Mortal Kombat Game ELEC2645

Dependencies:   mbed N5110 ShiftReg Joystick

Fighter.cpp

Committer:
ozy
Date:
2021-04-22
Revision:
7:737fb0c3dbef
Parent:
6:a1a7dc264fed
Child:
8:e2e2eb4ea0ca

File content as of revision 7:737fb0c3dbef:

#include "Fighter.h"
#include "mbed.h"


Fighter::Fighter() {}

int Fighter::get_x() {
    return _x;
}

int Fighter::get_y() {
    return _y;
}

void Fighter::init() {
    // initialize fighter position
    set_x(15);
    set_y(34);  
}

void Fighter::set_x(int x) {
    _x = x;
}

void Fighter::set_y(int y) {
    _y = y;
}

void Fighter::add_x(int x) {
    _x += x;
}

void Fighter::add_y(int y) {
    _y += y;
}

void Fighter::draw(N5110 &lcd) {    // drawing standing Fighter

    const int standsprite[12][10] =   {
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,1,1,1,1,1,1,0,0 },
    { 0,0,1,0,1,1,0,1,0,0 },
    { 0,1,1,0,1,1,0,1,1,0 },
    { 0,1,0,0,1,1,0,0,1,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,0,0,1,1,0,0 },
    { 0,0,1,0,0,0,0,1,0,0 },
    { 0,1,1,0,0,0,0,1,1,0 },
    { 0,1,0,0,0,0,0,0,1,0 },
    { 0,1,0,0,0,0,0,0,1,0 },
    };

lcd.drawSprite(_x,_y,12,10,(int *)standsprite);
}

// ************************************************************************

void Fighter::move_left(N5110 &lcd){
    const int run_left[12][10] =   {
    { 0,0,1,1,1,0,0,0,0,0 },
    { 0,0,1,1,1,0,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,0,1,1,1,1,0,0 },
    { 1,1,1,0,1,1,0,1,1,0 },
    { 0,0,0,0,1,1,0,0,0,1 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,0,0,1,1,0,0 },
    { 0,1,1,0,0,0,1,1,1,1 },
    { 0,0,1,1,0,0,0,0,0,0 },
    { 0,0,0,1,1,0,0,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    };
lcd.drawSprite(_x,_y,12,10,(int *)run_left);
}

// ************************************************************************

void Fighter::move_left2(N5110 &lcd){
const int midrun_left[12][10] =   {
    { 0,0,1,1,1,0,0,0,0,0 },
    { 0,0,1,1,1,0,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,0,1,1,1,1,0,0 },
    { 1,1,1,0,1,1,0,1,1,0 },
    { 0,0,0,0,1,1,0,0,0,1 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,0,0,1,1,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,0,1,0,1,0,0,0 },
    { 0,0,0,1,0,0,0,1,0,0 },
    };
lcd.drawSprite(_x,_y,12,10,(int *)midrun_left);
}

// ************************************************************************

void Fighter::move_right(N5110 &lcd) {

    const int run_right[12][10] =   {
    { 0,0,0,0,0,1,1,1,0,0 },
    { 0,0,0,0,0,1,1,1,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,1,1,0,1,0,0 },
    { 0,1,1,0,1,1,0,1,1,1 },
    { 1,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,0,0,1,1,0,0 },
    { 1,1,1,1,0,0,0,1,1,0 },
    { 0,0,0,0,0,0,1,1,0,0 },
    { 0,0,0,0,0,1,1,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    };
lcd.drawSprite(_x,_y,12,10,(int *)run_right);
}

// ************************************************************************

void Fighter::move_right2(N5110 &lcd) {
const int midrun_right[12][10] =   {
    { 0,0,0,0,0,1,1,1,0,0 },
    { 0,0,0,0,0,1,1,1,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,1,1,0,1,0,0 },
    { 0,1,1,0,1,1,0,1,1,1 },
    { 1,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,0,0,1,1,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,1,0,1,0,0,0,0 },
    { 0,0,1,0,0,0,1,0,0,0 },
    };

lcd.drawSprite(_x,_y,12,10,(int *)midrun_right);
}

// ************************************************************************

void Fighter::kick_right(N5110 &lcd) {
    const int kick[12][10] =   {
    { 0,1,1,0,0,0,0,0,0,0 },
    { 0,1,1,0,1,1,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,1 },
    { 0,0,1,1,1,0,0,0,1,1 },
    { 0,1,1,1,1,1,1,1,0,0 },
    { 0,1,0,0,1,1,1,0,0,0 },
    { 1,1,0,0,1,1,0,0,0,0 },
    { 0,0,0,0,1,0,0,0,0,0 },
    { 0,0,0,1,1,0,0,0,0,0 },
    { 0,0,0,1,0,0,0,0,0,0 },
    { 0,0,1,1,0,0,0,0,0,0 },
    { 0,0,1,1,0,0,0,0,0,0 },
    };
lcd.drawSprite(_x,_y,12,10,(int *)kick);
}

// ************************************************************************

void Fighter::kick_left(N5110 &lcd) {
    const int kick[12][10] =   {
    { 0,0,0,0,0,0,0,1,1,0 },
    { 0,0,0,0,1,1,0,1,1,0 },
    { 1,0,0,1,1,1,1,0,0,0 },
    { 1,1,0,0,0,1,1,1,0,0 },
    { 0,0,1,1,1,1,1,1,1,0 },
    { 0,0,0,1,1,1,0,0,1,0 },
    { 0,0,0,0,1,1,0,0,1,1 },
    { 0,0,0,0,0,1,0,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,0,1,0,0,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    };
lcd.drawSprite(_x,_y,12,10,(int *)kick);
}

// ************************************************************************

void Fighter::punch_right(N5110 &lcd) {
    const int punch[12][10] =   {
    { 0,0,0,0,1,1,0,0,0,1 },
    { 0,0,0,0,1,1,0,0,1,1 },
    { 0,0,1,1,1,1,0,1,1,0 },
    { 0,1,0,0,1,1,1,1,0,0 },
    { 0,1,1,0,1,1,0,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,0,1,0,0,1,1,0,0 },
    { 0,0,1,1,0,0,1,1,0,0 },
    { 0,0,1,0,0,0,1,0,0,0 },
    { 0,1,1,0,0,0,1,0,0,0 },
    { 1,1,0,0,0,1,1,0,0,0 },
    };
lcd.drawSprite(_x,_y,12,10,(int *)punch);
}

// ************************************************************************

void Fighter::punch_left(N5110 &lcd) {
    const int punch[12][10] =   {
    { 1,0,0,0,1,1,0,0,0,0 },
    { 1,1,0,0,1,1,0,0,0,0 },
    { 0,1,1,0,1,1,1,1,0,0 },
    { 0,0,1,1,1,1,0,0,1,0 },
    { 0,0,0,0,1,1,0,1,1,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,0,0,1,0,0,0 },
    { 0,0,1,1,0,0,1,1,0,0 },
    { 0,0,0,1,0,0,0,1,0,0 },
    { 0,0,0,1,0,0,0,1,1,0 },
    { 0,0,0,1,1,0,0,0,1,1 },
    };
lcd.drawSprite(_x,_y,12,10,(int *)punch);
}

// ************************************************************************

void Fighter::guard(N5110 &lcd) {
    const int guard[12][10] =   {
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,0,1,1,0,1,0,0 },
    { 0,0,1,0,1,1,0,1,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,0,0,1,1,0,0,0,0 },
    { 0,0,0,1,1,1,1,0,0,0 },
    { 0,0,1,1,1,1,1,1,0,0 },
    { 0,1,0,0,0,0,0,0,1,0 },
    { 0,1,0,0,0,0,0,0,1,0 },
    { 0,1,0,0,0,0,0,0,1,0 },
    };
lcd.drawSprite(_x,_y,12,10,(int *)guard);
}

void Fighter::move_fighter(N5110 &lcd, DigitalIn &buttonA, DigitalIn &buttonB, DigitalIn &buttonC, DigitalIn &buttonD, AnalogIn  &joy_v, AnalogIn  &joy_h) {
    // getting joystick coordinates using read() function
    // joystick centered at (0.50,0.50) with utmost left at (1.00,0.50) and utmost right being (0.00,0.50)
    // read each of the pins
    float x = joy_h.read();
    float y = joy_v.read();
    printf("x = %.2f | y = %.2f \n",x,y);

    int x_pos = get_x();
    printf("fighter x pos = %i \n", x_pos);

/*
Code idea:
if joystick is not moved , display standing sprite
if joystick is moved right, toggle between runright and midrunright
if joystick is moved left, toggle between runleft and midrunleft
*/
    if(x > 0.48 && x < 0.52) { // joystick not moved - we use ± 0.02 to take account of fluctuation in joystick tolerance and noice on ADC
          draw(lcd); // draw standing fighter
          lcd.refresh();
          wait(0.3);

           // Preform kick move if user presses button A
        if (buttonA.read() == 1) {
            kick_right(lcd);  // draw kick on same coordinates as the standing sprite
            lcd.refresh();
            wait(0.3);
        }
        // Preform punch move if user presses button B
        if (buttonB.read() == 1) {
            punch_right(lcd);  // draw kick
            lcd.refresh();
            wait(0.3);
        }
        // Guard if user presses button C
        while (buttonC.read() == 1) {
            guard(lcd);  // draw guard move frame
            lcd.refresh();
            wait(0.3);
        }
    }
    else if(x < 0.48) { //  joystick moved to the right
        // print  the  move_right animation, refresh, then print the 2nd move_right animation (toggling animations to create moving legs!)
        add_x(5);           // increment by 5
        move_right(lcd);
        lcd.refresh();
        wait(0.1);
        move_right2(lcd);
        lcd.refresh();
        wait(0.08);

        if (x_pos >= 65) {   // code to stop fighter moving out of lcd screen
            add_x(-5);
        }


        // kick if user presses button A
        if (buttonA.read() == 1) {
                kick_right(lcd);
                lcd.refresh();
                wait(0.3);
            }
        // Preform punch move if user presses button B
        if (buttonB.read() == 1) {
            punch_right(lcd);  // draw kick on same coordinates as the sprite
            lcd.refresh();
            wait(0.3);
        }
        // Guard if user presses button C
        while (buttonC.read() == 1) {       // we use while not if here because user would hold to guard
            guard(lcd);  // draw kick on same coordinates as the sprite
            lcd.refresh();
            wait(0.3);
        }
    }

    else if(x > 0.52) { // joystick moved to the left
        add_x(-5);      // decrement left by 5
        move_left(lcd);
        lcd.refresh();
        wait(0.1);
        move_left2(lcd);
        lcd.refresh();
        wait(0.08);

        if (x_pos <= 6) {   // code to stop fighter moving out of lcd screen
            add_x(5);
        }

    // kick if user presses button A
        if (buttonA.read() == 1) {
            kick_left(lcd);
            lcd.refresh();
            wait(0.3);
        }
        if (buttonB.read() == 1) {
            punch_left(lcd);  // draw punch on same coordinates as the sprite
            lcd.refresh();
            wait(0.3);
        }
        // Guard if user presses button C
        while (buttonC.read() == 1) {
            guard(lcd);  // draw guard on same coordinates as the sprite
            lcd.refresh();
            wait(0.3);
        }
    }
}