ELEC2645 (2018/19) / Mbed 2 deprecated el17ebs

Dependencies:   mbed FATFileSystem

Ball/Ball.cpp

Committer:
ellisbhastroud
Date:
2019-05-03
Revision:
12:7f7fadb5c106
Parent:
11:6d2027253aa9
Child:
14:08ac9aaa34c3

File content as of revision 12:7f7fadb5c106:

#include "Ball.h"

//constructor

Ball::Ball()
{

}

//deconstructor

Ball::~Ball()
{

}

//public methods

void Ball::init(Coord start_pos) //ball starts new level stationary in x and y positions given
{
    _x_pos = start_pos.x; //moves ball position to coordinates given
    _y_pos = start_pos.y;
    _x_vel = 0.0f; //makes ball stationary
    _y_vel = 0.0f;
    _total_shot_count = _total_shot_count + _shot_count; //totals shot count from previous levels
    _shot_count = 0; //resets in level shot count for the next level
}

void Ball::drawBall(N5110 &lcd) //draws ball into lcd buffer
{
    lcd.drawRect(_x_pos,_y_pos,2,2,FILL_BLACK); //draws ball 
}

void Ball::printShotCount(N5110 &lcd) //this is tallied for each level to give user an end score
{
    char buffer[14];
    sprintf(buffer,"Shot %i",_shot_count);
    lcd.printString(buffer,40,0);      
}

void Ball::drawPower(N5110 &lcd, float mag) //draws power bar in top left of screen to indicate how hard a shot is hit
{     
    lcd.drawRect(0,1,36,6,FILL_TRANSPARENT);
    lcd.drawRect(0,1,36*mag,6,FILL_BLACK);
}


void Ball::drawAim(N5110 &lcd, Vector2D joy_coord, float angle) //draws aim help for ball
{                                                               //aim indicates path of ball if shot
    if(angle != -1.0f && abs(_x_vel) < TOL && abs(_y_vel) < TOL) {  //if joystick off centre and ball stationary draw shot direction indicator
        lcd.drawLine(_x_pos,_y_pos,_x_pos-12*joy_coord.x,_y_pos+12*joy_coord.y,2);
    }
}

void Ball::move_ball() //controls the ball position movement
{
    _x_pos = _x_pos + _x_vel*10.0f/_frame_rate; //move ball position at rate proportional to velocity in each direction  
    _y_pos = _y_pos + _y_vel*10.0f/_frame_rate;   
    _x_vel = _x_vel*(1.0f-(0.6f/_frame_rate)); //velocity decreases as ball moves 
    _y_vel = _y_vel*(1.0f-(0.6f/_frame_rate)); //inversely proportional to frame rate to ensure ball movement is the same at all frame rates
    if(_x_vel != 0 && _y_vel != 0 && abs(_x_vel) < 0.2f && abs(_y_vel) < 0.2f) { //to make ball come to complete stop when velocity is small enough
        _x_vel = 0;
        _y_vel = 0;
    }  
}

void Ball::shoot_ball(Gamepad &pad, Vector2D _joy_coord) //checks if shoot coniditons met and A pressed then ball is shot using joystick input
{                                                        //direction of shot is in opposite direction of joystick direction
    if(pad.check_event(Gamepad::A_PRESSED) == true && abs(_x_vel) < TOL && abs(_y_vel) < TOL){ //If ball stationary and A pressed then shoot                                                                            
        _x_vel = 6.0f * -_joy_coord.x; //scale x velocity by joystick direction and magnitude
        _y_vel = 6.0f * _joy_coord.y; //scale y velocity by joystick direction and magnitude
        _shot_count ++; //increment shot count
    }
}

void Ball::set_total_shot_count(int total_shot_count) //used to initialise value to 0
{
    int _total_shot_count = total_shot_count;
}

int Ball::get_total_shot_count() //used at end to add tally to highscore - the lowest shot count is the best score
{
    int total_shot_count = _total_shot_count;    
    return total_shot_count; 
}

bool Ball::check_hole(Coord hole) //returns true when ball is hit in hole and next level begins
{
    if(_x_pos > hole.x - 1 && _x_pos  < hole.x + 2 && _y_pos > hole.y - 1 && _y_pos < hole.y + 2) {
        _x_vel = 0; //stop ball moving
        _y_vel = 0;
        _x_pos = hole.x;
        _y_pos = hole.y;
        return true; //causes next level process to begin
    } 
    else {
        return false;
    }
}

void Ball::check_wall_bounce(WallMap map[], int size) //uses information from WallMap array for each level to check for bounces  
{
    for(int i = 0; i < size; i ++) { //runs through each element in array of wall types to check if bounce condition is met by ball
    
        if(map[i].wall == LEFT) { 
            left_bounce(map[i].start,map[i].end);       
        }
        else if(map[i].wall == RIGHT) {
            right_bounce(map[i].start,map[i].end);        
        }
        else if(map[i].wall == TOP) {
            top_bounce(map[i].start,map[i].end);
        }
        else if(map[i].wall == BOTTOM) {
            bottom_bounce(map[i].start,map[i].end);
        }
        else if(map[i].wall == BOTTOMLEFT) {
            bottom_left_bounce(map[i].start,map[i].end);
        }
        else if(map[i].wall == BOTTOMRIGHT) {
            bottom_right_bounce(map[i].start,map[i].end);
        }
        else if(map[i].wall == TOPLEFT) {
            top_left_bounce(map[i].start,map[i].end);
        }
        else if(map[i].wall == TOPRIGHT) {
            top_right_bounce(map[i].start,map[i].end);
        }
    }
}

void Ball::set_frame_rate(int frame_rate)
{
    _frame_rate = frame_rate;
}

//private methods

void Ball::left_bounce(Coord start, Coord end) //check for left wall collision
{
    if(_x_pos + _x_vel*10.0f/_frame_rate - 1 < start.x && _x_pos + _x_vel*10.0f/_frame_rate > start.x - 5 && _y_pos >= start.y && _y_pos + 1 <= end.y && _x_vel < 0){ 
        _x_pos = start.x + 1; 
        _x_vel = -_x_vel; 
    }     
}

void Ball::right_bounce(Coord start, Coord end) //check for right wall collision
{
    if(_x_pos + _x_vel*10.0f/_frame_rate + 2 > start.x && _x_pos + _x_vel*10.0f/_frame_rate < start.x + 5 && _y_pos >= start.y && _y_pos + 1 <= end.y && _x_vel > 0){ //right wall x + 1
        _x_pos = start.x - 1;
        _x_vel = -_x_vel;
    }
}

void Ball::top_bounce(Coord start, Coord end) //check for top wall collision
{
    if(_y_pos + _y_vel*10.0f/_frame_rate - 1 < start.y && _y_pos + _y_vel*10.0f/_frame_rate > start.y - 5 && _x_pos >= start.x && _x_pos + 1 <= end.x && _y_vel < 0){ //top wall y -1
        _y_pos = start.y + 1;
        _y_vel = -_y_vel;
    }
}

void Ball::bottom_bounce(Coord start, Coord end) //check for bottom wall collision
{
    if(_y_pos + _y_vel*10.0f/_frame_rate + 2 > start.y && _y_pos + _y_vel*10.0f/_frame_rate < start.y + 5 && _x_pos >= start.x && _x_pos + 1 <= end.x && _y_vel > 0){ //bottom wall 
        _y_pos = start.y - 1;
        _y_vel = -_y_vel;
    }  
}

void Ball::bottom_left_bounce(Coord start, Coord end) //check for bottom left wall collision
{
    if((_y_pos + _y_vel*10.0f/_frame_rate + 1) > (_x_pos + _x_vel*10.0f/_frame_rate - 1) + (start.y-start.x) && (_x_pos + _x_vel*10.0f/_frame_rate - 1) >= start.x && (_x_pos + _x_vel*10.0f/_frame_rate - 1) <= end.x && (_y_pos + _y_vel*10.0f/_frame_rate + 1) >= start.y  && (_y_pos + _y_vel*10.0f/_frame_rate + 1) <= end.y ) { 
        swap(_x_vel, _y_vel); //reflects from wall with velocity directions swapped
    }     
}

void Ball::bottom_right_bounce(Coord start, Coord end) //check for bottom right wall collision
{
    if((_x_pos + _x_vel*10.0f/_frame_rate + 1) > -(_y_pos + _y_vel*10.0f/_frame_rate + 1) + (start.x+start.y) 
    && (_x_pos + _x_vel*10.0f/_frame_rate + 1) >= start.x &&  (_x_pos + _x_vel*10.0f/_frame_rate + 1) <= end.x 
    && (_y_pos + _y_vel*10.0f/_frame_rate + 1) >= end.y && (_y_pos + _y_vel*10.0f/_frame_rate + 1) <= start.y) { 
    
        _x_vel = -_x_vel; //negative wall
        _y_vel = -_y_vel;
        swap(_x_vel, _y_vel); //reflects from wall with velocity directions swapped
    }
}

void Ball::top_left_bounce(Coord start, Coord end) //check for top left wall collision
{
    if((_x_pos + _x_vel*10.0f/_frame_rate - 1) < -(_y_pos + _y_vel*10.0f/_frame_rate + 1) + (start.x+start.y) 
    && (_x_pos + _x_vel*10.0f/_frame_rate - 1) >= start.x &&  (_x_pos + _x_vel*10.0f/_frame_rate - 1) <= end.x 
    && (_y_pos + _y_vel*10.0f/_frame_rate + 1) >= end.y && (_y_pos + _y_vel*10.0f/_frame_rate + 1) <= start.y) { 
    
        _x_vel = -_x_vel; //negative wall 
        _y_vel = -_y_vel;
        swap(_x_vel, _y_vel); //reflects from wall with velocity directions swapped
    }
}

void Ball::top_right_bounce(Coord start, Coord end) //check for top right wall collision
{
    if((_y_pos + _y_vel*10.0f/_frame_rate - 1) < (_x_pos + _x_vel*10.0f/_frame_rate + 1) + (start.y-start.x) 
    && (_x_pos + _x_vel*10.0f/_frame_rate + 1) >= start.x && (_x_pos + _x_vel*10.0f/_frame_rate + 1) <= end.x 
    && (_y_pos + _y_vel*10.0f/_frame_rate - 1) >= start.y && (_y_pos + _y_vel*10.0f/_frame_rate - 1) <= end.y) { 
    
        swap(_x_vel, _y_vel); //reflects from wall with velocity directions swapped
    }  
}