Mini game developed for ECE 4180 lab
Dependencies: 4DGL-uLCD-SE mbed-rtos mbed
entity.cpp@0:a358215f57b7, 2016-03-14 (annotated)
- Committer:
- slandry8
- Date:
- Mon Mar 14 17:42:07 2016 +0000
- Revision:
- 0:a358215f57b7
Final build of game for ECE 4180
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
slandry8 | 0:a358215f57b7 | 1 | #include "entity.h" |
slandry8 | 0:a358215f57b7 | 2 | void evalScreens(Screen **s) { |
slandry8 | 0:a358215f57b7 | 3 | if((*s[1]).pos > 127) { |
slandry8 | 0:a358215f57b7 | 4 | //delete screen, shift old screen 1 to screen 0, create new screen 1 |
slandry8 | 0:a358215f57b7 | 5 | delete s[1]; |
slandry8 | 0:a358215f57b7 | 6 | s[1] = s[0]; |
slandry8 | 0:a358215f57b7 | 7 | //s[0] = new Screen(0x780D, -127); |
slandry8 | 0:a358215f57b7 | 8 | s[0] = new Screen(0x780D, true,-127); |
slandry8 | 0:a358215f57b7 | 9 | } |
slandry8 | 0:a358215f57b7 | 10 | (*s[0]).decScreen(); |
slandry8 | 0:a358215f57b7 | 11 | (*s[1]).decScreen(); |
slandry8 | 0:a358215f57b7 | 12 | } |
slandry8 | 0:a358215f57b7 | 13 | void drawScreens(uLCD_4DGL *u, Screen **s) { |
slandry8 | 0:a358215f57b7 | 14 | //Only draw left-most screen objects if it is not in its initial position |
slandry8 | 0:a358215f57b7 | 15 | if((*s[0]).pos > -127) { |
slandry8 | 0:a358215f57b7 | 16 | //overwrite previous location of blocks with bg color |
slandry8 | 0:a358215f57b7 | 17 | for(int j = 0;j<=3;j++) { |
slandry8 | 0:a358215f57b7 | 18 | DrawCoverUp((*(*s[0]).obs[j]).row, (*(*s[0]).obs[j]).col - DELTA_X,(*(*s[0]).obs[j]).w - 1,(*(*s[0]).obs[j]).h - 1,u); |
slandry8 | 0:a358215f57b7 | 19 | } |
slandry8 | 0:a358215f57b7 | 20 | //draw obstacles in new positions |
slandry8 | 0:a358215f57b7 | 21 | DrawSliceBySlice((*s[0]).obs[0], u); |
slandry8 | 0:a358215f57b7 | 22 | DrawSliceBySlice((*s[0]).obs[1], u); |
slandry8 | 0:a358215f57b7 | 23 | DrawSliceBySlice((*s[0]).obs[2], u); |
slandry8 | 0:a358215f57b7 | 24 | DrawSliceBySlice((*s[0]).obs[3], u); |
slandry8 | 0:a358215f57b7 | 25 | } |
slandry8 | 0:a358215f57b7 | 26 | //Since s[1] is always on-screen, draw its objects and any necessary cover-up boxes |
slandry8 | 0:a358215f57b7 | 27 | for(int i = 0;i<=3;i++) { |
slandry8 | 0:a358215f57b7 | 28 | DrawCoverUp((*(*s[1]).obs[i]).row, (*(*s[1]).obs[i]).col - DELTA_X,(*(*s[1]).obs[i]).w - 1, (*(*s[1]).obs[i]).h - 1,u); |
slandry8 | 0:a358215f57b7 | 29 | } |
slandry8 | 0:a358215f57b7 | 30 | //draw blocks in new positions |
slandry8 | 0:a358215f57b7 | 31 | DrawSliceBySlice((*s[1]).obs[0], u); |
slandry8 | 0:a358215f57b7 | 32 | DrawSliceBySlice((*s[1]).obs[1], u); |
slandry8 | 0:a358215f57b7 | 33 | DrawSliceBySlice((*s[1]).obs[2], u); |
slandry8 | 0:a358215f57b7 | 34 | DrawSliceBySlice((*s[1]).obs[3], u); |
slandry8 | 0:a358215f57b7 | 35 | } |
slandry8 | 0:a358215f57b7 | 36 | void drawPlayer(uLCD_4DGL *u, Player *p) { |
slandry8 | 0:a358215f57b7 | 37 | //(*u).filled_rectangle((*p).col,(*p).row,(*p).col + 15,(*p).row + 31, (*p).color); |
slandry8 | 0:a358215f57b7 | 38 | if((*p).isJumping) { |
slandry8 | 0:a358215f57b7 | 39 | (*u).set_sector_address(0x001D, 0x78A5); |
slandry8 | 0:a358215f57b7 | 40 | //set jumping sector |
slandry8 | 0:a358215f57b7 | 41 | } else if((*p).isFalling) { |
slandry8 | 0:a358215f57b7 | 42 | (*u).set_sector_address(0x001D, 0x78A2); |
slandry8 | 0:a358215f57b7 | 43 | //set falling sector |
slandry8 | 0:a358215f57b7 | 44 | } else { |
slandry8 | 0:a358215f57b7 | 45 | (*u).set_sector_address(0x001D, 0x78A8); |
slandry8 | 0:a358215f57b7 | 46 | } |
slandry8 | 0:a358215f57b7 | 47 | //set neutral sector |
slandry8 | 0:a358215f57b7 | 48 | (*u).display_image((*p).col, (*p).row); |
slandry8 | 0:a358215f57b7 | 49 | } |
slandry8 | 0:a358215f57b7 | 50 | void drawPlayerCoverUp(uLCD_4DGL *u, Player *p) { |
slandry8 | 0:a358215f57b7 | 51 | //(*u).filled_rectangle((*p).col - (((*p).moveFlag & 2) >> 1) + ((*p).moveFlag & 1),(*p).row,(*p).col + 15,(*p).row + 31, 0x000000); |
slandry8 | 0:a358215f57b7 | 52 | (*u).filled_rectangle((*p).col - (DELTA_X_P * (((*p).moveFlag & 2) >> 1)) + (((*p).w * ((*p).moveFlag & 1)) + 0),(*p).row,(*p).col - (1 * (((*p).moveFlag & 2) >> 1)) + ((16 * ((*p).moveFlag & 1)) + (DELTA_X_P * ((*p).moveFlag & 1))),(*p).row + 31, COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 53 | } |
slandry8 | 0:a358215f57b7 | 54 | void drawPlayerCoverUp(uLCD_4DGL *u, Player *p, int dir) { |
slandry8 | 0:a358215f57b7 | 55 | if((*p).moveFlag == MOVE_RIGHT) { |
slandry8 | 0:a358215f57b7 | 56 | (*u).filled_rectangle((*p).col - DELTA_X_P - 1,(*p).row,(*p).col - 1,(*p).row + (*p).h - 1,COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 57 | } |
slandry8 | 0:a358215f57b7 | 58 | if((*p).moveFlag == MOVE_LEFT) { |
slandry8 | 0:a358215f57b7 | 59 | (*u).filled_rectangle((*p).col + (*p).w,(*p).row,(*p).col + (*p).w + DELTA_X_P + 1,(*p).row + (*p).h - 1,COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 60 | } |
slandry8 | 0:a358215f57b7 | 61 | } |
slandry8 | 0:a358215f57b7 | 62 | /*void drawPlayerAirborneCoverUp(uLCD_4DGL *u, Player *p) { |
slandry8 | 0:a358215f57b7 | 63 | (*u).filled_rectangle((*p).col, (*p).row - (((*p).isFalling && ((*p).fallCounter >= 0)) ? DELTA_Y : 0) + |
slandry8 | 0:a358215f57b7 | 64 | (((*p).isJumping && ((*p).upCounter >= 0)) ? 32 : 0),(*p).col + 15, (*p).row - (((*p).isFalling && ((*p).fallCounter >= 0)) ? 1 : 0) + |
slandry8 | 0:a358215f57b7 | 65 | (((*p).isJumping && ((*p).upCounter >= 0)) ? 32 + DELTA_Y : 0), COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 66 | }*/ |
slandry8 | 0:a358215f57b7 | 67 | void drawPlayerAirborneCoverUp(uLCD_4DGL *u, Player *p) { |
slandry8 | 0:a358215f57b7 | 68 | if((*p).isJumping) { |
slandry8 | 0:a358215f57b7 | 69 | //draw a cover-up box below the player |
slandry8 | 0:a358215f57b7 | 70 | (*u).filled_rectangle((*p).col,(*p).row + (*p).h,(*p).col + (*p).w - 1,(*p).row + (*p).h + DELTA_Y,COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 71 | } |
slandry8 | 0:a358215f57b7 | 72 | if((*p).isFalling) { |
slandry8 | 0:a358215f57b7 | 73 | //draw a cover-up box above the player |
slandry8 | 0:a358215f57b7 | 74 | (*u).filled_rectangle((*p).col,(*p).row - DELTA_Y - 1, (*p).col + (*p).w - 1, (*p).row - 1,COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 75 | } |
slandry8 | 0:a358215f57b7 | 76 | } |
slandry8 | 0:a358215f57b7 | 77 | void drawPlayerDiagCoverUp(uLCD_4DGL *u, Player *p) { |
slandry8 | 0:a358215f57b7 | 78 | if((*p).isJumping) { |
slandry8 | 0:a358215f57b7 | 79 | if((*p).moveFlag == MOVE_RIGHT) { |
slandry8 | 0:a358215f57b7 | 80 | (*u).filled_rectangle((*p).col - DELTA_X_P,(*p).row + (*p).h, (*p).col - 1, (*p).row + (*p).h +DELTA_Y - 1, COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 81 | } |
slandry8 | 0:a358215f57b7 | 82 | if((*p).moveFlag == MOVE_LEFT) { |
slandry8 | 0:a358215f57b7 | 83 | (*u).filled_rectangle((*p).col + (*p).w,(*p).row + (*p).h, (*p).col + (*p).w + DELTA_X_P - 1, (*p).row + (*p).h + DELTA_Y - 1, COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 84 | } |
slandry8 | 0:a358215f57b7 | 85 | } |
slandry8 | 0:a358215f57b7 | 86 | if((*p).isFalling) { |
slandry8 | 0:a358215f57b7 | 87 | if((*p).moveFlag == MOVE_RIGHT) { |
slandry8 | 0:a358215f57b7 | 88 | (*u).filled_rectangle((*p).col - DELTA_X_P,(*p).row - DELTA_Y,(*p).col - 1, (*p).row - 1,COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 89 | } |
slandry8 | 0:a358215f57b7 | 90 | if((*p).moveFlag == MOVE_LEFT) { |
slandry8 | 0:a358215f57b7 | 91 | (*u).filled_rectangle((*p).col + (*p).w, (*p).row - DELTA_Y, (*p).col + (*p).w + DELTA_X_P - 1, (*p).row - 1, COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 92 | } |
slandry8 | 0:a358215f57b7 | 93 | } |
slandry8 | 0:a358215f57b7 | 94 | } |
slandry8 | 0:a358215f57b7 | 95 | void DrawIfOnScreen(Obstacle *o, uLCD_4DGL *u) { |
slandry8 | 0:a358215f57b7 | 96 | if(((*o).col >= 0) || (((*o).col + (*o).w - 1) > 0)) { //If entity is on-screen |
slandry8 | 0:a358215f57b7 | 97 | if((*o).col < 0) { |
slandry8 | 0:a358215f57b7 | 98 | (*u).filled_rectangle(0,(*o).row,(*o).w - 1 + (*o).col,(*o).row + (*o).h - 1,(*o).color);//If left side is not on screen |
slandry8 | 0:a358215f57b7 | 99 | } else if(((*o).col + 15) > 127) { |
slandry8 | 0:a358215f57b7 | 100 | (*u).filled_rectangle((*o).col,(*o).row,127,(*o).row + (*o).h - 1,(*o).color);//Else if right side not on screen |
slandry8 | 0:a358215f57b7 | 101 | } else { |
slandry8 | 0:a358215f57b7 | 102 | (*u).filled_rectangle((*o).col,(*o).row,(*o).col + (*o).w - 1,(*o).row + (*o).h - 1,(*o).color); //Else all of the entity is on the screen |
slandry8 | 0:a358215f57b7 | 103 | } |
slandry8 | 0:a358215f57b7 | 104 | } |
slandry8 | 0:a358215f57b7 | 105 | } |
slandry8 | 0:a358215f57b7 | 106 | void DrawSliceBySlice(Obstacle *o, uLCD_4DGL *u) { |
slandry8 | 0:a358215f57b7 | 107 | /*for(int i = 0; i<=15;i++) { |
slandry8 | 0:a358215f57b7 | 108 | if((*o).col + i > 0 && (*o).col + i <= 127) { |
slandry8 | 0:a358215f57b7 | 109 | (*u).set_sector_address(0x001D, 0x788F + i); |
slandry8 | 0:a358215f57b7 | 110 | (*u).display_image((*o).col + i, (*o).row); |
slandry8 | 0:a358215f57b7 | 111 | } |
slandry8 | 0:a358215f57b7 | 112 | }*/ |
slandry8 | 0:a358215f57b7 | 113 | //(*u).set_sector_address(0x001D, 0x789F); |
slandry8 | 0:a358215f57b7 | 114 | //(*u).display_image((*o).col, (*o).row); |
slandry8 | 0:a358215f57b7 | 115 | |
slandry8 | 0:a358215f57b7 | 116 | if(((*o).col >= 0) || (((*o).col + (*o).w - 1) > 0)) { //If entity is on-screen |
slandry8 | 0:a358215f57b7 | 117 | if((*o).col < 0) { //If the left side is off-screen |
slandry8 | 0:a358215f57b7 | 118 | //set sector for particular slice |
slandry8 | 0:a358215f57b7 | 119 | if((*o).w + (*o).col - 2 < 8) { |
slandry8 | 0:a358215f57b7 | 120 | //+1 addition to pick sector |
slandry8 | 0:a358215f57b7 | 121 | (*u).set_sector_address(0x001D, 0x78AB + (*o).w + (*o).col - 2); |
slandry8 | 0:a358215f57b7 | 122 | } else { |
slandry8 | 0:a358215f57b7 | 123 | //+2 addition to pick sector |
slandry8 | 0:a358215f57b7 | 124 | (*u).set_sector_address(0x001D, 0x78B4 + ((((*o).w + (*o).col - 2) % 8) * 2)); |
slandry8 | 0:a358215f57b7 | 125 | |
slandry8 | 0:a358215f57b7 | 126 | } |
slandry8 | 0:a358215f57b7 | 127 | //draw the object |
slandry8 | 0:a358215f57b7 | 128 | (*u).display_image(0, (*o).row); |
slandry8 | 0:a358215f57b7 | 129 | } else if(((*o).col + 15) > 127) { //If the right side is off-screen |
slandry8 | 0:a358215f57b7 | 130 | if(127 - (*o).col < 8) { |
slandry8 | 0:a358215f57b7 | 131 | //-1 to pick sector |
slandry8 | 0:a358215f57b7 | 132 | (*u).set_sector_address(0x001D,0x78D8 - ((127 - (*o).col) % 8)); |
slandry8 | 0:a358215f57b7 | 133 | } else { |
slandry8 | 0:a358215f57b7 | 134 | //-2 to pick sector |
slandry8 | 0:a358215f57b7 | 135 | (*u).set_sector_address(0x001D,0x78D2 - (((127 - (*o).col) % 8) * 2)); |
slandry8 | 0:a358215f57b7 | 136 | } |
slandry8 | 0:a358215f57b7 | 137 | //draw the object |
slandry8 | 0:a358215f57b7 | 138 | (*u).display_image((*o).col, (*o).row); |
slandry8 | 0:a358215f57b7 | 139 | } else { //Otherwise the entire object is on-screen |
slandry8 | 0:a358215f57b7 | 140 | (*u).set_sector_address(0x001D, 0x789F); |
slandry8 | 0:a358215f57b7 | 141 | (*u).display_image((*o).col, (*o).row); |
slandry8 | 0:a358215f57b7 | 142 | } |
slandry8 | 0:a358215f57b7 | 143 | } |
slandry8 | 0:a358215f57b7 | 144 | } |
slandry8 | 0:a358215f57b7 | 145 | void DrawCoverUp(int row, int col, int w, int h, uLCD_4DGL *u) { |
slandry8 | 0:a358215f57b7 | 146 | if((col >= 0) || ((col + w) > 0)) { //If entity is on-screen |
slandry8 | 0:a358215f57b7 | 147 | if(col < 0) { |
slandry8 | 0:a358215f57b7 | 148 | //(*u).filled_rectangle(0,row,15+col,row + 15,0x000000);//If left side is not on screen |
slandry8 | 0:a358215f57b7 | 149 | } else if((col + w) > 127) { |
slandry8 | 0:a358215f57b7 | 150 | (*u).filled_rectangle(col,row,col + DELTA_X - 1,row + h,COVER_COLOR);//Else if right side not on screen |
slandry8 | 0:a358215f57b7 | 151 | } else { |
slandry8 | 0:a358215f57b7 | 152 | (*u).filled_rectangle(col,row,col + DELTA_X - 1,row + h,COVER_COLOR); //Else all of the entity is on the screen |
slandry8 | 0:a358215f57b7 | 153 | } |
slandry8 | 0:a358215f57b7 | 154 | } |
slandry8 | 0:a358215f57b7 | 155 | } |
slandry8 | 0:a358215f57b7 | 156 | void drawScenery(uLCD_4DGL *u) { |
slandry8 | 0:a358215f57b7 | 157 | (*u).filled_rectangle(0,0,127,7,0xf09860); |
slandry8 | 0:a358215f57b7 | 158 | (*u).filled_rectangle(0,8,127,15,0xf0a870); |
slandry8 | 0:a358215f57b7 | 159 | (*u).filled_rectangle(0,16,127,23,0xf0b880); |
slandry8 | 0:a358215f57b7 | 160 | (*u).filled_rectangle(0,24,127,31,0xf0c890); |
slandry8 | 0:a358215f57b7 | 161 | (*u).set_sector_address(0x001D,0x791A); |
slandry8 | 0:a358215f57b7 | 162 | (*u).display_image(0,0); |
slandry8 | 0:a358215f57b7 | 163 | } |
slandry8 | 0:a358215f57b7 | 164 | void drawScore(uLCD_4DGL *u, int score) { |
slandry8 | 0:a358215f57b7 | 165 | char scoreChar[15]; |
slandry8 | 0:a358215f57b7 | 166 | sprintf(scoreChar,"%d",score); |
slandry8 | 0:a358215f57b7 | 167 | (*u).textbackground_color(0xf09860); |
slandry8 | 0:a358215f57b7 | 168 | (*u).locate(11-strlen(scoreChar),0); |
slandry8 | 0:a358215f57b7 | 169 | (*u).printf("Score: %s",scoreChar); |
slandry8 | 0:a358215f57b7 | 170 | } |
slandry8 | 0:a358215f57b7 | 171 | //Collision detection functions |
slandry8 | 0:a358215f57b7 | 172 | void CollisionDetect(Screen **s, Player *p,bool *flag) { |
slandry8 | 0:a358215f57b7 | 173 | if((*s[0]).pos > -127) { |
slandry8 | 0:a358215f57b7 | 174 | //Check if the player has collided with any of s[0]'s objects |
slandry8 | 0:a358215f57b7 | 175 | for(int j = 0;j<=3;j++) { |
slandry8 | 0:a358215f57b7 | 176 | if(detectTR((*s[0]).obs[j],p) || detectBL((*s[0]).obs[j],p) || detectBR((*s[0]).obs[j],p) || detectTL((*s[0]).obs[j],p)) { |
slandry8 | 0:a358215f57b7 | 177 | //mark player as collided |
slandry8 | 0:a358215f57b7 | 178 | //(*p).color = 0xFF00FF; |
slandry8 | 0:a358215f57b7 | 179 | //mark block as collided |
slandry8 | 0:a358215f57b7 | 180 | //(*(*s[0]).obs[j]).color = 0x00FFFF; |
slandry8 | 0:a358215f57b7 | 181 | //set the collided flag to true |
slandry8 | 0:a358215f57b7 | 182 | *flag = true; |
slandry8 | 0:a358215f57b7 | 183 | } |
slandry8 | 0:a358215f57b7 | 184 | } |
slandry8 | 0:a358215f57b7 | 185 | } |
slandry8 | 0:a358215f57b7 | 186 | |
slandry8 | 0:a358215f57b7 | 187 | //Check if the player has collided with any of s[1]'s objects |
slandry8 | 0:a358215f57b7 | 188 | for(int i = 0;i<=3;i++) { |
slandry8 | 0:a358215f57b7 | 189 | if(detectTR((*s[1]).obs[i],p) || detectBL((*s[1]).obs[i],p) || detectBR((*s[1]).obs[i],p) || detectTL((*s[1]).obs[i],p)) { |
slandry8 | 0:a358215f57b7 | 190 | //mark player as collided |
slandry8 | 0:a358215f57b7 | 191 | //(*p).color = 0xFF00FF; |
slandry8 | 0:a358215f57b7 | 192 | //mark block as collided |
slandry8 | 0:a358215f57b7 | 193 | //(*(*s[1]).obs[i]).color = 0x00FFFF; |
slandry8 | 0:a358215f57b7 | 194 | //set the collided flag to true |
slandry8 | 0:a358215f57b7 | 195 | *flag = true; |
slandry8 | 0:a358215f57b7 | 196 | } |
slandry8 | 0:a358215f57b7 | 197 | } |
slandry8 | 0:a358215f57b7 | 198 | } |
slandry8 | 0:a358215f57b7 | 199 | bool detectTR(Obstacle *o,Player *p) { |
slandry8 | 0:a358215f57b7 | 200 | //return true if the top right corner of the player overlaps with an object |
slandry8 | 0:a358215f57b7 | 201 | return ((((*o).col + (*o).w - 1) >= (*p).col) && (((*o).col + (*o).w - 1) <= (*p).col + (*p).w - 1) |
slandry8 | 0:a358215f57b7 | 202 | && (((*o).row >= (*p).row) && ((*o).row <= ((*p).row + (*p).h - 1)))); |
slandry8 | 0:a358215f57b7 | 203 | } |
slandry8 | 0:a358215f57b7 | 204 | bool detectBL(Obstacle *o,Player *p) { |
slandry8 | 0:a358215f57b7 | 205 | //return true if the bottom left corner of the player overlaps with an object |
slandry8 | 0:a358215f57b7 | 206 | return ((((*o).col) >= (*p).col) && (((*o).col) <= (*p).col + (*p).w - 1) |
slandry8 | 0:a358215f57b7 | 207 | && (((*o).row + (*o).h - 1 >= (*p).row) && ((*o).row + (*o).h - 1 <= ((*p).row + (*p).h - 1)))); |
slandry8 | 0:a358215f57b7 | 208 | } |
slandry8 | 0:a358215f57b7 | 209 | bool detectBR(Obstacle *o,Player *p) { |
slandry8 | 0:a358215f57b7 | 210 | //return true if the bottom right corner of the player overlaps with an object |
slandry8 | 0:a358215f57b7 | 211 | return ((((*o).col + (*o).w - 1) >= (*p).col) && (((*o).col + (*o).w - 1) <= (*p).col + (*p).w - 1) |
slandry8 | 0:a358215f57b7 | 212 | && (((*o).row + (*o).h - 1 >= (*p).row) && ((*o).row + (*o).h - 1 <= ((*p).row + (*p).h - 1)))); |
slandry8 | 0:a358215f57b7 | 213 | } |
slandry8 | 0:a358215f57b7 | 214 | bool detectTL(Obstacle *o, Player *p) { |
slandry8 | 0:a358215f57b7 | 215 | //return true if the top left corner of the player overlaps with an object |
slandry8 | 0:a358215f57b7 | 216 | return ((((*o).col) >= (*p).col) && (((*o).col) <= (*p).col + (*p).w - 1) |
slandry8 | 0:a358215f57b7 | 217 | && (((*o).row >= (*p).row) && ((*o).row <= ((*p).row + (*p).h - 1)))); |
slandry8 | 0:a358215f57b7 | 218 | } |
slandry8 | 0:a358215f57b7 | 219 | /* |
slandry8 | 0:a358215f57b7 | 220 | //functions that belong to the Screen class |
slandry8 | 0:a358215f57b7 | 221 | */ |
slandry8 | 0:a358215f57b7 | 222 | void Screen::decScreen(void) { |
slandry8 | 0:a358215f57b7 | 223 | //increment screen position and object positions so that they can move off-screen |
slandry8 | 0:a358215f57b7 | 224 | pos+=DELTA_X; |
slandry8 | 0:a358215f57b7 | 225 | (*obs[0]).col+=DELTA_X; |
slandry8 | 0:a358215f57b7 | 226 | (*obs[1]).col+=DELTA_X; |
slandry8 | 0:a358215f57b7 | 227 | (*obs[2]).col+=DELTA_X; |
slandry8 | 0:a358215f57b7 | 228 | (*obs[3]).col+=DELTA_X; |
slandry8 | 0:a358215f57b7 | 229 | //decrement position of objects associated with screen |
slandry8 | 0:a358215f57b7 | 230 | } |
slandry8 | 0:a358215f57b7 | 231 | Screen::Screen(int bg, int initPos) { |
slandry8 | 0:a358215f57b7 | 232 | bgAddr = bg; |
slandry8 | 0:a358215f57b7 | 233 | pos = initPos; |
slandry8 | 0:a358215f57b7 | 234 | int j; |
slandry8 | 0:a358215f57b7 | 235 | for(j = 0;j<=3;j++) { |
slandry8 | 0:a358215f57b7 | 236 | obs[j] = new Obstacle(0x00FF00); |
slandry8 | 0:a358215f57b7 | 237 | (*obs[j]).col = initPos + (16*j) + j; |
slandry8 | 0:a358215f57b7 | 238 | (*obs[j]).row = 111; |
slandry8 | 0:a358215f57b7 | 239 | } |
slandry8 | 0:a358215f57b7 | 240 | } |
slandry8 | 0:a358215f57b7 | 241 | //new default constructor |
slandry8 | 0:a358215f57b7 | 242 | Screen::Screen(int bg, bool randomSpots, int initPos) { |
slandry8 | 0:a358215f57b7 | 243 | pos = initPos; |
slandry8 | 0:a358215f57b7 | 244 | for(int j = 0;j<=3;j++) { |
slandry8 | 0:a358215f57b7 | 245 | obs[j] = new Obstacle(0x0000FF); |
slandry8 | 0:a358215f57b7 | 246 | } |
slandry8 | 0:a358215f57b7 | 247 | //Pick random locations within the screen for the objects |
slandry8 | 0:a358215f57b7 | 248 | (*obs[0]).col = initPos + (rand() % 2) * 16; |
slandry8 | 0:a358215f57b7 | 249 | (*obs[1]).col = ((rand() % 2) * 16) + (*obs[0]).col; |
slandry8 | 0:a358215f57b7 | 250 | (*obs[2]).col = ((rand() % 2) * 16) + (*obs[1]).col; |
slandry8 | 0:a358215f57b7 | 251 | (*obs[3]).col = ((rand() % 2) * 16) + (*obs[2]).col; |
slandry8 | 0:a358215f57b7 | 252 | //set height to either 16 or 32 pixels for object |
slandry8 | 0:a358215f57b7 | 253 | for(int j = 0;j<=3;j++) { |
slandry8 | 0:a358215f57b7 | 254 | (*obs[j]).h = ((rand() % 2) == 1 ? H_32 : H_16); |
slandry8 | 0:a358215f57b7 | 255 | (*obs[j]).w = H_16; |
slandry8 | 0:a358215f57b7 | 256 | (*obs[j]).row = 127-(*obs[j]).h; |
slandry8 | 0:a358215f57b7 | 257 | } |
slandry8 | 0:a358215f57b7 | 258 | } |
slandry8 | 0:a358215f57b7 | 259 | Screen::~Screen(void) { |
slandry8 | 0:a358215f57b7 | 260 | //free the space for the deleted screen's obstacles in memory |
slandry8 | 0:a358215f57b7 | 261 | delete obs[0]; |
slandry8 | 0:a358215f57b7 | 262 | delete obs[1]; |
slandry8 | 0:a358215f57b7 | 263 | delete obs[2]; |
slandry8 | 0:a358215f57b7 | 264 | delete obs[3]; |
slandry8 | 0:a358215f57b7 | 265 | } |
slandry8 | 0:a358215f57b7 | 266 | /* |
slandry8 | 0:a358215f57b7 | 267 | //Functions that belong to the Obstacle class |
slandry8 | 0:a358215f57b7 | 268 | */ |
slandry8 | 0:a358215f57b7 | 269 | Obstacle::Obstacle(int c) { |
slandry8 | 0:a358215f57b7 | 270 | color = c; |
slandry8 | 0:a358215f57b7 | 271 | w = 16; |
slandry8 | 0:a358215f57b7 | 272 | h = 16; |
slandry8 | 0:a358215f57b7 | 273 | row = 0; |
slandry8 | 0:a358215f57b7 | 274 | col = 0; |
slandry8 | 0:a358215f57b7 | 275 | } |
slandry8 | 0:a358215f57b7 | 276 | /* |
slandry8 | 0:a358215f57b7 | 277 | //Function that belong to the Player class |
slandry8 | 0:a358215f57b7 | 278 | */ |
slandry8 | 0:a358215f57b7 | 279 | Player::Player(void) { |
slandry8 | 0:a358215f57b7 | 280 | //set default variables so that the player is in the bottom-right corner when the game begins |
slandry8 | 0:a358215f57b7 | 281 | w = H_16; |
slandry8 | 0:a358215f57b7 | 282 | h = H_32; |
slandry8 | 0:a358215f57b7 | 283 | color = 0xFF0000; //color is deprecated, since we're using images now |
slandry8 | 0:a358215f57b7 | 284 | col = 111; |
slandry8 | 0:a358215f57b7 | 285 | row = 95; |
slandry8 | 0:a358215f57b7 | 286 | hasMoved = false; |
slandry8 | 0:a358215f57b7 | 287 | moveFlag = 0; |
slandry8 | 0:a358215f57b7 | 288 | isFalling = false; |
slandry8 | 0:a358215f57b7 | 289 | isJumping = false; |
slandry8 | 0:a358215f57b7 | 290 | upCounter = -1; |
slandry8 | 0:a358215f57b7 | 291 | fallCounter = -1; |
slandry8 | 0:a358215f57b7 | 292 | } |
slandry8 | 0:a358215f57b7 | 293 | /* |
slandry8 | 0:a358215f57b7 | 294 | // Functions that belong to the cursor class |
slandry8 | 0:a358215f57b7 | 295 | */ |
slandry8 | 0:a358215f57b7 | 296 | Cursor::Cursor(void) { |
slandry8 | 0:a358215f57b7 | 297 | //set default cursor position so that the cursor is over 'A' on the high score screen |
slandry8 | 0:a358215f57b7 | 298 | row = 30; |
slandry8 | 0:a358215f57b7 | 299 | col = 5; |
slandry8 | 0:a358215f57b7 | 300 | s = 10; |
slandry8 | 0:a358215f57b7 | 301 | curChar = 'A'; |
slandry8 | 0:a358215f57b7 | 302 | delta_x = 14; |
slandry8 | 0:a358215f57b7 | 303 | delta_y = 16; |
slandry8 | 0:a358215f57b7 | 304 | hasMoved = false; |
slandry8 | 0:a358215f57b7 | 305 | letterPressed = false; |
slandry8 | 0:a358215f57b7 | 306 | c = 0; |
slandry8 | 0:a358215f57b7 | 307 | moveFlag = 0; |
slandry8 | 0:a358215f57b7 | 308 | } |
slandry8 | 0:a358215f57b7 | 309 | void Cursor::draw(uLCD_4DGL *u) { |
slandry8 | 0:a358215f57b7 | 310 | //draw the cursor rectangle at the current position |
slandry8 | 0:a358215f57b7 | 311 | (*u).rectangle(col,row,col + s,row + s,0xFF3300); |
slandry8 | 0:a358215f57b7 | 312 | } |
slandry8 | 0:a358215f57b7 | 313 | void Cursor::coverUp(uLCD_4DGL *u) { |
slandry8 | 0:a358215f57b7 | 314 | //draw a rectangle with the BG color at the previous cursor position to cover up the rectangle left behind by previous draw function |
slandry8 | 0:a358215f57b7 | 315 | (*u).rectangle(col + ((moveFlag & MOVE_LEFT) * ((delta_x - s) + s)) - (((moveFlag & MOVE_RIGHT) >> 1) * ((delta_x - s) + s)), row + (((moveFlag & MOVE_UP)>>2) * ((delta_y - s) + s)) - (((moveFlag & MOVE_DOWN)>>3) * ((delta_y - s) + s)), |
slandry8 | 0:a358215f57b7 | 316 | (col + s) + ((moveFlag & MOVE_LEFT)* ((delta_x - s) + s)) - (((moveFlag & MOVE_RIGHT) >> 1) * ((delta_x - s) + s)), row + s + (((moveFlag & MOVE_UP)>>2) * ((delta_y - s) + s)) - (((moveFlag & MOVE_DOWN)>>3) * ((delta_y - s) + s)), |
slandry8 | 0:a358215f57b7 | 317 | COVER_COLOR); |
slandry8 | 0:a358215f57b7 | 318 | } |