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Dependencies: mbed FATFileSystem
Ball/Ball.cpp
- Committer:
- ellisbhastroud
- Date:
- 2019-04-23
- Revision:
- 10:9f54a6366e94
- Parent:
- 9:bc34f2243e43
- Child:
- 11:6d2027253aa9
File content as of revision 10:9f54a6366e94:
#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;
_y_pos = start_pos.y;
_x_vel = 0.0f;
_y_vel = 0.0f;
_total_shot_count = _total_shot_count + _shot_count;
_shot_count = 0;
}
void Ball::drawBall(N5110 &lcd)
{
lcd.drawRect(_x_pos,_y_pos,2,2,FILL_BLACK); //draws ball
}
void Ball::printShotCount(N5110 &lcd)
{
char buffer[14];
sprintf(buffer,"Shot %i",_shot_count);
lcd.printString(buffer,40,0);
}
void Ball::drawPower(N5110 &lcd, float mag)
{
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)
{
if(angle != -1.0f) {
lcd.drawLine(10,16,10+12*joy_coord.x,16+-12*joy_coord.y,1);
}
}
void Ball::move_ball()
{
_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)); //ball slows down each loop caled by time between frames to ensure same movement at different frame rates
_y_vel = _y_vel*(1.0f-(0.6f/_frame_rate));
if(_x_vel != 0 && _y_vel != 0 && abs(_x_vel) < 0.2f && abs(_y_vel) < 0.2f) { //to make ball come to complete stop once velocity is nearly 0
_x_vel = 0;
_y_vel = 0;
}
}
Vector2D Ball::get_ball_pos()
{
Vector2D pos = {_x_pos, _y_pos};
return pos;
}
void Ball::shoot_ball(Gamepad &pad, Vector2D _joy_coord)
{
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
}
}
int Ball::get_shot_count()
{
int shot_count = _shot_count;
return shot_count;
}
int Ball::get_total_shot_count()
{
int total_shot_count = _total_shot_count;
return total_shot_count;
}
void Ball::set_total_shot_count(int total_shot_count)
{
int _total_shot_count = 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 ++) {
if(map[i].wall == LEFT) { //each bounce check algorithm uses wall type and start/end coordinates then bounces if the next frame ball position is past the wall
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::left_bounce(Coord start, Coord end) //top 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 - 1 > start.x - 5 && _y_pos >= start.y && _y_pos + 1 <= end.y && _x_vel < 0){ // left wall
_x_pos = start.x;
_x_vel = -_x_vel;
}
}
void Ball::right_bounce(Coord start, Coord end)
{
if(_x_pos + _x_vel*10.0f/_frame_rate + 1 > start.x && _x_pos + _x_vel*10.0f/_frame_rate + 1 < 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)
{
if(_y_pos + _y_vel*10.0f/_frame_rate - 1 < start.y && _y_pos + _y_vel*10.0f/_frame_rate - 1 > start.y - 5 && _x_pos >= start.x && _x_pos + 1 <= end.x && _y_vel < 0){ //top wall y -1
_y_pos = start.y;
_y_vel = -_y_vel;
}
}
void Ball::bottom_bounce(Coord start, Coord end)
{
if(_y_pos + _y_vel*10.0f/_frame_rate + 2 > start.y && _y_pos + _y_vel*10.0f/_frame_rate + 2 < 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)
{
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 >= start.x && _x_pos <= end.x && _y_pos >= start.y && _y_pos <= end.y ) {
swap(_x_vel, _y_vel); //reflects from wall with velocity directions swapped
}
}
void Ball::bottom_right_bounce(Coord start, Coord end) //start to end = left to right sides of line
{
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 >= start.x && _x_pos <= end.x &&_y_pos >= end.y && _y_pos <= start.y){
_x_vel = -_x_vel;
_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)
{
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 >= start.x && _x_pos <= end.x &&_y_pos >= end.y && _y_pos <= start.y){
_x_vel = -_x_vel; //as is 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)
{
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 >= start.x && _x_pos <= end.x && _y_pos >= start.y && _y_pos <= end.y){
swap(_x_vel, _y_vel); //reflects from wall with velocity directions swapped
}
}
void Ball::set_frame_rate(int frame_rate)
{
_frame_rate = frame_rate;
}
//private methods