Mortal Kombat Game ELEC2645

Dependencies:   mbed N5110 ShiftReg Joystick

Committer:
ozy
Date:
Fri Apr 30 03:49:59 2021 +0000
Revision:
19:6c63e1dd7c85
Parent:
18:22bda659c70a
Child:
20:4ca04fd0965a
GameEngine Nearly 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 // finish_him(); // finish him feature
ozy 19:6c63e1dd7c85 48 }
ozy 19:6c63e1dd7c85 49 lcd.printString("You", 0,1);
ozy 19:6c63e1dd7c85 50 lcd.printString("Enemy", 55,1); // Kotal Khan is too long to be right-aligned so we have to write Enemy! :(
ozy 19:6c63e1dd7c85 51 lcd.drawRect(0,0,F, 5, FILL_BLACK);
ozy 19:6c63e1dd7c85 52 lcd.drawRect(0,0,40, 5, FILL_TRANSPARENT);
ozy 19:6c63e1dd7c85 53 // ------------------------------------------------
ozy 19:6c63e1dd7c85 54 lcd.drawRect(44,0, E, 5, FILL_BLACK);
ozy 19:6c63e1dd7c85 55 lcd.drawRect(44,0,40, 5, FILL_TRANSPARENT);
ozy 19:6c63e1dd7c85 56 }
ozy 19:6c63e1dd7c85 57
ozy 7:737fb0c3dbef 58 void GameEngine::start(N5110 &lcd, DigitalIn &buttonA, DigitalIn &buttonB, DigitalIn &buttonC, DigitalIn &buttonD, AnalogIn &joy_v, AnalogIn &joy_h) {
ozy 19:6c63e1dd7c85 59 // function that draws fighter and allows user to control it
ozy 19:6c63e1dd7c85 60 _fighter.move_fighter(lcd, buttonA, buttonB, buttonC, buttonD, joy_v, joy_h);
ozy 15:7fd2d34f3be5 61 // initializing and drawing enemy AI agent
ozy 12:b4477a312158 62 enemy_AI(lcd);
ozy 19:6c63e1dd7c85 63 draw_health_bars(lcd);
ozy 18:22bda659c70a 64 int fighter_health = get_fighter_health();
ozy 18:22bda659c70a 65 int enemy_health = get_enemy_health();
ozy 18:22bda659c70a 66 int collision = check_collision(lcd, buttonA, buttonB, buttonC);
ozy 18:22bda659c70a 67 if (collision == 0) {
ozy 18:22bda659c70a 68 reduce_f_health(1);
ozy 18:22bda659c70a 69 printf("fighter health = %i\n", fighter_health);
ozy 18:22bda659c70a 70 }
ozy 18:22bda659c70a 71 else if (collision == 1) {
ozy 18:22bda659c70a 72 reduce_e_health(1);
ozy 18:22bda659c70a 73 printf("enemy health = %i\n", enemy_health);
ozy 18:22bda659c70a 74 }
ozy 7:737fb0c3dbef 75 lcd.refresh();
ozy 7:737fb0c3dbef 76 }
ozy 7:737fb0c3dbef 77
ozy 8:e2e2eb4ea0ca 78 void GameEngine::enemy_AI(N5110 &lcd) {
ozy 8:e2e2eb4ea0ca 79 int fighter_pos = _fighter.get_x();
ozy 17:928edcdd1058 80 //printf("f pos = %i \n", fighter_pos);
ozy 8:e2e2eb4ea0ca 81 int enemy_pos = _enemy.get_x();
ozy 17:928edcdd1058 82 //printf("e pos = %i \n", enemy_pos);
ozy 8:e2e2eb4ea0ca 83 int input = 0;
ozy 8:e2e2eb4ea0ca 84 int diff = fighter_pos - enemy_pos;
ozy 17:928edcdd1058 85 // printf("diff = %i \n", diff);
ozy 12:b4477a312158 86 // 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 87 if (diff > 0) {
ozy 8:e2e2eb4ea0ca 88 input = 1;
ozy 8:e2e2eb4ea0ca 89 }
ozy 8:e2e2eb4ea0ca 90 else {input = 0;}
ozy 16:4a1d916d97c5 91 if (diff >= -10 && diff <= 10){ // randomize enemy fight moves only in fighting range
ozy 14:7f23841685ad 92 _enemy.draw(lcd, input);
ozy 12:b4477a312158 93 _enemy.randomize_moves(lcd, input);
ozy 13:eaf070d5f599 94 // check for collision (without guard ON)
ozy 13:eaf070d5f599 95 // function to reduce enemy health or fighter health
ozy 16:4a1d916d97c5 96 // check_end_of_game
ozy 12:b4477a312158 97 }
ozy 14:7f23841685ad 98 // code for enemy to move to fighter if he is to the right
ozy 17:928edcdd1058 99 else if ((enemy_pos < fighter_pos) && (diff > 10) && (rand()%2 > 0)) {
ozy 14:7f23841685ad 100 _enemy.add_x(5);
ozy 14:7f23841685ad 101 _enemy.move_right(lcd);
ozy 14:7f23841685ad 102 }
ozy 14:7f23841685ad 103 // code for enemy to move to fighter if he is to the left
ozy 17:928edcdd1058 104 else if ((enemy_pos > fighter_pos) && (diff < 10) && (rand()%2 > 0)) {
ozy 14:7f23841685ad 105 _enemy.add_x(-5);
ozy 13:eaf070d5f599 106 _enemy.move_left(lcd);
ozy 13:eaf070d5f599 107 }
ozy 14:7f23841685ad 108 else {
ozy 14:7f23841685ad 109 _enemy.draw(lcd, input);
ozy 13:eaf070d5f599 110 }
ozy 8:e2e2eb4ea0ca 111 }
ozy 15:7fd2d34f3be5 112
ozy 18:22bda659c70a 113 int GameEngine::check_collision(N5110 &lcd, DigitalIn &buttonA, DigitalIn &buttonB, DigitalIn &buttonC) {
ozy 16:4a1d916d97c5 114 int fighter_pos = _fighter.get_x();
ozy 16:4a1d916d97c5 115 int enemy_pos = _enemy.get_x();
ozy 16:4a1d916d97c5 116 int diff = fighter_pos - enemy_pos;
ozy 16:4a1d916d97c5 117 int input;
ozy 18:22bda659c70a 118 int collision;
ozy 16:4a1d916d97c5 119 if (diff > 0) {
ozy 16:4a1d916d97c5 120 input = 1;
ozy 16:4a1d916d97c5 121 }
ozy 16:4a1d916d97c5 122 else {input = 0;}
ozy 16:4a1d916d97c5 123 int fighter_y = _fighter.get_y(); // getting fighter y pos to avoid enemy hitting fighter while fighter is above him
ozy 16:4a1d916d97c5 124 // code to check enemy collision
ozy 16:4a1d916d97c5 125 // check in fight range check enemy fight move check fighter is not guarding check fighter is on gound
ozy 17:928edcdd1058 126 if ((diff >= -10 && diff <= 10) && (_enemy.randomize_moves(lcd, input) == 1) && (buttonC.read() != 1) && (fighter_y == 34)) {
ozy 18:22bda659c70a 127 printf("enemy collision detected!\n");
ozy 18:22bda659c70a 128 collision = 0;
ozy 16:4a1d916d97c5 129 }
ozy 16:4a1d916d97c5 130 // code to check fight collision
ozy 17:928edcdd1058 131 // check in fight range check if kick or fight move is performed
ozy 17:928edcdd1058 132 if ((diff >= -10 && diff <= 10) && ((buttonA.read() || buttonB.read()) == 1)) {
ozy 18:22bda659c70a 133 printf("fighter collision detected!\n");
ozy 18:22bda659c70a 134 collision = 1;
ozy 17:928edcdd1058 135 }
ozy 18:22bda659c70a 136 // printf("collision is %i\n", collision);
ozy 18:22bda659c70a 137 return collision;
ozy 13:eaf070d5f599 138 }
ozy 8:e2e2eb4ea0ca 139
ozy 18:22bda659c70a 140
ozy 19:6c63e1dd7c85 141 void GameEngine::game_over(N5110 &lcd) {
ozy 19:6c63e1dd7c85 142 lcd.clear();
ozy 19:6c63e1dd7c85 143 lcd.printString("Game Over", 20, 3);
ozy 19:6c63e1dd7c85 144 lcd.printString("Loser!", 25, 4);
ozy 19:6c63e1dd7c85 145 lcd.refresh();
ozy 19:6c63e1dd7c85 146 }
ozy 18:22bda659c70a 147