Mini game developed for ECE 4180 lab

Dependencies:   4DGL-uLCD-SE mbed-rtos mbed

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?

UserRevisionLine numberNew 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 }