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Dependencies: mbed
Falldown/Falldown.cpp
- Committer:
- el17cr
- Date:
- 2019-04-16
- Revision:
- 3:5edefa83f8f0
- Parent:
- 2:7f91a86b4dc0
- Child:
- 4:03d13a53308c
File content as of revision 3:5edefa83f8f0:
#include "Falldown.h"
Falldown::Falldown()
{
}
Falldown::~Falldown()
{
}
void Falldown::init(int ground_height,int ball_size)
{
// initialise the game parameters
_ground_width1 = 50;
_ground_height = ground_height;
_ground_width2 = 70;
//_ground_height2 = 2;
_ball_size = ball_size;
// x position on screen - WIDTH is defined in N5110.h
//_p1x = GAP;
//_p2x = WIDTH - GAP - _Ground_width;
_bally = GAP;
_g1x = 1;
_g2x = 1;
_g1y = 10;
_g2y = 20;
// puts Grounds and ball in middle
_ball.init(_bally,_ball_size);
_ground1.init(_g1x,_g1y,_ground_height,_ground_width1);
_ground2.init(_g2x,_g2y,_ground_height,_ground_width2);
}
void Falldown::read_input(Gamepad &pad)
{
_d = pad.get_direction();
_mag = pad.get_mag();
}
void Falldown::draw(N5110 &lcd)
{
// draw the elements in the LCD buffer
// pitch
//lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
//lcd.drawLine(WIDTH/2,0,WIDTH/2,HEIGHT-1,2);
lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
// Grounds
_ground1.draw(lcd);
_ground2.draw(lcd);
_ball.draw(lcd);
}
void Falldown::update(Gamepad &pad)
{
//check_goal(pad);
// important to update Grounds and ball before checking collisions so can
// correct for it before updating the display
_ball.updateX(_d,_mag);
_ball.update();
//_ground.update();
//check_wall_collision(pad);
check_Ground_collisions(pad);
}
/*
void Falldown::check_wall_collision(Gamepad &pad)
{
// read current ball attributes
//Vector2D ball_pos = _ball.get_pos();
//Vector2D ball_velocity = _ball.get_velocity();
// check if hits bottom wall
if (ball_pos.x >= 48) { // 1 due to 1 pixel boundary
ball_pos.y = 1; // bounce off ceiling without going off screen
ball_velocity.y = -ball_velocity.y;
// audio feedback
pad.tone(750.0,0.1);
}
// check if hit bottom wall
else if (ball_pos.y + _ball_size >= (HEIGHT-1) ) { // bottom pixel is 47
// hit bottom
ball_pos.y = (HEIGHT-1) - _ball_size; // stops ball going off screen
ball_velocity.y = -ball_velocity.y;
// audio feedback
pad.tone(750.0,0.1);
}
// update ball parameters
_ball.set_velocity(ball_velocity);
//_ball.set_pos(ball_pos);
}*/
void Falldown::check_Ground_collisions(Gamepad &pad)
{
// read current ball attributes
Vector2D ball_pos = _ball.get_pos();
Vector2D ball_velocity = _ball.get_velocity();
// check p1 first
//Vector2D ground_pos = _ground.get_pos();
// see if ball has hit the Ground by checking for overlaps
if (
(ball_pos.y >= 7) && //top
(ball_pos.y <= 10) //bottom
//(ball_pos.x >= _p1x) && //left
//(ball_pos.x <= _p1x + _Ground_width) //right
) {
// if it has, fix position and reflect x velocity
ball_pos.y = 7;
ball_velocity.y = 0;
//ball_velocity.x = -ball_velocity.x;
// audio feedback
//pad.tone(1000.0,0.1);
}
_ball.set_velocity(ball_velocity);
_ball.set_pos(ball_pos);
}
/*
// check p2 next
Vector2D p2_pos = _p2.get_pos();
// see if ball has hit the Ground by checking for overlaps
if (
(ball_pos.y >= p2_pos.y) && //top
(ball_pos.y <= p2_pos.y + _Ground_height) && //bottom
(ball_pos.x + _ball_size >= _p2x) && //left
(ball_pos.x + _ball_size <= _p2x + _Ground_width) //right
) {
// if it has, fix position and reflect x velocity
ball_pos.x = _p2x - _ball_size;
ball_velocity.x = -ball_velocity.x;
// audio feedback
pad.tone(1000.0,0.1);
}
// write new attributes
_ball.set_velocity(ball_velocity);
_ball.set_pos(ball_pos);
}
void Falldown::check_goal(Gamepad &pad)
{
Vector2D ball_pos = _ball.get_pos();
// P2 has scored
if (ball_pos.x + _ball_size < 0) {
_p2.add_score();
_ball.init(_ball_size,_speed);
pad.tone(1500.0,0.5);
pad.leds_on();
wait(0.5);
pad.leds_off();
}
// P1 has scored
if (ball_pos.x > WIDTH) {
_p1.add_score();
_ball.init(_ball_size,_speed);
pad.tone(1500.0,0.5);
pad.leds_on();
wait(0.5);
pad.leds_off();
}
}
void Falldown::print_scores(N5110 &lcd)
{
// get scores from Grounds
int p1_score = _p1.get_score();
int p2_score = _p2.get_score();
// print to LCD i
char buffer1[14];
sprintf(buffer1,"%2d",p1_score);
lcd.printString(buffer1,WIDTH/2 - 20,1); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
char buffer2[14];
sprintf(buffer2,"%2d",p2_score);
lcd.printString(buffer2,WIDTH/2 + 4,1);
}*/