JianWei Lee
/
project_game
Meteor defense project
GameEngine/GameEngine.cpp@19:7ccbb19703f9, 2017-04-12 (annotated)
- Committer:
- jasper0712
- Date:
- Wed Apr 12 13:53:37 2017 +0000
- Revision:
- 19:7ccbb19703f9
- Parent:
- 18:d82059ce929b
- Child:
- 20:32f115462bbc
starting to change the way array is used in spawn
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 | 17:53aedd20155a | 12 | void GameEngine::init() { |
jasper0712 | 17:53aedd20155a | 13 | _d1.droneInit(20, 46, 0); |
jasper0712 | 17:53aedd20155a | 14 | _d2.droneInit(62, 46, 83); |
jasper0712 | 18:d82059ce929b | 15 | weap.init(); |
jasper0712 | 18:d82059ce929b | 16 | spa.init(); |
jasper0712 | 19:7ccbb19703f9 | 17 | //printf("init completed \n"); |
jasper0712 | 17:53aedd20155a | 18 | } |
jasper0712 | 17:53aedd20155a | 19 | void GameEngine::update(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 17:53aedd20155a | 20 | _d1.drone(Array1, charArray, lcd); |
jasper0712 | 17:53aedd20155a | 21 | _d2.drone(Array1, charArray, lcd); |
jasper0712 | 17:53aedd20155a | 22 | drawSpawn(lcd); |
jasper0712 | 17:53aedd20155a | 23 | drawLaserPlayer(pad, lcd); |
jasper0712 | 17:53aedd20155a | 24 | bombAndShield(pad, lcd); |
jasper0712 | 17:53aedd20155a | 25 | } |
jasper0712 | 4:4145abd09075 | 26 | void GameEngine::drawSpawn(N5110 &lcd){ |
jasper0712 | 19:7ccbb19703f9 | 27 | //spawning every 2 second, moving spawn at every 1 seconds when fps = 15 & drawit=30. |
jasper0712 | 9:4c4d787c7a8b | 28 | //It changes depending on the game FPS. |
jasper0712 | 19:7ccbb19703f9 | 29 | if (drawit == 0) { |
jasper0712 | 19:7ccbb19703f9 | 30 | drawit = 30; |
jasper0712 | 13:38cbce17d7d7 | 31 | spa.randomizeSpawn(Array2, charArray); |
jasper0712 | 13:38cbce17d7d7 | 32 | spa.moveSpawnABC(Array1, Array2, charArray); |
jasper0712 | 19:7ccbb19703f9 | 33 | |
jasper0712 | 4:4145abd09075 | 34 | } else { |
jasper0712 | 19:7ccbb19703f9 | 35 | drawit -= 0.5; |
jasper0712 | 13:38cbce17d7d7 | 36 | spa.moveSpawnB(Array1, Array2, charArray); |
jasper0712 | 19:7ccbb19703f9 | 37 | //printf("moving spawn b \n"); |
jasper0712 | 4:4145abd09075 | 38 | } |
jasper0712 | 13:38cbce17d7d7 | 39 | spa.updateSpawn(Array1, Array2, charArray, lcd); |
jasper0712 | 14:064b8d7f348d | 40 | //checkGameRule(lcd); |
jasper0712 | 4:4145abd09075 | 41 | } |
jasper0712 | 5:c74bbdda06f4 | 42 | void GameEngine::drawLaserPlayer(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 19:7ccbb19703f9 | 43 | weap.drawPlayer(pad, lcd); |
jasper0712 | 9:4c4d787c7a8b | 44 | //draw a line for the laser when button is pressed |
jasper0712 | 10:926b1f89c4f1 | 45 | if (pad.buttonhold_A == 1) { |
jasper0712 | 7:3be4369131c6 | 46 | //printf("hi, button is working \n"); |
jasper0712 | 5:c74bbdda06f4 | 47 | weap.weaponMath(pad); |
jasper0712 | 16:ddc4d5669a6e | 48 | weap.drawLaser(Array1, charArray, lcd); |
jasper0712 | 5:c74bbdda06f4 | 49 | } |
jasper0712 | 5:c74bbdda06f4 | 50 | } |
jasper0712 | 10:926b1f89c4f1 | 51 | void GameEngine::checkGameRule(N5110 &lcd) { |
jasper0712 | 9:4c4d787c7a8b | 52 | //the only way to lose is when the spawn reaches y = 46. |
jasper0712 | 10:926b1f89c4f1 | 53 | for ( int x = 0; x < 84; x ++) { |
jasper0712 | 10:926b1f89c4f1 | 54 | if (Array1[x][46] > 0) { |
jasper0712 | 10:926b1f89c4f1 | 55 | while (1) { |
jasper0712 | 10:926b1f89c4f1 | 56 | lcd.clear(); |
jasper0712 | 10:926b1f89c4f1 | 57 | lcd.printString("Game Over",10,3); |
jasper0712 | 10:926b1f89c4f1 | 58 | lcd.refresh(); |
jasper0712 | 10:926b1f89c4f1 | 59 | wait(1.0); |
jasper0712 | 10:926b1f89c4f1 | 60 | } |
jasper0712 | 10:926b1f89c4f1 | 61 | } |
jasper0712 | 10:926b1f89c4f1 | 62 | } |
jasper0712 | 5:c74bbdda06f4 | 63 | } |
jasper0712 | 17:53aedd20155a | 64 | void GameEngine::bombAndShield(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 13:38cbce17d7d7 | 65 | weap.bombCooldown(Array1, pad, lcd); |
jasper0712 | 14:064b8d7f348d | 66 | if (pad.check_event(Gamepad::X_PRESSED)) { |
jasper0712 | 15:c68a5c22a2a2 | 67 | //to prevent from detonating the bomb at instant when button X is accidentally pressed |
jasper0712 | 14:064b8d7f348d | 68 | } |
jasper0712 | 19:7ccbb19703f9 | 69 | if (pad.buttonhold_B == 1) { //if B pressed, generate shield. Shield doesnt have to be fully charged to be activated |
jasper0712 | 15:c68a5c22a2a2 | 70 | if (weap._shield > 0) { //shield will only activate if the shield has not depleted. |
jasper0712 | 15:c68a5c22a2a2 | 71 | weap.energyShield(Array1, Array2, charArray, lcd); |
jasper0712 | 15:c68a5c22a2a2 | 72 | } else { //or else, deactivate the shield and recharge the shield. |
jasper0712 | 15:c68a5c22a2a2 | 73 | pad.buttonhold_B = 0; |
jasper0712 | 15:c68a5c22a2a2 | 74 | } |
jasper0712 | 15:c68a5c22a2a2 | 75 | } |
jasper0712 | 15:c68a5c22a2a2 | 76 | if (pad.buttonhold_B == 0) { // recharge shield |
jasper0712 | 15:c68a5c22a2a2 | 77 | if (weap._shield < weap._shieldCapacity ) { |
jasper0712 | 15:c68a5c22a2a2 | 78 | weap._shield = weap._shield + weap._shieldRegenRate; |
jasper0712 | 15:c68a5c22a2a2 | 79 | //printf("current shield = %d \n",weap._shield); |
jasper0712 | 16:ddc4d5669a6e | 80 | //printf("shield regen rate = %d \n",weap._shieldRegenRate); |
jasper0712 | 19:7ccbb19703f9 | 81 | } else { //when the shield is fully charged. It will automatically activate the shield. |
jasper0712 | 19:7ccbb19703f9 | 82 | pad.buttonhold_B = 1; |
jasper0712 | 19:7ccbb19703f9 | 83 | } |
jasper0712 | 14:064b8d7f348d | 84 | } |
jasper0712 | 15:c68a5c22a2a2 | 85 | weap.shieldMeter(lcd); |
jasper0712 | 10:926b1f89c4f1 | 86 | } |