Mortal Kombat Game ELEC2645

Dependencies:   mbed N5110 ShiftReg Joystick

Committer:
ozy
Date:
Sun May 09 12:31:38 2021 +0000
Revision:
22:225d4031c090
Parent:
21:fad1c9f010d1
DONE

Who changed what in which revision?

UserRevisionLine numberNew contents of line
ozy 6:a1a7dc264fed 1 #include "GameEngine.h"
ozy 6:a1a7dc264fed 2
ozy 6:a1a7dc264fed 3 GameEngine::GameEngine() {}
ozy 6:a1a7dc264fed 4
ozy 19:6c63e1dd7c85 5 void GameEngine::init(){
ozy 18:22bda659c70a 6 _enemy.init();
ozy 7:737fb0c3dbef 7 _fighter.init();
ozy 19:6c63e1dd7c85 8 set_fighter_health(40);
ozy 19:6c63e1dd7c85 9 set_enemy_health(40);
ozy 18:22bda659c70a 10 }
ozy 18:22bda659c70a 11
ozy 18:22bda659c70a 12 int GameEngine::get_fighter_health() {
ozy 18:22bda659c70a 13 return _fighter_health;
ozy 18:22bda659c70a 14 }
ozy 18:22bda659c70a 15
ozy 18:22bda659c70a 16 int GameEngine::get_enemy_health() {
ozy 18:22bda659c70a 17 return _enemy_health;
ozy 18:22bda659c70a 18 }
ozy 18:22bda659c70a 19
ozy 18:22bda659c70a 20 void GameEngine::set_fighter_health(int fighter_health) {
ozy 18:22bda659c70a 21 _fighter_health = fighter_health;
ozy 18:22bda659c70a 22 }
ozy 18:22bda659c70a 23
ozy 18:22bda659c70a 24 void GameEngine::set_enemy_health(int enemy_health) {
ozy 18:22bda659c70a 25 _enemy_health = enemy_health;
ozy 18:22bda659c70a 26 }
ozy 18:22bda659c70a 27
ozy 18:22bda659c70a 28 void GameEngine::reduce_f_health(int fighter_health) {
ozy 18:22bda659c70a 29 _fighter_health -= fighter_health;
ozy 18:22bda659c70a 30 }
ozy 18:22bda659c70a 31
ozy 18:22bda659c70a 32 void GameEngine::reduce_e_health(int enemy_health) {
ozy 18:22bda659c70a 33 _enemy_health -= enemy_health;
ozy 6:a1a7dc264fed 34 }
ozy 6:a1a7dc264fed 35
ozy 19:6c63e1dd7c85 36 void GameEngine::draw_health_bars(N5110 &lcd) {
ozy 19:6c63e1dd7c85 37 int F = get_fighter_health();
ozy 19:6c63e1dd7c85 38 int E = get_enemy_health();
ozy 19:6c63e1dd7c85 39
ozy 19:6c63e1dd7c85 40 if (F < 0) { // if fighter loses
ozy 19:6c63e1dd7c85 41 F = 0; // F = 0 to avoid fighter health bar front-tracking into the enemy bar
ozy 19:6c63e1dd7c85 42 game_over(lcd); // game over!
ozy 19:6c63e1dd7c85 43 }
ozy 19:6c63e1dd7c85 44 else if(E < 0) { // if enemy loses
ozy 19:6c63e1dd7c85 45 E = 0; // E = 0 to avoid enemy health bar back-tracking into fighter health bat
ozy 19:6c63e1dd7c85 46 game_over(lcd);
ozy 19:6c63e1dd7c85 47 }
ozy 19:6c63e1dd7c85 48 lcd.printString("You", 0,1);
ozy 19:6c63e1dd7c85 49 lcd.printString("Enemy", 55,1); // Kotal Khan is too long to be right-aligned so we have to write Enemy! :(
ozy 19:6c63e1dd7c85 50 lcd.drawRect(0,0,F, 5, FILL_BLACK);
ozy 19:6c63e1dd7c85 51 lcd.drawRect(0,0,40, 5, FILL_TRANSPARENT);
ozy 19:6c63e1dd7c85 52 // ------------------------------------------------
ozy 19:6c63e1dd7c85 53 lcd.drawRect(44,0, E, 5, FILL_BLACK);
ozy 19:6c63e1dd7c85 54 lcd.drawRect(44,0,40, 5, FILL_TRANSPARENT);
ozy 19:6c63e1dd7c85 55 }
ozy 19:6c63e1dd7c85 56
ozy 7:737fb0c3dbef 57 void GameEngine::start(N5110 &lcd, DigitalIn &buttonA, DigitalIn &buttonB, DigitalIn &buttonC, DigitalIn &buttonD, AnalogIn &joy_v, AnalogIn &joy_h) {
ozy 19:6c63e1dd7c85 58 // function that draws fighter and allows user to control it
ozy 19:6c63e1dd7c85 59 _fighter.move_fighter(lcd, buttonA, buttonB, buttonC, buttonD, joy_v, joy_h);
ozy 15:7fd2d34f3be5 60 // initializing and drawing enemy AI agent
ozy 12:b4477a312158 61 enemy_AI(lcd);
ozy 19:6c63e1dd7c85 62 draw_health_bars(lcd);
ozy 18:22bda659c70a 63 int fighter_health = get_fighter_health();
ozy 18:22bda659c70a 64 int enemy_health = get_enemy_health();
ozy 18:22bda659c70a 65 int collision = check_collision(lcd, buttonA, buttonB, buttonC);
ozy 20:4ca04fd0965a 66 if (collision == 0) { // fighter hit
ozy 20:4ca04fd0965a 67 reduce_f_health(1); // reduce fighter health
ozy 18:22bda659c70a 68 printf("fighter health = %i\n", fighter_health);
ozy 18:22bda659c70a 69 }
ozy 20:4ca04fd0965a 70 else if (collision == 1) { // enemy hit
ozy 20:4ca04fd0965a 71 reduce_e_health(1); // reduce enemy health
ozy 18:22bda659c70a 72 printf("enemy health = %i\n", enemy_health);
ozy 18:22bda659c70a 73 }
ozy 7:737fb0c3dbef 74 lcd.refresh();
ozy 7:737fb0c3dbef 75 }
ozy 7:737fb0c3dbef 76
ozy 8:e2e2eb4ea0ca 77 void GameEngine::enemy_AI(N5110 &lcd) {
ozy 8:e2e2eb4ea0ca 78 int fighter_pos = _fighter.get_x();
ozy 17:928edcdd1058 79 //printf("f pos = %i \n", fighter_pos);
ozy 8:e2e2eb4ea0ca 80 int enemy_pos = _enemy.get_x();
ozy 17:928edcdd1058 81 //printf("e pos = %i \n", enemy_pos);
ozy 8:e2e2eb4ea0ca 82 int input = 0;
ozy 8:e2e2eb4ea0ca 83 int diff = fighter_pos - enemy_pos;
ozy 17:928edcdd1058 84 // printf("diff = %i \n", diff);
ozy 12:b4477a312158 85 // if difference is positive, fighter is to the right so enemy must look right (if input is 1, enemy looks right) and vice versa
ozy 8:e2e2eb4ea0ca 86 if (diff > 0) {
ozy 8:e2e2eb4ea0ca 87 input = 1;
ozy 8:e2e2eb4ea0ca 88 }
ozy 8:e2e2eb4ea0ca 89 else {input = 0;}
ozy 16:4a1d916d97c5 90 if (diff >= -10 && diff <= 10){ // randomize enemy fight moves only in fighting range
ozy 14:7f23841685ad 91 _enemy.draw(lcd, input);
ozy 12:b4477a312158 92 _enemy.randomize_moves(lcd, input);
ozy 12:b4477a312158 93 }
ozy 14:7f23841685ad 94 // code for enemy to move to fighter if he is to the right
ozy 17:928edcdd1058 95 else if ((enemy_pos < fighter_pos) && (diff > 10) && (rand()%2 > 0)) {
ozy 14:7f23841685ad 96 _enemy.add_x(5);
ozy 14:7f23841685ad 97 _enemy.move_right(lcd);
ozy 14:7f23841685ad 98 }
ozy 14:7f23841685ad 99 // code for enemy to move to fighter if he is to the left
ozy 17:928edcdd1058 100 else if ((enemy_pos > fighter_pos) && (diff < 10) && (rand()%2 > 0)) {
ozy 14:7f23841685ad 101 _enemy.add_x(-5);
ozy 13:eaf070d5f599 102 _enemy.move_left(lcd);
ozy 13:eaf070d5f599 103 }
ozy 14:7f23841685ad 104 else {
ozy 14:7f23841685ad 105 _enemy.draw(lcd, input);
ozy 13:eaf070d5f599 106 }
ozy 8:e2e2eb4ea0ca 107 }
ozy 15:7fd2d34f3be5 108
ozy 18:22bda659c70a 109 int GameEngine::check_collision(N5110 &lcd, DigitalIn &buttonA, DigitalIn &buttonB, DigitalIn &buttonC) {
ozy 16:4a1d916d97c5 110 int fighter_pos = _fighter.get_x();
ozy 16:4a1d916d97c5 111 int enemy_pos = _enemy.get_x();
ozy 16:4a1d916d97c5 112 int diff = fighter_pos - enemy_pos;
ozy 16:4a1d916d97c5 113 int input;
ozy 18:22bda659c70a 114 int collision;
ozy 16:4a1d916d97c5 115 if (diff > 0) {
ozy 16:4a1d916d97c5 116 input = 1;
ozy 16:4a1d916d97c5 117 }
ozy 16:4a1d916d97c5 118 else {input = 0;}
ozy 16:4a1d916d97c5 119 int fighter_y = _fighter.get_y(); // getting fighter y pos to avoid enemy hitting fighter while fighter is above him
ozy 16:4a1d916d97c5 120 // code to check enemy collision
ozy 16:4a1d916d97c5 121 // check in fight range check enemy fight move check fighter is not guarding check fighter is on gound
ozy 17:928edcdd1058 122 if ((diff >= -10 && diff <= 10) && (_enemy.randomize_moves(lcd, input) == 1) && (buttonC.read() != 1) && (fighter_y == 34)) {
ozy 18:22bda659c70a 123 printf("enemy collision detected!\n");
ozy 18:22bda659c70a 124 collision = 0;
ozy 16:4a1d916d97c5 125 }
ozy 16:4a1d916d97c5 126 // code to check fight collision
ozy 17:928edcdd1058 127 // check in fight range check if kick or fight move is performed
ozy 17:928edcdd1058 128 if ((diff >= -10 && diff <= 10) && ((buttonA.read() || buttonB.read()) == 1)) {
ozy 18:22bda659c70a 129 printf("fighter collision detected!\n");
ozy 18:22bda659c70a 130 collision = 1;
ozy 17:928edcdd1058 131 }
ozy 18:22bda659c70a 132 // printf("collision is %i\n", collision);
ozy 18:22bda659c70a 133 return collision;
ozy 13:eaf070d5f599 134 }
ozy 8:e2e2eb4ea0ca 135
ozy 18:22bda659c70a 136
ozy 19:6c63e1dd7c85 137 void GameEngine::game_over(N5110 &lcd) {
ozy 19:6c63e1dd7c85 138 lcd.clear();
ozy 22:225d4031c090 139 lcd.printString("Game Over!", 16,2);
ozy 19:6c63e1dd7c85 140 lcd.refresh();
ozy 19:6c63e1dd7c85 141 }
ozy 18:22bda659c70a 142