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Dependencies: mbed
Diff: Wall/Wall.cpp
- Revision:
- 14:13e82f720bea
- Parent:
- 8:97576c8761a8
--- a/Wall/Wall.cpp Thu May 09 05:25:04 2019 +0000
+++ b/Wall/Wall.cpp Thu May 09 06:19:58 2019 +0000
@@ -12,12 +12,12 @@
void Wall::init(int x,int gap,int width,int speed) {
- _x = x; // x value on screen is fixed
- _gap = gap;
+ _x = x; // wall x starting postion and updating position
+ _gap = gap; // gap represents the distance between the wall
int uncertainty = rand() % (47 - _gap);
- _height = uncertainty; // y depends on height of screen and height of paddle
- _width = width;
- _speed = speed;
+ _height = uncertainty; // get random height for the wall
+ _width = width; // fixed width
+ _speed = speed; // adjuctable speed
}
void Wall::draw1(N5110 &lcd) {
@@ -26,21 +26,20 @@
}
void Wall::draw2(N5110 &lcd) {
- lcd.drawRect(_x,(_gap + _height),_width,(HEIGHT - (_gap + _height)),FILL_BLACK);
+ lcd.drawRect(_x,(_gap + _height),_width,(HEIGHT - (_gap + _height)),FILL_BLACK); // draw the wall near the bottom
}
void Wall::update() {
- // scale is arbitrary, could be changed in the future
- _x -= _speed;
+ _x -= _speed; // speed is arbitrary, could be changed in the future, and the wall is shifting to left
}
-void Wall::reset() {
+void Wall::reset() { // when the wall is off from the left screen, replace it back to the right side and continue the game
_x = 149;
int uncertainty = rand() % (47 - _gap);
_height = uncertainty;
}
-int Wall::get_x() {
+int Wall::get_x() { // get x position and wall height for collision logic function
return _x;
}
int Wall::get_height() {