JianWei Lee
/
project_game
Meteor defense project
GameEngine/GameEngine.cpp@32:580d74825810, 2017-04-21 (annotated)
- Committer:
- jasper0712
- Date:
- Fri Apr 21 12:00:17 2017 +0000
- Revision:
- 32:580d74825810
- Parent:
- 31:1c0e47931e84
- Child:
- 34:6ac9541d4c31
bomb is still making the game crash and i have no fucking idea why
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
jasper0712 | 4:4145abd09075 | 1 | #include "GameEngine.h" |
jasper0712 | 4:4145abd09075 | 2 | |
jasper0712 | 4:4145abd09075 | 3 | GameEngine::GameEngine() |
jasper0712 | 4:4145abd09075 | 4 | { |
jasper0712 | 4:4145abd09075 | 5 | |
jasper0712 | 4:4145abd09075 | 6 | } |
jasper0712 | 4:4145abd09075 | 7 | |
jasper0712 | 4:4145abd09075 | 8 | GameEngine::~GameEngine() |
jasper0712 | 4:4145abd09075 | 9 | { |
jasper0712 | 4:4145abd09075 | 10 | |
jasper0712 | 4:4145abd09075 | 11 | } |
jasper0712 | 32:580d74825810 | 12 | void GameEngine::startingMenu(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 32:580d74825810 | 13 | _gui.startingMenu(lcd); |
jasper0712 | 32:580d74825810 | 14 | ledNumber ++; |
jasper0712 | 32:580d74825810 | 15 | pad.led(ledNumber, 1.0); |
jasper0712 | 32:580d74825810 | 16 | pad.led(ledNumber - 1, 0.0); |
jasper0712 | 32:580d74825810 | 17 | if (ledNumber == 6) { |
jasper0712 | 32:580d74825810 | 18 | ledNumber = 0; |
jasper0712 | 32:580d74825810 | 19 | } else { |
jasper0712 | 32:580d74825810 | 20 | pad.led(6, 0.0); |
jasper0712 | 32:580d74825810 | 21 | } |
jasper0712 | 32:580d74825810 | 22 | _gui.preventDoubleClick(pad); |
jasper0712 | 32:580d74825810 | 23 | |
jasper0712 | 32:580d74825810 | 24 | } |
jasper0712 | 32:580d74825810 | 25 | void GameEngine::init(int w) { |
jasper0712 | 26:140515d80457 | 26 | _d1.droneInit(20, 46, 0, 42); //drone1 is taking left side pixel 0 to 42. |
jasper0712 | 31:1c0e47931e84 | 27 | _d2.droneInit(62, 46, 42, 84); //drone2 is taking right side pixel 42 to 83; |
jasper0712 | 18:d82059ce929b | 28 | weap.init(); |
jasper0712 | 32:580d74825810 | 29 | spa.init(w); |
jasper0712 | 19:7ccbb19703f9 | 30 | //printf("init completed \n"); |
jasper0712 | 17:53aedd20155a | 31 | } |
jasper0712 | 17:53aedd20155a | 32 | void GameEngine::update(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 27:d4926f19c12a | 33 | _d1.droneScan(Array2, charArray2, lcd); |
jasper0712 | 27:d4926f19c12a | 34 | _d2.droneScan(Array2, charArray2, lcd); |
jasper0712 | 17:53aedd20155a | 35 | drawSpawn(lcd); |
jasper0712 | 17:53aedd20155a | 36 | drawLaserPlayer(pad, lcd); |
jasper0712 | 17:53aedd20155a | 37 | bombAndShield(pad, lcd); |
jasper0712 | 32:580d74825810 | 38 | checkGameRule(pad, lcd); |
jasper0712 | 17:53aedd20155a | 39 | } |
jasper0712 | 28:450ab72fabdc | 40 | void GameEngine::weapUpgrade(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 28:450ab72fabdc | 41 | if (pad.check_event(Gamepad::START_PRESSED)) { |
jasper0712 | 29:6632dd9c48d8 | 42 | _gui.upgrading = 1; |
jasper0712 | 29:6632dd9c48d8 | 43 | _gui.preventDoubleClick(pad); |
jasper0712 | 29:6632dd9c48d8 | 44 | while (_gui.upgrading == 1) { |
jasper0712 | 29:6632dd9c48d8 | 45 | _gui.main_Upgrades(pad, lcd); //go to the main upgrade page |
jasper0712 | 29:6632dd9c48d8 | 46 | if (_gui.saveTheData == 1) { |
jasper0712 | 29:6632dd9c48d8 | 47 | Data _upgrades = _gui.savedata(); //saving data |
jasper0712 | 29:6632dd9c48d8 | 48 | //_gui.testingtest(_upgrades); //code used to test the struct |
jasper0712 | 29:6632dd9c48d8 | 49 | weap.setVar(_upgrades.up, _upgrades.up1); |
jasper0712 | 29:6632dd9c48d8 | 50 | weap.setVar(_upgrades.u1p, _upgrades.u1p1); |
jasper0712 | 29:6632dd9c48d8 | 51 | //weap.testtest(); |
jasper0712 | 29:6632dd9c48d8 | 52 | //printf("TESTING up = %d, up1 = %d, u1p = %d, u1p1 = %d \n",_upgrades.up,_upgrades.up1,_upgrades.u1p,_upgrades.u1p1); |
jasper0712 | 29:6632dd9c48d8 | 53 | _gui.saveTheData = 0; |
jasper0712 | 29:6632dd9c48d8 | 54 | _gui.upgrading = 0; //get out of while loop after done upgrading |
jasper0712 | 28:450ab72fabdc | 55 | } |
jasper0712 | 28:450ab72fabdc | 56 | lcd.refresh(); |
jasper0712 | 29:6632dd9c48d8 | 57 | wait(0.2); |
jasper0712 | 28:450ab72fabdc | 58 | lcd.clear(); |
jasper0712 | 28:450ab72fabdc | 59 | } |
jasper0712 | 32:580d74825810 | 60 | doneUpgrade = 1; |
jasper0712 | 28:450ab72fabdc | 61 | //remember to re-initialise everything after a wave. |
jasper0712 | 28:450ab72fabdc | 62 | } |
jasper0712 | 28:450ab72fabdc | 63 | } |
jasper0712 | 4:4145abd09075 | 64 | void GameEngine::drawSpawn(N5110 &lcd){ |
jasper0712 | 26:140515d80457 | 65 | updateArray(); //clean up & update the array after the spawn took damage. |
jasper0712 | 22:2e75b50b26f0 | 66 | if (drawit == 0) { //DONT FORGET TO CHANGE THIS TO TICKER. MORE EFFICIENT. |
jasper0712 | 19:7ccbb19703f9 | 67 | drawit = 30; |
jasper0712 | 20:32f115462bbc | 68 | spa.randomizeSpawn(Array, charArray); |
jasper0712 | 20:32f115462bbc | 69 | spa.moveSpawnABC(Array, Array2, charArray, charArray2); |
jasper0712 | 24:d6187d39f09b | 70 | spa.moveSpawnDE(Array, Array2, charArray, charArray2); |
jasper0712 | 4:4145abd09075 | 71 | } else { |
jasper0712 | 19:7ccbb19703f9 | 72 | drawit -= 0.5; |
jasper0712 | 24:d6187d39f09b | 73 | spa.moveSpawnDE(Array, Array2, charArray, charArray2); |
jasper0712 | 31:1c0e47931e84 | 74 | spa.moveSpawnB(Array, Array2, charArray, charArray2); |
jasper0712 | 31:1c0e47931e84 | 75 | //printf("moving spawn b \n"); |
jasper0712 | 4:4145abd09075 | 76 | } |
jasper0712 | 20:32f115462bbc | 77 | spa.updateSpawn(Array, Array2, charArray, charArray2, lcd); |
jasper0712 | 4:4145abd09075 | 78 | } |
jasper0712 | 5:c74bbdda06f4 | 79 | void GameEngine::drawLaserPlayer(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 19:7ccbb19703f9 | 80 | weap.drawPlayer(pad, lcd); |
jasper0712 | 9:4c4d787c7a8b | 81 | //draw a line for the laser when button is pressed |
jasper0712 | 10:926b1f89c4f1 | 82 | if (pad.buttonhold_A == 1) { |
jasper0712 | 7:3be4369131c6 | 83 | //printf("hi, button is working \n"); |
jasper0712 | 5:c74bbdda06f4 | 84 | weap.weaponMath(pad); |
jasper0712 | 20:32f115462bbc | 85 | weap.drawLaser(Array2, charArray2, lcd); |
jasper0712 | 5:c74bbdda06f4 | 86 | } |
jasper0712 | 5:c74bbdda06f4 | 87 | } |
jasper0712 | 32:580d74825810 | 88 | void GameEngine::checkGameRule(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 9:4c4d787c7a8b | 89 | //the only way to lose is when the spawn reaches y = 46. |
jasper0712 | 10:926b1f89c4f1 | 90 | for ( int x = 0; x < 84; x ++) { |
jasper0712 | 20:32f115462bbc | 91 | if (Array[x][46] > 0) { |
jasper0712 | 10:926b1f89c4f1 | 92 | while (1) { |
jasper0712 | 10:926b1f89c4f1 | 93 | lcd.clear(); |
jasper0712 | 10:926b1f89c4f1 | 94 | lcd.printString("Game Over",10,3); |
jasper0712 | 32:580d74825810 | 95 | lcd.refresh(); |
jasper0712 | 32:580d74825810 | 96 | pad.leds_on(); |
jasper0712 | 32:580d74825810 | 97 | wait(0.1); |
jasper0712 | 32:580d74825810 | 98 | pad.leds_off(); |
jasper0712 | 32:580d74825810 | 99 | wait(0.1); |
jasper0712 | 10:926b1f89c4f1 | 100 | } |
jasper0712 | 10:926b1f89c4f1 | 101 | } |
jasper0712 | 10:926b1f89c4f1 | 102 | } |
jasper0712 | 5:c74bbdda06f4 | 103 | } |
jasper0712 | 17:53aedd20155a | 104 | void GameEngine::bombAndShield(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 21:e5585569a938 | 105 | weap.bombCooldown(Array2, pad, lcd); |
jasper0712 | 14:064b8d7f348d | 106 | if (pad.check_event(Gamepad::X_PRESSED)) { |
jasper0712 | 28:450ab72fabdc | 107 | //to prevent from detonating the bomb at instant when button X is ay1identally pressed |
jasper0712 | 14:064b8d7f348d | 108 | } |
jasper0712 | 19:7ccbb19703f9 | 109 | if (pad.buttonhold_B == 1) { //if B pressed, generate shield. Shield doesnt have to be fully charged to be activated |
jasper0712 | 15:c68a5c22a2a2 | 110 | if (weap._shield > 0) { //shield will only activate if the shield has not depleted. |
jasper0712 | 20:32f115462bbc | 111 | weap.energyShield(Array, Array2, charArray, charArray2, lcd); |
jasper0712 | 15:c68a5c22a2a2 | 112 | } else { //or else, deactivate the shield and recharge the shield. |
jasper0712 | 15:c68a5c22a2a2 | 113 | pad.buttonhold_B = 0; |
jasper0712 | 15:c68a5c22a2a2 | 114 | } |
jasper0712 | 15:c68a5c22a2a2 | 115 | } |
jasper0712 | 15:c68a5c22a2a2 | 116 | if (pad.buttonhold_B == 0) { // recharge shield |
jasper0712 | 15:c68a5c22a2a2 | 117 | if (weap._shield < weap._shieldCapacity ) { |
jasper0712 | 15:c68a5c22a2a2 | 118 | weap._shield = weap._shield + weap._shieldRegenRate; |
jasper0712 | 15:c68a5c22a2a2 | 119 | //printf("current shield = %d \n",weap._shield); |
jasper0712 | 16:ddc4d5669a6e | 120 | //printf("shield regen rate = %d \n",weap._shieldRegenRate); |
jasper0712 | 19:7ccbb19703f9 | 121 | } else { //when the shield is fully charged. It will automatically activate the shield. |
jasper0712 | 27:d4926f19c12a | 122 | pad.buttonhold_B = 1; |
jasper0712 | 19:7ccbb19703f9 | 123 | } |
jasper0712 | 14:064b8d7f348d | 124 | } |
jasper0712 | 26:140515d80457 | 125 | weap.shieldMeter(lcd); |
jasper0712 | 26:140515d80457 | 126 | } |
jasper0712 | 26:140515d80457 | 127 | void GameEngine::updateArray() { //clean up tool |
jasper0712 | 26:140515d80457 | 128 | for (int x = 0; x < Cols; x++) { |
jasper0712 | 26:140515d80457 | 129 | for (int y = 0; y < Rows; y++) { |
jasper0712 | 26:140515d80457 | 130 | Array[x][y] = Array2[x][y]; |
jasper0712 | 26:140515d80457 | 131 | //printf(" Array[%d][%d] = %d \n",x,y,Array2[x][y]); |
jasper0712 | 26:140515d80457 | 132 | spa.deleteChar(x, y, Array, charArray2); |
jasper0712 | 26:140515d80457 | 133 | } |
jasper0712 | 26:140515d80457 | 134 | } |
jasper0712 | 10:926b1f89c4f1 | 135 | } |