JianWei Lee
/
project_game
Meteor defense project
GameEngine/GameEngine.cpp@41:1b396334256b, 2017-04-30 (annotated)
- Committer:
- jasper0712
- Date:
- Sun Apr 30 21:53:28 2017 +0000
- Revision:
- 41:1b396334256b
- Parent:
- 40:3a0c66a0e10e
- Child:
- 42:152e84494ad9
discovered few bug on retry and fixed it
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 | 32:580d74825810 | 12 | void GameEngine::startingMenu(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 32:580d74825810 | 13 | _gui.startingMenu(lcd); |
jasper0712 | 32:580d74825810 | 14 | ledNumber ++; |
jasper0712 | 32:580d74825810 | 15 | pad.led(ledNumber, 1.0); |
jasper0712 | 32:580d74825810 | 16 | pad.led(ledNumber - 1, 0.0); |
jasper0712 | 32:580d74825810 | 17 | if (ledNumber == 6) { |
jasper0712 | 32:580d74825810 | 18 | ledNumber = 0; |
jasper0712 | 32:580d74825810 | 19 | } else { |
jasper0712 | 32:580d74825810 | 20 | pad.led(6, 0.0); |
jasper0712 | 32:580d74825810 | 21 | } |
jasper0712 | 32:580d74825810 | 22 | _gui.preventDoubleClick(pad); |
jasper0712 | 32:580d74825810 | 23 | |
jasper0712 | 32:580d74825810 | 24 | } |
jasper0712 | 32:580d74825810 | 25 | void GameEngine::init(int w) { |
jasper0712 | 34:6ac9541d4c31 | 26 | NumberOfLife = 3; //3 life on every wave |
jasper0712 | 38:c66a69c1a6de | 27 | weap.init(); |
jasper0712 | 26:140515d80457 | 28 | _d1.droneInit(20, 46, 0, 42); //drone1 is taking left side pixel 0 to 42. |
jasper0712 | 31:1c0e47931e84 | 29 | _d2.droneInit(62, 46, 42, 84); //drone2 is taking right side pixel 42 to 83; |
jasper0712 | 32:580d74825810 | 30 | spa.init(w); |
jasper0712 | 19:7ccbb19703f9 | 31 | //printf("init completed \n"); |
jasper0712 | 17:53aedd20155a | 32 | } |
jasper0712 | 17:53aedd20155a | 33 | void GameEngine::update(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 38:c66a69c1a6de | 34 | weap.init(); |
jasper0712 | 40:3a0c66a0e10e | 35 | _d1.drone_main(scnd.Arr, scnd.cArr, lcd); |
jasper0712 | 40:3a0c66a0e10e | 36 | _d2.drone_main(scnd.Arr, scnd.cArr, lcd); |
jasper0712 | 17:53aedd20155a | 37 | drawSpawn(lcd); |
jasper0712 | 40:3a0c66a0e10e | 38 | laser_and_cannon(pad, lcd); |
jasper0712 | 40:3a0c66a0e10e | 39 | bomb_And_Shield(pad, lcd); |
jasper0712 | 32:580d74825810 | 40 | checkGameRule(pad, lcd); |
jasper0712 | 41:1b396334256b | 41 | //_gui.preventDoubleClick(pad); |
jasper0712 | 17:53aedd20155a | 42 | } |
jasper0712 | 28:450ab72fabdc | 43 | void GameEngine::weapUpgrade(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 28:450ab72fabdc | 44 | if (pad.check_event(Gamepad::START_PRESSED)) { |
jasper0712 | 40:3a0c66a0e10e | 45 | _gui.upgrading_flag = 1; |
jasper0712 | 29:6632dd9c48d8 | 46 | _gui.preventDoubleClick(pad); |
jasper0712 | 40:3a0c66a0e10e | 47 | while (_gui.upgrading_flag == 1) { |
jasper0712 | 37:45da88e36d1d | 48 | //printf("laserDamage = %i \n",weap._laserDamage); |
jasper0712 | 40:3a0c66a0e10e | 49 | //go to the upgrade page with all the values (from Weapon) as reference. |
jasper0712 | 38:c66a69c1a6de | 50 | _gui.upgrades(weap._laserDamage, weap._bombDamage, weap._bombRange, weap._bombCooldown, weap._droneDamage, weap._droneRange, weap._shieldCapacity, weap._shieldRegenRate, weap._cannonDamage, weap._cannonCapacity, weap._cannonRegenRate, pad, lcd); |
jasper0712 | 37:45da88e36d1d | 51 | //printf("_gui.saveTheData = %d",_gui.saveTheData); |
jasper0712 | 40:3a0c66a0e10e | 52 | if (_gui.saveTheData_flag == 1) { |
jasper0712 | 40:3a0c66a0e10e | 53 | Data _upgrades = _gui.get_data(); //saving data |
jasper0712 | 29:6632dd9c48d8 | 54 | //_gui.testingtest(_upgrades); //code used to test the struct |
jasper0712 | 29:6632dd9c48d8 | 55 | weap.setVar(_upgrades.up, _upgrades.up1); |
jasper0712 | 29:6632dd9c48d8 | 56 | weap.setVar(_upgrades.u1p, _upgrades.u1p1); |
jasper0712 | 29:6632dd9c48d8 | 57 | //printf("TESTING up = %d, up1 = %d, u1p = %d, u1p1 = %d \n",_upgrades.up,_upgrades.up1,_upgrades.u1p,_upgrades.u1p1); |
jasper0712 | 40:3a0c66a0e10e | 58 | _gui.saveTheData_flag = 0; |
jasper0712 | 40:3a0c66a0e10e | 59 | _gui.upgrading_flag = 0; //get out of while loop after done upgrading |
jasper0712 | 28:450ab72fabdc | 60 | } |
jasper0712 | 28:450ab72fabdc | 61 | lcd.refresh(); |
jasper0712 | 29:6632dd9c48d8 | 62 | wait(0.2); |
jasper0712 | 28:450ab72fabdc | 63 | lcd.clear(); |
jasper0712 | 28:450ab72fabdc | 64 | } |
jasper0712 | 37:45da88e36d1d | 65 | doneUpgrade_flag = 1; |
jasper0712 | 28:450ab72fabdc | 66 | //remember to re-initialise everything after a wave. |
jasper0712 | 28:450ab72fabdc | 67 | } |
jasper0712 | 28:450ab72fabdc | 68 | } |
jasper0712 | 4:4145abd09075 | 69 | void GameEngine::drawSpawn(N5110 &lcd){ |
jasper0712 | 40:3a0c66a0e10e | 70 | updateArray(); //clean up & update the main.Arr after the spawn took damage. |
jasper0712 | 36:2608622e5018 | 71 | if (drawit == 0) { // |
jasper0712 | 19:7ccbb19703f9 | 72 | drawit = 30; |
jasper0712 | 40:3a0c66a0e10e | 73 | spa.summon_spawn(main.Arr, main.cArr); |
jasper0712 | 40:3a0c66a0e10e | 74 | spa.moveSpawnABC(main.Arr, scnd.Arr, main.cArr, scnd.cArr); |
jasper0712 | 40:3a0c66a0e10e | 75 | spa.moveSpawnDE(main.Arr, scnd.Arr, main.cArr, scnd.cArr); |
jasper0712 | 36:2608622e5018 | 76 | //printf("why u do this to cannon_Firing?? cannon_Firing = %d \n",weap.cannon_Firing); |
jasper0712 | 36:2608622e5018 | 77 | if ( fireInTheHole_flag ==1) { //this code because whenever spawn ABCDE moves, weap.cannon_Firing goes to 0 automatically (NO IDEA WHY) |
jasper0712 | 36:2608622e5018 | 78 | weap.cannon_Firing = 1; |
jasper0712 | 36:2608622e5018 | 79 | } |
jasper0712 | 4:4145abd09075 | 80 | } else { |
jasper0712 | 19:7ccbb19703f9 | 81 | drawit -= 0.5; |
jasper0712 | 40:3a0c66a0e10e | 82 | spa.moveSpawnDE(main.Arr, scnd.Arr, main.cArr, scnd.cArr); |
jasper0712 | 40:3a0c66a0e10e | 83 | spa.moveSpawnB(main.Arr, scnd.Arr, main.cArr, scnd.cArr); |
jasper0712 | 31:1c0e47931e84 | 84 | //printf("moving spawn b \n"); |
jasper0712 | 4:4145abd09075 | 85 | } |
jasper0712 | 40:3a0c66a0e10e | 86 | spa.updateSpawn(main.Arr, scnd.Arr, main.cArr, scnd.cArr, lcd); |
jasper0712 | 4:4145abd09075 | 87 | } |
jasper0712 | 40:3a0c66a0e10e | 88 | void GameEngine::laser_and_cannon(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 19:7ccbb19703f9 | 89 | weap.drawPlayer(pad, lcd); |
jasper0712 | 40:3a0c66a0e10e | 90 | weap.cannon_recharge(); |
jasper0712 | 38:c66a69c1a6de | 91 | weap.cannon_Meter(lcd); |
jasper0712 | 9:4c4d787c7a8b | 92 | //draw a line for the laser when button is pressed |
jasper0712 | 10:926b1f89c4f1 | 93 | if (pad.buttonhold_A == 1) { |
jasper0712 | 7:3be4369131c6 | 94 | //printf("hi, button is working \n"); |
jasper0712 | 5:c74bbdda06f4 | 95 | weap.weaponMath(pad); |
jasper0712 | 40:3a0c66a0e10e | 96 | weap.laser_Main(scnd.Arr, scnd.cArr, lcd); |
jasper0712 | 36:2608622e5018 | 97 | |
jasper0712 | 36:2608622e5018 | 98 | //cannon can only be fired when the laser is switched on. |
jasper0712 | 41:1b396334256b | 99 | if ( weap._cannon > 320) { //when sufficient, check for button Y. |
jasper0712 | 38:c66a69c1a6de | 100 | if ( pad.check_event(Gamepad::Y_PRESSED)) { //press button to set flag (fire the cannon) |
jasper0712 | 38:c66a69c1a6de | 101 | fireInTheHole_flag = 1; |
jasper0712 | 38:c66a69c1a6de | 102 | } |
jasper0712 | 36:2608622e5018 | 103 | } |
jasper0712 | 36:2608622e5018 | 104 | } |
jasper0712 | 36:2608622e5018 | 105 | if ( fireInTheHole_flag == 1) { |
jasper0712 | 40:3a0c66a0e10e | 106 | weap.cannon_main(scnd.Arr, scnd.cArr, lcd); |
jasper0712 | 36:2608622e5018 | 107 | } |
jasper0712 | 36:2608622e5018 | 108 | if ( weap.cannon_Firing == 0) { //clear flag when cannon is done |
jasper0712 | 36:2608622e5018 | 109 | fireInTheHole_flag = 0; |
jasper0712 | 5:c74bbdda06f4 | 110 | } |
jasper0712 | 5:c74bbdda06f4 | 111 | } |
jasper0712 | 32:580d74825810 | 112 | void GameEngine::checkGameRule(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 34:6ac9541d4c31 | 113 | //the only way to lose a life is when a spawn reaches y = 46. |
jasper0712 | 34:6ac9541d4c31 | 114 | numberOfLife_leds(pad); |
jasper0712 | 10:926b1f89c4f1 | 115 | for ( int x = 0; x < 84; x ++) { |
jasper0712 | 40:3a0c66a0e10e | 116 | if (main.Arr[x][46] > 0) { //if anything reaches line y=46 |
jasper0712 | 34:6ac9541d4c31 | 117 | NumberOfLife --; |
jasper0712 | 41:1b396334256b | 118 | pad.tone(750.0,0.5); |
jasper0712 | 40:3a0c66a0e10e | 119 | //printf("opps you lost a life. NumberOfLife = %d \n",NumberOfLife); |
jasper0712 | 34:6ac9541d4c31 | 120 | if (NumberOfLife == 0) { |
jasper0712 | 40:3a0c66a0e10e | 121 | gameOver(pad, lcd); |
jasper0712 | 10:926b1f89c4f1 | 122 | } |
jasper0712 | 10:926b1f89c4f1 | 123 | } |
jasper0712 | 10:926b1f89c4f1 | 124 | } |
jasper0712 | 5:c74bbdda06f4 | 125 | } |
jasper0712 | 40:3a0c66a0e10e | 126 | void GameEngine::gameOver(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 40:3a0c66a0e10e | 127 | while (retry_flag == 0 && gameMenu_flag == 0) { //while both are 0 |
jasper0712 | 40:3a0c66a0e10e | 128 | lcd.clear(); |
jasper0712 | 40:3a0c66a0e10e | 129 | lcd.printString("Game Over",10,3); |
jasper0712 | 41:1b396334256b | 130 | lcd.printString("GivUp Retry",0,5); |
jasper0712 | 40:3a0c66a0e10e | 131 | lcd.refresh(); |
jasper0712 | 40:3a0c66a0e10e | 132 | pad.leds_on(); |
jasper0712 | 40:3a0c66a0e10e | 133 | wait(0.1); |
jasper0712 | 40:3a0c66a0e10e | 134 | pad.leds_off(); |
jasper0712 | 40:3a0c66a0e10e | 135 | wait(0.1); |
jasper0712 | 40:3a0c66a0e10e | 136 | printf("press a button pls. you lost retry_flag = %d gameMenu_flag = %d\n",retry_flag,gameMenu_flag); |
jasper0712 | 40:3a0c66a0e10e | 137 | //must click atleast one button to continue |
jasper0712 | 40:3a0c66a0e10e | 138 | if (pad.check_event(Gamepad::START_PRESSED)) { |
jasper0712 | 40:3a0c66a0e10e | 139 | retry_flag = 1; |
jasper0712 | 40:3a0c66a0e10e | 140 | printf("retry pressed \n"); |
jasper0712 | 40:3a0c66a0e10e | 141 | update_RetryToMain(); |
jasper0712 | 40:3a0c66a0e10e | 142 | } |
jasper0712 | 40:3a0c66a0e10e | 143 | if (pad.check_event(Gamepad::BACK_PRESSED)) { |
jasper0712 | 40:3a0c66a0e10e | 144 | gameMenu_flag = 1; //bring the player to game menu |
jasper0712 | 40:3a0c66a0e10e | 145 | printf("player surrendered \n"); |
jasper0712 | 40:3a0c66a0e10e | 146 | } |
jasper0712 | 40:3a0c66a0e10e | 147 | |
jasper0712 | 40:3a0c66a0e10e | 148 | } |
jasper0712 | 40:3a0c66a0e10e | 149 | } |
jasper0712 | 34:6ac9541d4c31 | 150 | void GameEngine::numberOfLife_leds(Gamepad &pad) { |
jasper0712 | 34:6ac9541d4c31 | 151 | //light up LEDs depends on number of lifes left. |
jasper0712 | 34:6ac9541d4c31 | 152 | if (NumberOfLife == 3) { |
jasper0712 | 40:3a0c66a0e10e | 153 | pad.leds_on(); //turn on all leds |
jasper0712 | 34:6ac9541d4c31 | 154 | } |
jasper0712 | 34:6ac9541d4c31 | 155 | if (NumberOfLife == 2) { |
jasper0712 | 40:3a0c66a0e10e | 156 | pad.led(1, 1.0); //turn on led 1, 2, 5 and 6 |
jasper0712 | 34:6ac9541d4c31 | 157 | pad.led(2, 1.0); |
jasper0712 | 34:6ac9541d4c31 | 158 | pad.led(3, 0.0); |
jasper0712 | 34:6ac9541d4c31 | 159 | pad.led(4, 0.0); |
jasper0712 | 34:6ac9541d4c31 | 160 | pad.led(5, 1.0); |
jasper0712 | 34:6ac9541d4c31 | 161 | pad.led(6, 1.0); |
jasper0712 | 34:6ac9541d4c31 | 162 | } |
jasper0712 | 34:6ac9541d4c31 | 163 | if (NumberOfLife == 1) { |
jasper0712 | 40:3a0c66a0e10e | 164 | pad.led(1, 1.0); //turn on led 1 and 6 |
jasper0712 | 34:6ac9541d4c31 | 165 | pad.led(2, 0.0); |
jasper0712 | 34:6ac9541d4c31 | 166 | pad.led(3, 0.0); |
jasper0712 | 34:6ac9541d4c31 | 167 | pad.led(4, 0.0); |
jasper0712 | 34:6ac9541d4c31 | 168 | pad.led(5, 0.0); |
jasper0712 | 34:6ac9541d4c31 | 169 | pad.led(6, 1.0); |
jasper0712 | 34:6ac9541d4c31 | 170 | } |
jasper0712 | 34:6ac9541d4c31 | 171 | } |
jasper0712 | 40:3a0c66a0e10e | 172 | void GameEngine::bomb_And_Shield(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 40:3a0c66a0e10e | 173 | weap.bomb_main(scnd.Arr, pad, lcd); |
jasper0712 | 14:064b8d7f348d | 174 | if (pad.check_event(Gamepad::X_PRESSED)) { |
jasper0712 | 34:6ac9541d4c31 | 175 | //to prevent from detonating the bomb at instant when button X is accidentally pressed |
jasper0712 | 40:3a0c66a0e10e | 176 | //printf("instant bomb detonate prevented"); |
jasper0712 | 14:064b8d7f348d | 177 | } |
jasper0712 | 40:3a0c66a0e10e | 178 | weap.shield_main(scnd.Arr, scnd.cArr, pad, lcd); |
jasper0712 | 40:3a0c66a0e10e | 179 | if (pad.check_event(Gamepad::B_PRESSED)) { |
jasper0712 | 40:3a0c66a0e10e | 180 | //to prevent the button from clicking twice |
jasper0712 | 40:3a0c66a0e10e | 181 | printf("shield double click prevented"); |
jasper0712 | 14:064b8d7f348d | 182 | } |
jasper0712 | 26:140515d80457 | 183 | } |
jasper0712 | 41:1b396334256b | 184 | void GameEngine::updateArray() { //update main array with secondary array and clean up the array |
jasper0712 | 26:140515d80457 | 185 | for (int x = 0; x < Cols; x++) { |
jasper0712 | 26:140515d80457 | 186 | for (int y = 0; y < Rows; y++) { |
jasper0712 | 40:3a0c66a0e10e | 187 | main.Arr[x][y] = scnd.Arr[x][y]; |
jasper0712 | 40:3a0c66a0e10e | 188 | //printf(" main.Arr[%d][%d] = %d \n",x,y,scnd.Arr[x][y]); |
jasper0712 | 40:3a0c66a0e10e | 189 | spa.deleteChar(x, y, main.Arr, scnd.cArr); |
jasper0712 | 26:140515d80457 | 190 | } |
jasper0712 | 26:140515d80457 | 191 | } |
jasper0712 | 40:3a0c66a0e10e | 192 | } |
jasper0712 | 41:1b396334256b | 193 | void GameEngine::update_MainToRetry() { //update Retry array with main array |
jasper0712 | 40:3a0c66a0e10e | 194 | for (int x = 0; x < Cols; x ++) { |
jasper0712 | 40:3a0c66a0e10e | 195 | for (int y = 0; y < Rows; y ++) { |
jasper0712 | 40:3a0c66a0e10e | 196 | retry.Arr[x][y] = main.Arr[x][y]; |
jasper0712 | 40:3a0c66a0e10e | 197 | retry.cArr[x][y]= main.cArr[x][y]; |
jasper0712 | 40:3a0c66a0e10e | 198 | } |
jasper0712 | 40:3a0c66a0e10e | 199 | } |
jasper0712 | 40:3a0c66a0e10e | 200 | printf("main to retry array updated \n"); |
jasper0712 | 40:3a0c66a0e10e | 201 | } |
jasper0712 | 41:1b396334256b | 202 | void GameEngine::update_RetryToMain() {//update main & secondary array with Retry array |
jasper0712 | 40:3a0c66a0e10e | 203 | for (int x = 0; x < Cols; x ++) { |
jasper0712 | 40:3a0c66a0e10e | 204 | for (int y = 0; y < Rows; y ++) { |
jasper0712 | 40:3a0c66a0e10e | 205 | main.Arr[x][y] = retry.Arr[x][y]; |
jasper0712 | 40:3a0c66a0e10e | 206 | main.cArr[x][y] = retry.cArr[x][y]; |
jasper0712 | 40:3a0c66a0e10e | 207 | scnd.Arr[x][y] = retry.Arr[x][y]; |
jasper0712 | 40:3a0c66a0e10e | 208 | scnd.cArr[x][y] = retry.cArr[x][y]; |
jasper0712 | 40:3a0c66a0e10e | 209 | } |
jasper0712 | 40:3a0c66a0e10e | 210 | } |
jasper0712 | 40:3a0c66a0e10e | 211 | printf("retry to main array updated \n"); |
jasper0712 | 41:1b396334256b | 212 | } |
jasper0712 | 41:1b396334256b | 213 | void GameEngine::reset_Game() { //clear everything - arrays and weapon |
jasper0712 | 41:1b396334256b | 214 | for (int x = 0; x < Cols; x ++) { |
jasper0712 | 41:1b396334256b | 215 | for (int y = 0; y < Rows; y ++) { |
jasper0712 | 41:1b396334256b | 216 | main.Arr[x][y] = 0; |
jasper0712 | 41:1b396334256b | 217 | main.cArr[x][y] = '\0'; |
jasper0712 | 41:1b396334256b | 218 | scnd.Arr[x][y] = 0; |
jasper0712 | 41:1b396334256b | 219 | scnd.cArr[x][y] = '\0'; |
jasper0712 | 41:1b396334256b | 220 | } |
jasper0712 | 41:1b396334256b | 221 | } |
jasper0712 | 41:1b396334256b | 222 | weap.reset_WeaponVariables(); |
jasper0712 | 10:926b1f89c4f1 | 223 | } |