Meteor defense project

Dependencies:   N5110 mbed

GameEngine/GameEngine.cpp

Committer:
jasper0712
Date:
2017-04-18
Revision:
30:2e2d48cbfec3
Parent:
29:6632dd9c48d8
Child:
31:1c0e47931e84

File content as of revision 30:2e2d48cbfec3:

#include "GameEngine.h"

GameEngine::GameEngine()
{

}

GameEngine::~GameEngine()
{

}
void GameEngine::init(int w) {
    _d1.droneInit(20, 46, 0, 42); //drone1 is taking left side pixel 0 to 42.
    _d2.droneInit(62, 46, 42, 84); //drone2 is taking right side pixel 42 to 84;
    weap.init();
    spa.init(w);
    //printf("init completed \n");
}
void GameEngine::update(Gamepad &pad, N5110 &lcd) {
    _d1.droneScan(Array2, charArray2, lcd);
    _d2.droneScan(Array2, charArray2, lcd);
    drawSpawn(lcd); 
    drawLaserPlayer(pad, lcd);
    bombAndShield(pad, lcd);
}
void GameEngine::weapUpgrade(Gamepad &pad, N5110 &lcd) {
    if (pad.check_event(Gamepad::START_PRESSED)) { 
        _gui.upgrading = 1;
        _gui.preventDoubleClick(pad);
        while (_gui.upgrading == 1) {
            _gui.main_Upgrades(pad, lcd); //go to the main upgrade page
            if (_gui.saveTheData == 1) {
                Data _upgrades = _gui.savedata(); //saving data
                //_gui.testingtest(_upgrades);  //code used to test the struct
                weap.setVar(_upgrades.up, _upgrades.up1);
                weap.setVar(_upgrades.u1p, _upgrades.u1p1);
                //weap.testtest();
                //printf("TESTING up = %d, up1 = %d, u1p = %d, u1p1 = %d \n",_upgrades.up,_upgrades.up1,_upgrades.u1p,_upgrades.u1p1); 
                _gui.saveTheData = 0;
                _gui.upgrading = 0; //get out of while loop after done upgrading
            }
            lcd.refresh();
            wait(0.2);
            lcd.clear();
        } 
        done = 1;
        //remember to re-initialise everything after a wave.
    }
}
void GameEngine::drawSpawn(N5110 &lcd){
    updateArray(); //clean up & update the array after the spawn took damage.
    if (drawit == 0) { //DONT FORGET TO CHANGE THIS TO TICKER. MORE EFFICIENT.
        drawit = 30;
        spa.randomizeSpawn(Array, charArray);
        spa.moveSpawnABC(Array, Array2, charArray, charArray2);
        spa.moveSpawnDE(Array, Array2, charArray, charArray2);
    } else {
        drawit -= 0.5;
        spa.moveSpawnDE(Array, Array2, charArray, charArray2);
        spa.moveSpawnB(Array, Array2, charArray, charArray2);                   
        //printf("moving spawn abcde \n");
    }
    spa.updateSpawn(Array, Array2, charArray, charArray2, lcd); 
    //checkGameRule(lcd);
}
void GameEngine::drawLaserPlayer(Gamepad &pad, N5110 &lcd) {
    weap.drawPlayer(pad, lcd);
    //draw a line for the laser when button is pressed
    if (pad.buttonhold_A == 1) {
        //printf("hi, button is working \n");
        weap.weaponMath(pad);
        weap.drawLaser(Array2, charArray2, lcd);
    }
}
void GameEngine::checkGameRule(N5110 &lcd) {
    //the only way to lose is when the spawn reaches y = 46.
    for ( int x = 0; x < 84; x ++) {
        if (Array[x][46] > 0) {
            while (1) {
                lcd.clear();
                lcd.printString("Game Over",10,3);
                lcd.refresh();
                wait(1.0);
            }
        }
    }       
}
void GameEngine::bombAndShield(Gamepad &pad, N5110 &lcd) { 
    weap.bombCooldown(Array2, pad, lcd);
    if (pad.check_event(Gamepad::X_PRESSED)) {
        //to prevent from detonating the bomb at instant when button X is ay1identally pressed 
    }
    if (pad.buttonhold_B == 1) { //if B pressed, generate shield. Shield doesnt have to be fully charged to be activated
        if (weap._shield > 0) { //shield will only activate if the shield has not depleted.
            weap.energyShield(Array, Array2, charArray, charArray2, lcd);
        } else { //or else, deactivate the shield and recharge the shield.
            pad.buttonhold_B = 0;
        }    
    } 
    if (pad.buttonhold_B == 0) { // recharge shield 
        if (weap._shield < weap._shieldCapacity ) {
            weap._shield = weap._shield + weap._shieldRegenRate;
            //printf("current shield = %d \n",weap._shield); 
            //printf("shield regen rate = %d \n",weap._shieldRegenRate);
        } else { //when the shield is fully charged. It will automatically activate the shield.
                pad.buttonhold_B = 1;
        }
    }
    weap.shieldMeter(lcd); 
}
void GameEngine::updateArray() { //clean up tool
    for (int x = 0; x < Cols; x++) {
        for (int y = 0; y < Rows; y++) {
            Array[x][y] = Array2[x][y];
            //printf(" Array[%d][%d] = %d \n",x,y,Array2[x][y]);
            spa.deleteChar(x, y, Array, charArray2);
        }
    }    
}