JianWei Lee
/
project_game
Meteor defense project
GameEngine/GameEngine.cpp@18:d82059ce929b, 2017-04-10 (annotated)
- Committer:
- jasper0712
- Date:
- Mon Apr 10 11:13:10 2017 +0000
- Revision:
- 18:d82059ce929b
- Parent:
- 17:53aedd20155a
- Child:
- 19:7ccbb19703f9
done grouping every variable to init(). can start balancing everything or making levels
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 | 17:53aedd20155a | 17 | } |
jasper0712 | 17:53aedd20155a | 18 | void GameEngine::update(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 17:53aedd20155a | 19 | _d1.drone(Array1, charArray, lcd); |
jasper0712 | 17:53aedd20155a | 20 | _d2.drone(Array1, charArray, lcd); |
jasper0712 | 17:53aedd20155a | 21 | drawSpawn(lcd); |
jasper0712 | 17:53aedd20155a | 22 | drawLaserPlayer(pad, lcd); |
jasper0712 | 17:53aedd20155a | 23 | bombAndShield(pad, lcd); |
jasper0712 | 17:53aedd20155a | 24 | } |
jasper0712 | 4:4145abd09075 | 25 | void GameEngine::drawSpawn(N5110 &lcd){ |
jasper0712 | 9:4c4d787c7a8b | 26 | //spawning every 2 second, moving every 1 seconds at 15 fps & drawit=15. |
jasper0712 | 9:4c4d787c7a8b | 27 | //It changes depending on the game FPS. |
jasper0712 | 4:4145abd09075 | 28 | if (drawit ==0) { |
jasper0712 | 13:38cbce17d7d7 | 29 | drawit =30; |
jasper0712 | 13:38cbce17d7d7 | 30 | spa.randomizeSpawn(Array2, charArray); |
jasper0712 | 13:38cbce17d7d7 | 31 | spa.moveSpawnABC(Array1, Array2, charArray); |
jasper0712 | 4:4145abd09075 | 32 | } else { |
jasper0712 | 4:4145abd09075 | 33 | drawit -=0.5; |
jasper0712 | 13:38cbce17d7d7 | 34 | spa.moveSpawnB(Array1, Array2, charArray); |
jasper0712 | 4:4145abd09075 | 35 | } |
jasper0712 | 13:38cbce17d7d7 | 36 | spa.updateSpawn(Array1, Array2, charArray, lcd); |
jasper0712 | 14:064b8d7f348d | 37 | //checkGameRule(lcd); |
jasper0712 | 4:4145abd09075 | 38 | } |
jasper0712 | 5:c74bbdda06f4 | 39 | void GameEngine::drawLaserPlayer(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 5:c74bbdda06f4 | 40 | weap.drawWeapon(pad, lcd); |
jasper0712 | 9:4c4d787c7a8b | 41 | //draw a line for the laser when button is pressed |
jasper0712 | 10:926b1f89c4f1 | 42 | if (pad.buttonhold_A == 1) { |
jasper0712 | 7:3be4369131c6 | 43 | //printf("hi, button is working \n"); |
jasper0712 | 5:c74bbdda06f4 | 44 | weap.weaponMath(pad); |
jasper0712 | 16:ddc4d5669a6e | 45 | weap.drawLaser(Array1, charArray, lcd); |
jasper0712 | 5:c74bbdda06f4 | 46 | } |
jasper0712 | 5:c74bbdda06f4 | 47 | } |
jasper0712 | 9:4c4d787c7a8b | 48 | |
jasper0712 | 10:926b1f89c4f1 | 49 | void GameEngine::checkGameRule(N5110 &lcd) { |
jasper0712 | 9:4c4d787c7a8b | 50 | //the only way to lose is when the spawn reaches y = 46. |
jasper0712 | 10:926b1f89c4f1 | 51 | for ( int x = 0; x < 84; x ++) { |
jasper0712 | 10:926b1f89c4f1 | 52 | if (Array1[x][46] > 0) { |
jasper0712 | 10:926b1f89c4f1 | 53 | while (1) { |
jasper0712 | 10:926b1f89c4f1 | 54 | lcd.clear(); |
jasper0712 | 10:926b1f89c4f1 | 55 | lcd.printString("Game Over",10,3); |
jasper0712 | 10:926b1f89c4f1 | 56 | lcd.refresh(); |
jasper0712 | 10:926b1f89c4f1 | 57 | wait(1.0); |
jasper0712 | 10:926b1f89c4f1 | 58 | } |
jasper0712 | 10:926b1f89c4f1 | 59 | } |
jasper0712 | 10:926b1f89c4f1 | 60 | } |
jasper0712 | 5:c74bbdda06f4 | 61 | } |
jasper0712 | 17:53aedd20155a | 62 | void GameEngine::bombAndShield(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 13:38cbce17d7d7 | 63 | weap.bombCooldown(Array1, pad, lcd); |
jasper0712 | 14:064b8d7f348d | 64 | if (pad.check_event(Gamepad::X_PRESSED)) { |
jasper0712 | 15:c68a5c22a2a2 | 65 | //to prevent from detonating the bomb at instant when button X is accidentally pressed |
jasper0712 | 14:064b8d7f348d | 66 | } |
jasper0712 | 15:c68a5c22a2a2 | 67 | if (pad.buttonhold_B == 1) { //if B pressed, generate shield |
jasper0712 | 15:c68a5c22a2a2 | 68 | if (weap._shield > 0) { //shield will only activate if the shield has not depleted. |
jasper0712 | 15:c68a5c22a2a2 | 69 | weap.energyShield(Array1, Array2, charArray, lcd); |
jasper0712 | 15:c68a5c22a2a2 | 70 | } else { //or else, deactivate the shield and recharge the shield. |
jasper0712 | 15:c68a5c22a2a2 | 71 | pad.buttonhold_B = 0; |
jasper0712 | 15:c68a5c22a2a2 | 72 | } |
jasper0712 | 15:c68a5c22a2a2 | 73 | } |
jasper0712 | 15:c68a5c22a2a2 | 74 | if (pad.buttonhold_B == 0) { // recharge shield |
jasper0712 | 15:c68a5c22a2a2 | 75 | if (weap._shield < weap._shieldCapacity ) { |
jasper0712 | 15:c68a5c22a2a2 | 76 | weap._shield = weap._shield + weap._shieldRegenRate; |
jasper0712 | 15:c68a5c22a2a2 | 77 | //printf("current shield = %d \n",weap._shield); |
jasper0712 | 16:ddc4d5669a6e | 78 | //printf("shield regen rate = %d \n",weap._shieldRegenRate); |
jasper0712 | 15:c68a5c22a2a2 | 79 | } |
jasper0712 | 14:064b8d7f348d | 80 | } |
jasper0712 | 15:c68a5c22a2a2 | 81 | weap.shieldMeter(lcd); |
jasper0712 | 10:926b1f89c4f1 | 82 | } |