagus | 13:7ab71c7c311b | 464 | { |
Siriagus | 13:7ab71c7c311b | 465 | collision = false; |
Siriagus | 16:caf613d5b85e | 466 | |
Siriagus | 16:caf613d5b85e | 467 | // Wrapping |
Siriagus | 16:caf613d5b85e | 468 | if (entityRight+1 >= WIDTH) |
Siriagus | 16:caf613d5b85e | 469 | entityRight = -1;// wants entityRight = -1, so next check is entityRight 0*/ |
Siriagus | 16:caf613d5b85e | 470 | |
Siriagus | 13:7ab71c7c311b | 471 | for (int i = 0; i < entity->height; ++i) // Loop through all vertical points on the right hand side of the entity (y+i) |
Siriagus | 13:7ab71c7c311b | 472 | { |
Siriagus | 13:7ab71c7c311b | 473 | if (map[y+i][entityRight+1]) // If moving to the right leads to collision for given y+i |
Siriagus | 13:7ab71c7c311b | 474 | { |
Siriagus | 15:d5eb13c4c1c6 | 475 | // Slope + allows player to climb to top of platform by going right if it hits close to top of wall. |
hugohu | 19:89c3eeb3761b | 476 | if (!map[y+i-1][entityRight+1]) |
Siriagus | 15:d5eb13c4c1c6 | 477 | { |
Siriagus | 15:d5eb13c4c1c6 | 478 | entity->vy = -1; |
Siriagus | 15:d5eb13c4c1c6 | 479 | } |
Siriagus | 15:d5eb13c4c1c6 | 480 | else |
Siriagus | 15:d5eb13c4c1c6 | 481 | { |
Siriagus | 15:d5eb13c4c1c6 | 482 | collision = true; // Then collision is true |
Siriagus | 15:d5eb13c4c1c6 | 483 | break; // Skip the for loop, no need for further testing |
Siriagus | 15:d5eb13c4c1c6 | 484 | } |
Siriagus | 15:d5eb13c4c1c6 | 485 | |
Siriagus | 13:7ab71c7c311b | 486 | } |
Siriagus | 13:7ab71c7c311b | 487 | } |
Siriagus | 13:7ab71c7c311b | 488 | |
Siriagus | 13:7ab71c7c311b | 489 | if (collision) // If collision |
Siriagus | 13:7ab71c7c311b | 490 | break; // skip the while loop, entity can not move further, even though its velocity is higher |
Siriagus | 13:7ab71c7c311b | 491 | else |
Siriagus | 13:7ab71c7c311b | 492 | ++entityRight; // Move entity one px to the right |
Siriagus | 13:7ab71c7c311b | 493 | } |
Siriagus | 13:7ab71c7c311b | 494 | |
Siriagus | 16:caf613d5b85e | 495 | // If wrap didn't work, make sure entity is on the correct side of the map |
Siriagus | 16:caf613d5b85e | 496 | if (entityRight < 0) |
Siriagus | 16:caf613d5b85e | 497 | entityRight = WIDTH-1; |
Siriagus | 16:caf613d5b85e | 498 | |
Siriagus | 13:7ab71c7c311b | 499 | entity->x = entityRight - (entity->width - 1); // Update entity's position. Need to set upper-left pixel. |
Siriagus | 13:7ab71c7c311b | 500 | } |
Siriagus | 13:7ab71c7c311b | 501 | else // moving left |
Siriagus | 13:7ab71c7c311b | 502 | { |
Siriagus | 13:7ab71c7c311b | 503 | while(steps--) // While still movement left |
Siriagus | 13:7ab71c7c311b | 504 | { |
Siriagus | 13:7ab71c7c311b | 505 | collision = false; |
Siriagus | 13:7ab71c7c311b | 506 | |
Siriagus | 16:caf613d5b85e | 507 | // Wrap around map |
Siriagus | 16:caf613d5b85e | 508 | if (x-1 < 0) |
Siriagus | 16:caf613d5b85e | 509 | x = WIDTH; // causes x-1 in the next check to be WIDTH - 1 |
Siriagus | 13:7ab71c7c311b | 510 | |
Siriagus | 16:caf613d5b85e | 511 | // Check for all y-positions |
Siriagus | 16:caf613d5b85e | 512 | for (int i = 0; i < entity->height; ++i) |
Siriagus | 13:7ab71c7c311b | 513 | { |
Siriagus | 16:caf613d5b85e | 514 | |
Siriagus | 13:7ab71c7c311b | 515 | if (map[y+i][x-1]) // If solid block |
Siriagus | 13:7ab71c7c311b | 516 | { |
hugohu | 19:89c3eeb3761b | 517 | if (!map[y+i-1][x-1]) // If slope or close to top of wall (=> can climb by going left). |
Siriagus | 15:d5eb13c4c1c6 | 518 | { |
Siriagus | 15:d5eb13c4c1c6 | 519 | entity->vy = -1; |
Siriagus | 15:d5eb13c4c1c6 | 520 | } |
Siriagus | 15:d5eb13c4c1c6 | 521 | else |
Siriagus | 15:d5eb13c4c1c6 | 522 | { |
Siriagus | 15:d5eb13c4c1c6 | 523 | collision = true; |
Siriagus | 15:d5eb13c4c1c6 | 524 | break; // Collision detected, no further testing required |
Siriagus | 15:d5eb13c4c1c6 | 525 | } |
Siriagus | 13:7ab71c7c311b | 526 | } |
Siriagus | 13:7ab71c7c311b | 527 | } |
Siriagus | 13:7ab71c7c311b | 528 | |
Siriagus | 13:7ab71c7c311b | 529 | if (collision) |
Siriagus | 13:7ab71c7c311b | 530 | break; |
Siriagus | 13:7ab71c7c311b | 531 | else |
Siriagus | 13:7ab71c7c311b | 532 | --x; // Move to the left if no collision is detected |
Siriagus | 13:7ab71c7c311b | 533 | } |
Siriagus | 13:7ab71c7c311b | 534 | |
Siriagus | 16:caf613d5b85e | 535 | x %= WIDTH; // In case wrapping caused entity to crash with wall on other side, x should be 0 instead of WIDTH (invalid). |
Siriagus | 16:caf613d5b85e | 536 | |
Siriagus | 16:caf613d5b85e | 537 | entity->x = x; // update position |
Siriagus | 13:7ab71c7c311b | 538 | } |
Siriagus | 13:7ab71c7c311b | 539 | |
Siriagus | 13:7ab71c7c311b | 540 | // Check collision with map in y-direction - works the same way as the x-axis, except for other axis |
Siriagus | 13:7ab71c7c311b | 541 | x = entity->x; |
Siriagus | 13:7ab71c7c311b | 542 | y = entity->y; |
Siriagus | 13:7ab71c7c311b | 543 | steps = abs(entity->vy); |
Siriagus | 13:7ab71c7c311b | 544 | |
Siriagus | 13:7ab71c7c311b | 545 | if (entity->vy > 0) // downwards |
Siriagus | 13:7ab71c7c311b | 546 | { |
Siriagus | 13:7ab71c7c311b | 547 | int entityBottom = y + entity->height - 1; // Need to check if bottom part collides |
Siriagus | 13:7ab71c7c311b | 548 | while(steps--) // Still movement left |
Siriagus | 13:7ab71c7c311b | 549 | { |
Siriagus | 13:7ab71c7c311b | 550 | collision = false; |
Siriagus | 16:caf613d5b85e | 551 | |
Siriagus | 13:7ab71c7c311b | 552 | for (int i = 0; i < entity->width; ++i) // Loop through all x-position on lower part of entity |
Siriagus | 16:caf613d5b85e | 553 | { |
Siriagus | 16:caf613d5b85e | 554 | if (map[(entityBottom+1) % HEIGHT][x+i]) // If moving the entity one step down for a given (x+i)-position gives a collision |
Siriagus | 13:7ab71c7c311b | 555 | { |
Siriagus | 13:7ab71c7c311b | 556 | collision = true; |
Siriagus | 13:7ab71c7c311b | 557 | break; // No further testing required |
Siriagus | 13:7ab71c7c311b | 558 | } |
Siriagus | 13:7ab71c7c311b | 559 | } |
Siriagus | 13:7ab71c7c311b | 560 | |
Siriagus | 13:7ab71c7c311b | 561 | if (collision) // If collision |
Siriagus | 13:7ab71c7c311b | 562 | { |
Siriagus | 13:7ab71c7c311b | 563 | entity->vy = 0; // Set vertical velocity to 0 (playe |
Siriagus | 13:7ab71c7c311b | 564 | break; // Skip the while loop as the entity can not move further downwards |
Siriagus | 13:7ab71c7c311b | 565 | } |
Siriagus | 13:7ab71c7c311b | 566 | else // Can safely move entity without collision |
Siriagus | 15:d5eb13c4c1c6 | 567 | { |
Siriagus | 13:7ab71c7c311b | 568 | ++entityBottom; // Move entity one step down |
Siriagus | 15:d5eb13c4c1c6 | 569 | } |
Siriagus | 13:7ab71c7c311b | 570 | } |
Siriagus | 13:7ab71c7c311b | 571 | |
Siriagus | 16:caf613d5b85e | 572 | // Wrapping |
Siriagus | 16:caf613d5b85e | 573 | y = (entityBottom - (entity->height - 1)); |
Siriagus | 16:caf613d5b85e | 574 | if (y >= HEIGHT) // if completely outside map |
Siriagus | 16:caf613d5b85e | 575 | y = -entity->height; // wrap to top of map |
Siriagus | 16:caf613d5b85e | 576 | |
Siriagus | 16:caf613d5b85e | 577 | entity->y = y; // (entityBottom - (entity->height - 1)); // Update position when done moving, remember that entity.y refers to upper part of the entity |
Siriagus | 13:7ab71c7c311b | 578 | } |
Siriagus | 13:7ab71c7c311b | 579 | else // moving up, check collision from top |
Siriagus | 13:7ab71c7c311b | 580 | { |
Siriagus | 13:7ab71c7c311b | 581 | while(steps--) // Still movement left |
Siriagus | 13:7ab71c7c311b | 582 | { |
Siriagus | 13:7ab71c7c311b | 583 | collision = false; |
Siriagus | 16:caf613d5b85e | 584 | |
Siriagus | 13:7ab71c7c311b | 585 | for (int i = 0; i < entity->width; ++i) // Check for all x-positions |
Siriagus | 13:7ab71c7c311b | 586 | { |
Siriagus | 16:caf613d5b85e | 587 | int y1 = ((y-1) + HEIGHT) % HEIGHT; // In case negative, because of wrapping |
Siriagus | 16:caf613d5b85e | 588 | |
Siriagus | 16:caf613d5b85e | 589 | if (map[y1][x+i]) // If moving upwards gives collision for a given x+i |
Siriagus | 13:7ab71c7c311b | 590 | { |
Siriagus | 13:7ab71c7c311b | 591 | collision = true; // Then we have a collision |
Siriagus | 13:7ab71c7c311b | 592 | break; // No further testing needed, skip for loop |
Siriagus | 13:7ab71c7c311b | 593 | } |
Siriagus | 13:7ab71c7c311b | 594 | } |
Siriagus | 13:7ab71c7c311b | 595 | |
Siriagus | 13:7ab71c7c311b | 596 | if (collision) // If collision was detected |
Siriagus | 13:7ab71c7c311b | 597 | { |
Siriagus | 13:7ab71c7c311b | 598 | entity->vy = 0; // Set vertical velocity to zero |
Siriagus | 13:7ab71c7c311b | 599 | break; // Skip while loop as entity can not move further up |
Siriagus | 13:7ab71c7c311b | 600 | } |
Siriagus | 13:7ab71c7c311b | 601 | else // If safe to move for all x-values |
Siriagus | 13:7ab71c7c311b | 602 | --y; // Move entity one step up |
Siriagus | 13:7ab71c7c311b | 603 | } |
Siriagus | 13:7ab71c7c311b | 604 | |
Siriagus | 16:caf613d5b85e | 605 | // Wrapping |
Siriagus | 16:caf613d5b85e | 606 | if (y + (entity->height - 1) < 0) // completely outside map (bottom of entity over top of map) |
Siriagus | 16:caf613d5b85e | 607 | y = HEIGHT-1 - entity->height - 1; // Sets the altitude. |
Siriagus | 16:caf613d5b85e | 608 | |
Siriagus | 13:7ab71c7c311b | 609 | entity->y = y; // Update vertical position of entity |
Siriagus | 13:7ab71c7c311b | 610 | } |
Siriagus | 15:d5eb13c4c1c6 | 611 | } |
Siriagus | 15:d5eb13c4c1c6 | 612 | |
Siriagus | 15:d5eb13c4c1c6 | 613 | bool Game::hitTestRect(Rectangle r1, Rectangle r2) |
Siriagus | 15:d5eb13c4c1c6 | 614 | { |
Siriagus | 15:d5eb13c4c1c6 | 615 | return ((r1.x + r1.width > r2.x) // r1's right edge to the right of r2's left edge |
Siriagus | 15:d5eb13c4c1c6 | 616 | && (r1.x < r2.x + r2.width) // r1's left edge to the left of r2's right edge |
Siriagus | 15:d5eb13c4c1c6 | 617 | && (r1.y + r2.height > r2.y) // r1's bottom lower than r2's top |
Siriagus | 15:d5eb13c4c1c6 | 618 | && (r1.y < r2.y + r2.height)); // r1's top higher than r2's bottom |
hugohu | 19:89c3eeb3761b | 619 | |
Siriagus | 15:d5eb13c4c1c6 | 620 | } |
Siriagus | 15:d5eb13c4c1c6 | 621 | |
hugohu | 19:89c3eeb3761b | 622 | bool Game::bulletHitMap(Rectangle &bulletColRect, const bool map[HEIGHT][WIDTH]) |
Siriagus | 15:d5eb13c4c1c6 | 623 | { |
Siriagus | 15:d5eb13c4c1c6 | 624 | for (int j = 0; j < bulletColRect.width; ++j) |
Siriagus | 15:d5eb13c4c1c6 | 625 | { |
Siriagus | 15:d5eb13c4c1c6 | 626 | if (map[bulletColRect.y][bulletColRect.x + j]) |
Siriagus | 15:d5eb13c4c1c6 | 627 | return true; |
Siriagus | 15:d5eb13c4c1c6 | 628 | } |
Siriagus | 15:d5eb13c4c1c6 | 629 | |
Siriagus | 15:d5eb13c4c1c6 | 630 | return false; |
Siriagus | 16:caf613d5b85e | 631 | } |
Siriagus | 16:caf613d5b85e | 632 | |
Siriagus | 16:caf613d5b85e | 633 | void Game::moveEnemies() |
Siriagus | 16:caf613d5b85e | 634 | { |
hugohu | 19:89c3eeb3761b | 635 | for (std::vector<Enemy*>::iterator it = gameProperty.enemies.begin(); it != gameProperty.enemies.end(); ) |
Siriagus | 16:caf613d5b85e | 636 | { |
Siriagus | 16:caf613d5b85e | 637 | Enemy *enemy = *it; |
Siriagus | 16:caf613d5b85e | 638 | |
Siriagus | 16:caf613d5b85e | 639 | if (!enemy->dead) |
Siriagus | 16:caf613d5b85e | 640 | { |
Siriagus | 17:d6a3b29cab31 | 641 | // Random movement for enemies |
hugohu | 19:89c3eeb3761b | 642 | if ((rand() % 100) < 20) // 20% chance |
Siriagus | 17:d6a3b29cab31 | 643 | { |
hugohu | 19:89c3eeb3761b | 644 | enemy->vy = -1; |
Siriagus | 17:d6a3b29cab31 | 645 | } |
hugohu | 19:89c3eeb3761b | 646 | else if ((rand() % 100) > 90) // 10% chance |
Siriagus | 17:d6a3b29cab31 | 647 | { |
Siriagus | 17:d6a3b29cab31 | 648 | // switch direction |
Siriagus | 17:d6a3b29cab31 | 649 | enemy->vx *= -1; |
Siriagus | 17:d6a3b29cab31 | 650 | enemy->facingLeft = (enemy->vx < 0); |
Siriagus | 17:d6a3b29cab31 | 651 | } |
Siriagus | 17:d6a3b29cab31 | 652 | |
hugohu | 19:89c3eeb3761b | 653 | switch(gameProperty.currentLayer) |
hugohu | 19:89c3eeb3761b | 654 | { |
hugohu | 19:89c3eeb3761b | 655 | case 1: |
hugohu | 19:89c3eeb3761b | 656 | moveWithCollisionTest(enemy, map1); |
hugohu | 19:89c3eeb3761b | 657 | break; |
hugohu | 19:89c3eeb3761b | 658 | case 2: |
hugohu | 19:89c3eeb3761b | 659 | moveWithCollisionTest(enemy, map2); |
hugohu | 19:89c3eeb3761b | 660 | break; |
hugohu | 19:89c3eeb3761b | 661 | } |
hugohu | 19:89c3eeb3761b | 662 | |
Siriagus | 16:caf613d5b85e | 663 | |
Siriagus | 16:caf613d5b85e | 664 | // Enemy AI |
Siriagus | 17:d6a3b29cab31 | 665 | if (enemy->y >= 0) |
Siriagus | 16:caf613d5b85e | 666 | { |
Siriagus | 17:d6a3b29cab31 | 667 | int nextRight = enemy->getRight() + 1; // Next position of right edge if enemy moves to the right |
Siriagus | 17:d6a3b29cab31 | 668 | nextRight %= WIDTH; // wrapping |
hugohu | 19:89c3eeb3761b | 669 | bool flag = true; |
hugohu | 19:89c3eeb3761b | 670 | for (int i = 0; i < enemy->height && flag; ++i) // Check for all heights |
Siriagus | 16:caf613d5b85e | 671 | { |
Siriagus | 17:d6a3b29cab31 | 672 | // Check if crashing if moving right or left. Bounds should already be limited by moveWithCollisionTest! |
hugohu | 19:89c3eeb3761b | 673 | switch(gameProperty.currentLayer) |
hugohu | 19:89c3eeb3761b | 674 | { |
hugohu | 19:89c3eeb3761b | 675 | case 1: |
hugohu | 19:89c3eeb3761b | 676 | if (map1[enemy->y + i][nextRight] || map1[enemy->y + i][enemy->x - 1]) |
hugohu | 19:89c3eeb3761b | 677 | { |
hugohu | 19:89c3eeb3761b | 678 | enemy->vx *= -1; // move in opposite direction |
hugohu | 19:89c3eeb3761b | 679 | enemy->facingLeft = !enemy->facingLeft; // toggle direction |
hugohu | 19:89c3eeb3761b | 680 | flag = false; // no further testing required |
hugohu | 19:89c3eeb3761b | 681 | } |
hugohu | 19:89c3eeb3761b | 682 | break; |
hugohu | 19:89c3eeb3761b | 683 | case 2: |
hugohu | 19:89c3eeb3761b | 684 | if (map2[enemy->y + i][nextRight] || map2[enemy->y + i][enemy->x - 1]) |
hugohu | 19:89c3eeb3761b | 685 | { |
hugohu | 19:89c3eeb3761b | 686 | enemy->vx *= -1; // move in opposite direction |
hugohu | 19:89c3eeb3761b | 687 | enemy->facingLeft = !enemy->facingLeft; // toggle direction |
hugohu | 19:89c3eeb3761b | 688 | flag = false; // no further testing required |
hugohu | 19:89c3eeb3761b | 689 | } |
hugohu | 19:89c3eeb3761b | 690 | break; |
Siriagus | 17:d6a3b29cab31 | 691 | } |
Siriagus | 16:caf613d5b85e | 692 | } |
Siriagus | 16:caf613d5b85e | 693 | } |
Siriagus | 17:d6a3b29cab31 | 694 | |
Siriagus | 17:d6a3b29cab31 | 695 | ++it; // go to next enemy |
Siriagus | 16:caf613d5b85e | 696 | } |
Siriagus | 17:d6a3b29cab31 | 697 | else // if enemy is dead |
Siriagus | 16:caf613d5b85e | 698 | { |
Siriagus | 16:caf613d5b85e | 699 | enemy->y += enemy->vy; |
Siriagus | 16:caf613d5b85e | 700 | enemy->x += enemy->vx; |
Siriagus | 17:d6a3b29cab31 | 701 | |
Siriagus | 17:d6a3b29cab31 | 702 | if (enemy->y >= HEIGHT) // if outside map (and dead) |
Siriagus | 17:d6a3b29cab31 | 703 | { |
Siriagus | 17:d6a3b29cab31 | 704 | delete enemy; |
hugohu | 19:89c3eeb3761b | 705 | it = gameProperty.enemies.erase(it); // remove and go to next enemy |
Siriagus | 17:d6a3b29cab31 | 706 | } |
Siriagus | 17:d6a3b29cab31 | 707 | else |
Siriagus | 17:d6a3b29cab31 | 708 | ++it; // go to next enemy |
Siriagus | 16:caf613d5b85e | 709 | } |
Siriagus | 16:caf613d5b85e | 710 | } |
Siriagus | 17:d6a3b29cab31 | 711 | } |
Siriagus | 17:d6a3b29cab31 | 712 | |
Siriagus | 17:d6a3b29cab31 | 713 | void Game::renderScore() |
Siriagus | 17:d6a3b29cab31 | 714 | { |
Siriagus | 17:d6a3b29cab31 | 715 | int s = (Global::score < 100000) ? Global::score : 99999; // Max possible score is 99999. |
Siriagus | 17:d6a3b29cab31 | 716 | |
Siriagus | 17:d6a3b29cab31 | 717 | // Read digits |
Siriagus | 17:d6a3b29cab31 | 718 | int digits[5]; // max five |
Siriagus | 17:d6a3b29cab31 | 719 | // Count the number of digits in the score |
Siriagus | 17:d6a3b29cab31 | 720 | int numDigits = 0; |
Siriagus | 17:d6a3b29cab31 | 721 | do |
Siriagus | 17:d6a3b29cab31 | 722 | { |
Siriagus | 17:d6a3b29cab31 | 723 | digits[numDigits] = s % 10; |
Siriagus | 17:d6a3b29cab31 | 724 | s /= 10; |
Siriagus | 17:d6a3b29cab31 | 725 | ++numDigits; |
Siriagus | 17:d6a3b29cab31 | 726 | } while (s != 0 && numDigits < 5); |
Siriagus | 17:d6a3b29cab31 | 727 | |
Siriagus | 17:d6a3b29cab31 | 728 | |
Siriagus | 17:d6a3b29cab31 | 729 | // Draw score |
Siriagus | 17:d6a3b29cab31 | 730 | int xStart = 79; |
Siriagus | 17:d6a3b29cab31 | 731 | int xStep = 4; // width + 1 |
Siriagus | 17:d6a3b29cab31 | 732 | int y = 2; |
Siriagus | 17:d6a3b29cab31 | 733 | int x; |
Siriagus | 17:d6a3b29cab31 | 734 | |
Siriagus | 17:d6a3b29cab31 | 735 | for (int i = 0; i < numDigits; ++i) |
Siriagus | 17:d6a3b29cab31 | 736 | { |
Siriagus | 17:d6a3b29cab31 | 737 | x = xStart - i * xStep; |
Siriagus | 17:d6a3b29cab31 | 738 | |
Siriagus | 17:d6a3b29cab31 | 739 | switch (digits[i]) |
Siriagus | 17:d6a3b29cab31 | 740 | { |
Siriagus | 17:d6a3b29cab31 | 741 | case 1: |
Siriagus | 17:d6a3b29cab31 | 742 | drawImage(Number::One, x, y); |
Siriagus | 17:d6a3b29cab31 | 743 | break; |
Siriagus | 17:d6a3b29cab31 | 744 | |
Siriagus | 17:d6a3b29cab31 | 745 | case 2: |
Siriagus | 17:d6a3b29cab31 | 746 | drawImage(Number::Two, x, y); |
Siriagus | 17:d6a3b29cab31 | 747 | break; |
Siriagus | 17:d6a3b29cab31 | 748 | |
Siriagus | 17:d6a3b29cab31 | 749 | case 3: |
Siriagus | 17:d6a3b29cab31 | 750 | drawImage(Number::Three, x, y); |
Siriagus | 17:d6a3b29cab31 | 751 | break; |
Siriagus | 17:d6a3b29cab31 | 752 | |
Siriagus | 17:d6a3b29cab31 | 753 | case 4: |
Siriagus | 17:d6a3b29cab31 | 754 | drawImage(Number::Four, x, y); |
Siriagus | 17:d6a3b29cab31 | 755 | break; |
Siriagus | 17:d6a3b29cab31 | 756 | |
Siriagus | 17:d6a3b29cab31 | 757 | case 5: |
Siriagus | 17:d6a3b29cab31 | 758 | drawImage(Number::Five, x, y); |
Siriagus | 17:d6a3b29cab31 | 759 | break; |
Siriagus | 17:d6a3b29cab31 | 760 | |
Siriagus | 17:d6a3b29cab31 | 761 | case 6: |
Siriagus | 17:d6a3b29cab31 | 762 | drawImage(Number::Six, x, y); |
Siriagus | 17:d6a3b29cab31 | 763 | break; |
Siriagus | 17:d6a3b29cab31 | 764 | |
Siriagus | 17:d6a3b29cab31 | 765 | case 7: |
Siriagus | 17:d6a3b29cab31 | 766 | drawImage(Number::Seven, x, y); |
Siriagus | 17:d6a3b29cab31 | 767 | break; |
Siriagus | 17:d6a3b29cab31 | 768 | |
Siriagus | 17:d6a3b29cab31 | 769 | case 8: |
Siriagus | 17:d6a3b29cab31 | 770 | drawImage(Number::Eight, x, y); |
Siriagus | 17:d6a3b29cab31 | 771 | break; |
Siriagus | 17:d6a3b29cab31 | 772 | |
Siriagus | 17:d6a3b29cab31 | 773 | case 9: |
Siriagus | 17:d6a3b29cab31 | 774 | drawImage(Number::Nine, x, y); |
Siriagus | 17:d6a3b29cab31 | 775 | break; |
Siriagus | 17:d6a3b29cab31 | 776 | |
Siriagus | 17:d6a3b29cab31 | 777 | case 0: |
Siriagus | 17:d6a3b29cab31 | 778 | default: |
Siriagus | 17:d6a3b29cab31 | 779 | drawImage(Number::Zero, x, y); |
Siriagus | 17:d6a3b29cab31 | 780 | break; |
Siriagus | 17:d6a3b29cab31 | 781 | } |
Siriagus | 17:d6a3b29cab31 | 782 | |
Siriagus | 17:d6a3b29cab31 | 783 | } |
Siriagus | 17:d6a3b29cab31 | 784 | } |
Siriagus | 17:d6a3b29cab31 | 785 | |
Siriagus | 17:d6a3b29cab31 | 786 | void Game::respawnPlayer() |
Siriagus | 17:d6a3b29cab31 | 787 | { |
hugohu | 19:89c3eeb3761b | 788 | gameProperty.player.x = mapProperty.respawnPosition[0]; |
hugohu | 19:89c3eeb3761b | 789 | gameProperty.player.y = mapProperty.respawnPosition[1]; |
hugohu | 19:89c3eeb3761b | 790 | |
hugohu | 19:89c3eeb3761b | 791 | gameProperty.player.vx = gameProperty.player.vy = 0; |
hugohu | 19:89c3eeb3761b | 792 | gameProperty.player.facingLeft = true; |
hugohu | 19:89c3eeb3761b | 793 | gameProperty.player.dead = false; |
Siriagus | 7:678873947b29 | 794 | } |