JianWei Lee
/
project_game
Meteor defense project
Spawn/Spawn.cpp
- Committer:
- jasper0712
- Date:
- 2017-04-13
- Revision:
- 23:6d197a452d7c
- Parent:
- 22:2e75b50b26f0
- Child:
- 24:d6187d39f09b
File content as of revision 23:6d197a452d7c:
#include "Spawn.h" Spawn::Spawn() { } Spawn::~Spawn() { } void Spawn::init() { healthA = 10; healthC = 100; healthD = 50; spawnRateA = 32; spawnRateB = 1; spawnRateC = 2; spawnRateD = 1; } void Spawn::randomizeSpawn(int Arr[][Rows], char cArr[][Rows]) { //there is 3 kind of different spawn - a, b and c. if (stopSpawnA == 1) { //spawn for this row spawnA(Arr, cArr); spawnC(Arr, cArr); stopSpawnA= 0; } else { //stop spawn for the next row stopSpawnA = 1; } for ( int x = 0; x < Cols; x++) { spawnB(x, Arr, cArr); spawnD(x, Arr, cArr); } //printf("at x=2, y=0. value = %d \n",Arr1[2][0]); } void Spawn::spawnA(int Arr[][Rows],char cArr[][Rows]) { for ( int x = 0; x < Cols; x++) { //32/200 chance of spawning for A. //can depends on level bool TrueFalseA = (rand() % 200) < spawnRateA; if (TrueFalseA) { //spawning from the top of the screen Arr[x][0] = healthA; cArr[x][0] = 'a'; //printf("spawn set at x = is %d \n",x); } } } void Spawn::spawnB(int x, int Arr[][Rows],char cArr[][Rows]) { bool TrueFalseB = (rand() % 200) < spawnRateB; if (TrueFalseB) { Arr[x][0] = 100000; cArr[x][0] = 'b'; } } void Spawn::spawnC(int Arr[][Rows],char cArr[][Rows]) { for ( int x = 0; x < Cols; x++) { bool TrueFalseC = (rand() % 200) < spawnRateC; if (TrueFalseC) { Arr[x][1] = healthC; cArr[x][1] = 'c'; cArr[x-1][0] = 'l'; cArr[x+1][0] = 'r'; } } } void Spawn::spawnD(int x, int Arr[][Rows], char cArr[][Rows]) { bool TrueFalseD = (rand() % 201) < spawnRateD; if (TrueFalseD) { bool LeftRightD = (rand() % 10) <5; //its a 50-50 chance if (LeftRightD) { Arr[x][0] = healthD; cArr[x][0] = 'd'; //d denotes spawnD starts by moving left } else { Arr[x][0] = healthD; cArr[x][0] = 'e'; //e denotes spawnD starts by moving right } } } void Spawn::moveSpawnABC(int Arr[][Rows], int Arr2[][Rows], char cArr[][Rows], char cArr2[][Rows]) { //printf("x=2,y =0. value = %d \n",array[2][0]); //scan through the whole array for (int x = 0; x < Cols; x++) { for (int y = 0; y < Rows; y++) { if (cArr[x][y] == 'a' || cArr[x][y] == 'b' || cArr[x][y] == 'c' || cArr[x][y] == 'l' || cArr[x][y] == 'r') { Arr2[x][y+1] = Arr[x][y]; cArr2[x][y+1] = cArr[x][y]; //move everything down a row } else { Arr2[x][y+1] = 0; cArr2[x][y+1] = '\0'; } } } printf("at x=2, y=47. number is =%d \n",Arr2[2][47]); } void Spawn::moveSpawnD(int Arr[][Rows], int Arr2[][Rows], char cArr[][Rows], char cArr2[][Rows]) { //spawnD moves in a zig zag behavior. for (int x = 0; x < Cols; x++) { // moves other direction when hit 'L' or 'R' of spawnC and walls. for (int y = 0; y < Rows; y++) { //jumps over spawnA and spawnB if (cArr[x][y] == 'd') { //d1 = move left & down if (cArr[x-1][y+1] == 'a' || cArr[x-1][y+1] == 'b' ) { //if the path is blocked by spawnA or spawnB cArr2[x-2][y+2] = 'd'; Arr2[x-2][y+2] = Arr[x][y]; //jumps over it cArr2[x][y] = '\0'; Arr2[x][y] = 0; } else if (x == 0 || x == 83 || cArr[x-1][y+1] == 'l' || cArr[x-1][y+1] == 'r') { //if it hits the wall or 'l' or 'r'. cArr2[x+1][y+1] = 'e'; Arr2[x+1][y+1] = Arr[x][y]; //start moving right & down cArr2[x][y] = '\0'; Arr2[x][y] = 0; } else { //if nothing is blocking the path cArr2[x-1][y+1] = cArr[x][y]; Arr2[x-1][y+1] = Arr[x][y]; //move as usual. cArr2[x][y] = '\0'; Arr2[x][y] = 0; } } else if ( cArr[x][y] == 'e') { //move right & down if (cArr[x+1][y+1] == 'a' || cArr[x+1][y+1] == 'b' ) { //if the path is blocked by spawnA or spawnB cArr2[x+2][y+2] = 'e'; Arr2[x+2][y+2] = Arr[x][y]; //jumps over it cArr2[x][y] = '\0'; Arr2[x][y] = 0; } else if (x == 0 || x == 83 || cArr[x-1][y+1] == 'l' || cArr[x-1][y+1] == 'r') { //if it hits the wall or 'l' or 'r'. cArr2[x-1][y+1] = 'd'; Arr2[x-1][y+1] = Arr[x][y]; //start moving left & down cArr2[x][y] = '\0'; Arr2[x][y] = 0; } else { //if nothing is blocking the path cArr2[x+1][y+1] = cArr[x][y]; Arr2[x+1][y+1] = Arr[x][y]; //move as usual. cArr2[x][y] = '\0'; Arr2[x][y] = 0; } } } } } void Spawn::moveSpawnB(int Arr[][Rows], int Arr2[][Rows], char cArr[][Rows], char cArr2[][Rows]){ //printf("moving spawn B \n"); for (int x = 0; x < Cols; x++) { for (int y = 0; y < Rows; y++) { deleteChar(x, y, Arr2, cArr2); if (cArr[x][y] == 'b') { Arr2[x][y+1] = Arr[x][y]; cArr2[x][y+1] = 'b'; cArr2[x][y] = '\0'; Arr2[x][y] = 0; } } } } void Spawn::updateSpawn(int Arr[][Rows], int Arr2[][Rows], char cArr[][Rows], char cArr2[][Rows], N5110 &lcd) { for ( int x = 0; x < Cols; x++) { for ( int y = 0; y < Rows; y++) { deleteChar(x, y, Arr2, cArr2); //cleaning up the array if (cArr2[x][y] == 'a' || cArr2[x][y] == 'd' || cArr2[x][y] == 'e') { lcd.setPixel(x,y); Arr[x][y] = Arr2[x][y]; //to update the main array cArr[x][y] = cArr2[x][y]; } else if (cArr2[x][y] == 'b') { lcd.setPixel(x,y); lcd.setPixel(x,y+1); Arr[x][y] = Arr2[x][y]; //to update the main array cArr[x][y] = 'b'; } else if (cArr2[x][y] == 'c' || cArr2[x][y] == 'l' || cArr2[x][y] == 'r') { //cArr[x-1][y-1] = 'l'; cArr[x+1][y-1] = 'r'; // L and R (left and right) side of the spawn C for bigger hit box. cArr[x][y] = cArr2[x][y]; Arr[x][y] = Arr2[x][y]; //to update the main array lcd.setPixel(x,y); lcd.setPixel(x,y+1); lcd.setPixel(x+1,y); lcd.setPixel(x-1,y); }else { Arr[x][y] = 0; cArr[x][y] = '\0'; } } } } void Spawn::deleteChar(int x, int y, int Arr2[][Rows], char cArr2[][Rows]) { // to clean up the array after killing the spawn. if (Arr2[x][y] <= 0) { cArr2[x][y] = '\0'; } }