JianWei Lee
/
project_game
Meteor defense project
Spawn/Spawn.cpp
- Committer:
- jasper0712
- Date:
- 2017-04-14
- Revision:
- 27:d4926f19c12a
- Parent:
- 26:140515d80457
- Child:
- 29:6632dd9c48d8
File content as of revision 27:d4926f19c12a:
#include "Spawn.h" Spawn::Spawn() { } Spawn::~Spawn() { } void Spawn::init() { healthA = 10; healthC = 150; healthDE = 25; spawnRateA = 32; //32 spawnRateB = 1; //1 spawnRateC = 2; //2 spawnRateDE = 1; //1 } void Spawn::randomizeSpawn(int Arr[][Rows], char cArr[][Rows]) { //there is 4 kind of different spawn - a, b, c and d/e. if (stopSpawnA == 1) { //spawn for this row spawnA(Arr, cArr); stopSpawnA= 0; } else { //stop spawn for the next row stopSpawnA = 1; spawnC(Arr, cArr); } for ( int x = 0; x < Cols; x++) { spawnB(x, Arr, cArr); spawnDE(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::spawnDE(int x, int Arr[][Rows], char cArr[][Rows]) { bool TrueFalseD = (rand() % 201) < spawnRateDE; if (TrueFalseD) { bool LeftRightD = (rand() % 10) <5; //its a 50-50 chance if (LeftRightD) { Arr[x][0] = healthDE; cArr[x][0] = 'd'; //d denotes spawnD starts by moving left } else { Arr[x][0] = healthDE; 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' || cArr[x][y] == 'm') { 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::moveSpawnDE(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') { //d = move left & down movementD(x, y, Arr, Arr2, cArr, cArr2); } else if ( cArr[x][y] == 'e') { //e = move right & down movementE(x, y, Arr, Arr2, cArr, cArr2); } } } } void Spawn::movementD(int x, int y, int Arr[][Rows], int Arr2[][Rows], char cArr[][Rows], char cArr2[][Rows]) { //d = move left & down if (cArr[x-1][y+1] == 'a' || cArr[x-1][y] == '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; //printf("jump over at [%d][%d] \n",x-1,y+1); } else if (x == 0 || x == 83 || cArr[x-1][y+1] == 'l' || cArr[x-1][y+1] == 'r' || cArr[x-1][y+1] == 'm') { //if it hits the wall or 'l' or 'r' or 'm'. if (cArr[x-1][y+1] == 'l' || cArr[x-1][y+1] == 'r') { //printf("char = %c \n",cArr[x-1][y+1]); } 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; //printf("spawn d at x = %d is shifted to e \n",x); } 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; //printf("work pls. \n"); } } void Spawn::movementE(int x, int y, int Arr[][Rows], int Arr2[][Rows], char cArr[][Rows], char cArr2[][Rows]) { //e = move right & down if (cArr[x+1][y+1] == 'a' || cArr[x+1][y] == '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; //printf("jump over at [%d][%d] \n",x+1,y+1); } else if (x == 0 || x == 83 || cArr[x+1][y+1] == 'l' || cArr[x+1][y+1] == 'r' || cArr[x+1][y+1] == 'm') { //if it hits the wall or 'l' or 'r' or 'm'. 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; //printf("spawn d at x = %d is shifted to e \n",x); } 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; //printf("work pls. \n"); } } 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 y = 0; y < Rows; y++) { for ( int x = 0; x < Cols; x++) { 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') {// l and r (left and right) side of the spawn C for bigger hit box & to deflect spawnDE. if (cArr2[x-1][y-1] == '\0'){ //this code to prevent b, d and e from getting replaced cArr[x-1][y-1] = 'l'; cArr2[x-1][y-1] = 'l'; } if (cArr2[x+1][y-1] == '\0'){ //this code to prevent b, d and e from getting replaced cArr[x+1][y-1] = 'r'; cArr2[x+1][y-1] = 'r'; } cArr[x][y-1] = 'm'; //to deflect spawnDE. 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-1); lcd.setPixel(x-1,y-1); } 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'; //printf("char at Arr2[%d][%d] cleared for good. \n",x,y); } }