JianWei Lee
/
project_game
Meteor defense project
GameEngine/GameEngine.cpp@27:d4926f19c12a, 2017-04-14 (annotated)
- Committer:
- jasper0712
- Date:
- Fri Apr 14 21:43:05 2017 +0000
- Revision:
- 27:d4926f19c12a
- Parent:
- 26:140515d80457
- Child:
- 28:450ab72fabdc
One last bug to go. found the reason behind the bug. Drone bug
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 | 26:140515d80457 | 13 | _d1.droneInit(20, 46, 0, 42); //drone1 is taking left side pixel 0 to 42. |
jasper0712 | 26:140515d80457 | 14 | _d2.droneInit(62, 46, 42, 84); //drone2 is taking right side pixel 42 to 84; |
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 | 27:d4926f19c12a | 20 | _d1.droneScan(Array2, charArray2, lcd); |
jasper0712 | 27:d4926f19c12a | 21 | _d2.droneScan(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 | 26:140515d80457 | 27 | updateArray(); //clean up & update the array after the spawn took damage. |
jasper0712 | 26:140515d80457 | 28 | //spa.updateSpawn(Array, Array2, charArray, charArray2, lcd); //clean up on the array if the spawn dies after taking damage. |
jasper0712 | 22:2e75b50b26f0 | 29 | if (drawit == 0) { //DONT FORGET TO CHANGE THIS TO TICKER. MORE EFFICIENT. |
jasper0712 | 19:7ccbb19703f9 | 30 | drawit = 30; |
jasper0712 | 20:32f115462bbc | 31 | spa.randomizeSpawn(Array, charArray); |
jasper0712 | 20:32f115462bbc | 32 | spa.moveSpawnABC(Array, Array2, charArray, charArray2); |
jasper0712 | 24:d6187d39f09b | 33 | spa.moveSpawnDE(Array, Array2, charArray, charArray2); |
jasper0712 | 4:4145abd09075 | 34 | } else { |
jasper0712 | 19:7ccbb19703f9 | 35 | drawit -= 0.5; |
jasper0712 | 24:d6187d39f09b | 36 | spa.moveSpawnDE(Array, Array2, charArray, charArray2); |
jasper0712 | 20:32f115462bbc | 37 | spa.moveSpawnB(Array, Array2, charArray, charArray2); |
jasper0712 | 19:7ccbb19703f9 | 38 | //printf("moving spawn b \n"); |
jasper0712 | 4:4145abd09075 | 39 | } |
jasper0712 | 20:32f115462bbc | 40 | spa.updateSpawn(Array, Array2, charArray, charArray2, lcd); |
jasper0712 | 14:064b8d7f348d | 41 | //checkGameRule(lcd); |
jasper0712 | 4:4145abd09075 | 42 | } |
jasper0712 | 5:c74bbdda06f4 | 43 | void GameEngine::drawLaserPlayer(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 19:7ccbb19703f9 | 44 | weap.drawPlayer(pad, lcd); |
jasper0712 | 9:4c4d787c7a8b | 45 | //draw a line for the laser when button is pressed |
jasper0712 | 10:926b1f89c4f1 | 46 | if (pad.buttonhold_A == 1) { |
jasper0712 | 7:3be4369131c6 | 47 | //printf("hi, button is working \n"); |
jasper0712 | 5:c74bbdda06f4 | 48 | weap.weaponMath(pad); |
jasper0712 | 20:32f115462bbc | 49 | weap.drawLaser(Array2, charArray2, lcd); |
jasper0712 | 5:c74bbdda06f4 | 50 | } |
jasper0712 | 5:c74bbdda06f4 | 51 | } |
jasper0712 | 10:926b1f89c4f1 | 52 | void GameEngine::checkGameRule(N5110 &lcd) { |
jasper0712 | 9:4c4d787c7a8b | 53 | //the only way to lose is when the spawn reaches y = 46. |
jasper0712 | 10:926b1f89c4f1 | 54 | for ( int x = 0; x < 84; x ++) { |
jasper0712 | 20:32f115462bbc | 55 | if (Array[x][46] > 0) { |
jasper0712 | 10:926b1f89c4f1 | 56 | while (1) { |
jasper0712 | 10:926b1f89c4f1 | 57 | lcd.clear(); |
jasper0712 | 10:926b1f89c4f1 | 58 | lcd.printString("Game Over",10,3); |
jasper0712 | 10:926b1f89c4f1 | 59 | lcd.refresh(); |
jasper0712 | 10:926b1f89c4f1 | 60 | wait(1.0); |
jasper0712 | 10:926b1f89c4f1 | 61 | } |
jasper0712 | 10:926b1f89c4f1 | 62 | } |
jasper0712 | 10:926b1f89c4f1 | 63 | } |
jasper0712 | 5:c74bbdda06f4 | 64 | } |
jasper0712 | 17:53aedd20155a | 65 | void GameEngine::bombAndShield(Gamepad &pad, N5110 &lcd) { |
jasper0712 | 21:e5585569a938 | 66 | weap.bombCooldown(Array2, pad, lcd); |
jasper0712 | 14:064b8d7f348d | 67 | if (pad.check_event(Gamepad::X_PRESSED)) { |
jasper0712 | 15:c68a5c22a2a2 | 68 | //to prevent from detonating the bomb at instant when button X is accidentally pressed |
jasper0712 | 14:064b8d7f348d | 69 | } |
jasper0712 | 19:7ccbb19703f9 | 70 | if (pad.buttonhold_B == 1) { //if B pressed, generate shield. Shield doesnt have to be fully charged to be activated |
jasper0712 | 15:c68a5c22a2a2 | 71 | if (weap._shield > 0) { //shield will only activate if the shield has not depleted. |
jasper0712 | 20:32f115462bbc | 72 | weap.energyShield(Array, Array2, charArray, charArray2, lcd); |
jasper0712 | 15:c68a5c22a2a2 | 73 | } else { //or else, deactivate the shield and recharge the shield. |
jasper0712 | 15:c68a5c22a2a2 | 74 | pad.buttonhold_B = 0; |
jasper0712 | 15:c68a5c22a2a2 | 75 | } |
jasper0712 | 15:c68a5c22a2a2 | 76 | } |
jasper0712 | 15:c68a5c22a2a2 | 77 | if (pad.buttonhold_B == 0) { // recharge shield |
jasper0712 | 15:c68a5c22a2a2 | 78 | if (weap._shield < weap._shieldCapacity ) { |
jasper0712 | 15:c68a5c22a2a2 | 79 | weap._shield = weap._shield + weap._shieldRegenRate; |
jasper0712 | 15:c68a5c22a2a2 | 80 | //printf("current shield = %d \n",weap._shield); |
jasper0712 | 16:ddc4d5669a6e | 81 | //printf("shield regen rate = %d \n",weap._shieldRegenRate); |
jasper0712 | 19:7ccbb19703f9 | 82 | } else { //when the shield is fully charged. It will automatically activate the shield. |
jasper0712 | 27:d4926f19c12a | 83 | pad.buttonhold_B = 1; |
jasper0712 | 19:7ccbb19703f9 | 84 | } |
jasper0712 | 14:064b8d7f348d | 85 | } |
jasper0712 | 26:140515d80457 | 86 | weap.shieldMeter(lcd); |
jasper0712 | 26:140515d80457 | 87 | } |
jasper0712 | 26:140515d80457 | 88 | void GameEngine::updateArray() { //clean up tool |
jasper0712 | 26:140515d80457 | 89 | for (int x = 0; x < Cols; x++) { |
jasper0712 | 26:140515d80457 | 90 | for (int y = 0; y < Rows; y++) { |
jasper0712 | 26:140515d80457 | 91 | Array[x][y] = Array2[x][y]; |
jasper0712 | 26:140515d80457 | 92 | //printf(" Array[%d][%d] = %d \n",x,y,Array2[x][y]); |
jasper0712 | 26:140515d80457 | 93 | spa.deleteChar(x, y, Array, charArray2); |
jasper0712 | 26:140515d80457 | 94 | } |
jasper0712 | 26:140515d80457 | 95 | } |
jasper0712 | 10:926b1f89c4f1 | 96 | } |