JianWei Lee
/
project_game
Meteor defense project
GameEngine/GameEngine.cpp@25:edd6a95607b1, 2017-04-13 (annotated)
- Committer:
- jasper0712
- Date:
- Thu Apr 13 22:21:02 2017 +0000
- Revision:
- 25:edd6a95607b1
- Parent:
- 24:d6187d39f09b
- Child:
- 26:140515d80457
help me pls im tired. new bug found. spawnDE one shot only
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 | 24:d6187d39f09b | 20 | //_d1.drone(Array2, charArray2, lcd); |
jasper0712 | 24:d6187d39f09b | 21 | //_d2.drone(Array2, charArray2, 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 | 25:edd6a95607b1 | 28 | //It changes depending on the game FPS. |
jasper0712 | 25:edd6a95607b1 | 29 | for (int x = 0; x < Cols; x++) { |
jasper0712 | 25:edd6a95607b1 | 30 | for (int y = 0; y < Rows; y++) { |
jasper0712 | 25:edd6a95607b1 | 31 | spa.deleteChar(x, y, Array2, charArray); //clean up on the array if the spawn dies after taking damage. |
jasper0712 | 25:edd6a95607b1 | 32 | } |
jasper0712 | 25:edd6a95607b1 | 33 | } |
jasper0712 | 22:2e75b50b26f0 | 34 | if (drawit == 0) { //DONT FORGET TO CHANGE THIS TO TICKER. MORE EFFICIENT. |
jasper0712 | 19:7ccbb19703f9 | 35 | drawit = 30; |
jasper0712 | 20:32f115462bbc | 36 | spa.randomizeSpawn(Array, charArray); |
jasper0712 | 20:32f115462bbc | 37 | spa.moveSpawnABC(Array, Array2, charArray, charArray2); |
jasper0712 | 24:d6187d39f09b | 38 | spa.moveSpawnDE(Array, Array2, charArray, charArray2); |
jasper0712 | 4:4145abd09075 | 39 | } else { |
jasper0712 | 19:7ccbb19703f9 | 40 | drawit -= 0.5; |
jasper0712 | 24:d6187d39f09b | 41 | spa.moveSpawnDE(Array, Array2, charArray, charArray2); |
jasper0712 | 20:32f115462bbc | 42 | spa.moveSpawnB(Array, Array2, charArray, charArray2); |
jasper0712 | 19:7ccbb19703f9 | 43 | //printf("moving spawn b \n"); |
jasper0712 | 4:4145abd09075 | 44 | } |
jasper0712 | 20:32f115462bbc | 45 | spa.updateSpawn(Array, Array2, charArray, charArray2, lcd); |
jasper0712 | 14:064b8d7f348d | 46 | //checkGameRule(lcd); |
jasper0712 | 4:4145abd09075 | 47 | } |
jasper0712 | 5:c74bbdda06f4 | 48 | void GameEngine::drawLaserPlayer(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 19:7ccbb19703f9 | 49 | weap.drawPlayer(pad, lcd); |
jasper0712 | 9:4c4d787c7a8b | 50 | //draw a line for the laser when button is pressed |
jasper0712 | 10:926b1f89c4f1 | 51 | if (pad.buttonhold_A == 1) { |
jasper0712 | 7:3be4369131c6 | 52 | //printf("hi, button is working \n"); |
jasper0712 | 5:c74bbdda06f4 | 53 | weap.weaponMath(pad); |
jasper0712 | 20:32f115462bbc | 54 | weap.drawLaser(Array2, charArray2, lcd); |
jasper0712 | 5:c74bbdda06f4 | 55 | } |
jasper0712 | 5:c74bbdda06f4 | 56 | } |
jasper0712 | 10:926b1f89c4f1 | 57 | void GameEngine::checkGameRule(N5110 &lcd) { |
jasper0712 | 9:4c4d787c7a8b | 58 | //the only way to lose is when the spawn reaches y = 46. |
jasper0712 | 10:926b1f89c4f1 | 59 | for ( int x = 0; x < 84; x ++) { |
jasper0712 | 20:32f115462bbc | 60 | if (Array[x][46] > 0) { |
jasper0712 | 10:926b1f89c4f1 | 61 | while (1) { |
jasper0712 | 10:926b1f89c4f1 | 62 | lcd.clear(); |
jasper0712 | 10:926b1f89c4f1 | 63 | lcd.printString("Game Over",10,3); |
jasper0712 | 10:926b1f89c4f1 | 64 | lcd.refresh(); |
jasper0712 | 10:926b1f89c4f1 | 65 | wait(1.0); |
jasper0712 | 10:926b1f89c4f1 | 66 | } |
jasper0712 | 10:926b1f89c4f1 | 67 | } |
jasper0712 | 10:926b1f89c4f1 | 68 | } |
jasper0712 | 5:c74bbdda06f4 | 69 | } |
jasper0712 | 17:53aedd20155a | 70 | void GameEngine::bombAndShield(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 21:e5585569a938 | 71 | weap.bombCooldown(Array2, pad, lcd); |
jasper0712 | 14:064b8d7f348d | 72 | if (pad.check_event(Gamepad::X_PRESSED)) { |
jasper0712 | 15:c68a5c22a2a2 | 73 | //to prevent from detonating the bomb at instant when button X is accidentally pressed |
jasper0712 | 14:064b8d7f348d | 74 | } |
jasper0712 | 19:7ccbb19703f9 | 75 | if (pad.buttonhold_B == 1) { //if B pressed, generate shield. Shield doesnt have to be fully charged to be activated |
jasper0712 | 15:c68a5c22a2a2 | 76 | if (weap._shield > 0) { //shield will only activate if the shield has not depleted. |
jasper0712 | 20:32f115462bbc | 77 | weap.energyShield(Array, Array2, charArray, charArray2, lcd); |
jasper0712 | 15:c68a5c22a2a2 | 78 | } else { //or else, deactivate the shield and recharge the shield. |
jasper0712 | 15:c68a5c22a2a2 | 79 | pad.buttonhold_B = 0; |
jasper0712 | 15:c68a5c22a2a2 | 80 | } |
jasper0712 | 15:c68a5c22a2a2 | 81 | } |
jasper0712 | 15:c68a5c22a2a2 | 82 | if (pad.buttonhold_B == 0) { // recharge shield |
jasper0712 | 15:c68a5c22a2a2 | 83 | if (weap._shield < weap._shieldCapacity ) { |
jasper0712 | 15:c68a5c22a2a2 | 84 | weap._shield = weap._shield + weap._shieldRegenRate; |
jasper0712 | 15:c68a5c22a2a2 | 85 | //printf("current shield = %d \n",weap._shield); |
jasper0712 | 16:ddc4d5669a6e | 86 | //printf("shield regen rate = %d \n",weap._shieldRegenRate); |
jasper0712 | 19:7ccbb19703f9 | 87 | } else { //when the shield is fully charged. It will automatically activate the shield. |
jasper0712 | 19:7ccbb19703f9 | 88 | pad.buttonhold_B = 1; |
jasper0712 | 19:7ccbb19703f9 | 89 | } |
jasper0712 | 14:064b8d7f348d | 90 | } |
jasper0712 | 15:c68a5c22a2a2 | 91 | weap.shieldMeter(lcd); |
jasper0712 | 10:926b1f89c4f1 | 92 | } |