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Dependencies: mbed FATFileSystem
Diff: Ball/Ball.cpp
- Revision:
- 14:08ac9aaa34c3
- Parent:
- 12:7f7fadb5c106
- Child:
- 15:d855e8c666e7
diff -r 681192091568 -r 08ac9aaa34c3 Ball/Ball.cpp
--- a/Ball/Ball.cpp Mon May 06 10:00:57 2019 +0000
+++ b/Ball/Ball.cpp Wed May 08 14:54:19 2019 +0000
@@ -58,24 +58,25 @@
_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
+ if(_x_vel != 0 && _y_vel != 0 && abs(_x_vel) < 0.15f && abs(_y_vel) < 0.15f) { //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
+void Ball::check_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
+ if(pad.check_event(Gamepad::A_PRESSED) == true && abs(_x_vel) < TOL && abs(_y_vel) < TOL && pad.get_mag() > 0.05f){ //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
+ pad.tone(392.00 , 0.25); //play note when ball shot (G4)
}
}
void Ball::set_total_shot_count(int total_shot_count) //used to initialise value to 0
{
- int _total_shot_count = total_shot_count;
+ _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
@@ -134,6 +135,16 @@
_frame_rate = frame_rate;
}
+bool Ball::get_bounce_flag()
+{
+ return _bounce_flag;
+}
+
+void Ball::reset_bounce_flag()
+{
+ _bounce_flag = false;
+}
+
//private methods
void Ball::left_bounce(Coord start, Coord end) //check for left wall collision
@@ -141,6 +152,7 @@
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;
+ _bounce_flag = true;
}
}
@@ -149,6 +161,7 @@
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;
+ _bounce_flag = true;
}
}
@@ -157,6 +170,7 @@
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;
+ _bounce_flag = true;
}
}
@@ -165,46 +179,53 @@
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;
+ _bounce_flag = true;
}
}
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 ) {
+ if((_y_pos + _y_vel*10.0f/_frame_rate + 1) > (_x_pos + _x_vel*10.0f/_frame_rate - 1) + (start.y-start.x) && //bottom left bounce conditions
+ (_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
+ _bounce_flag = true;
}
}
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)
+ if((_x_pos + _x_vel*10.0f/_frame_rate + 1) > -(_y_pos + _y_vel*10.0f/_frame_rate + 1) + (start.x+start.y) //bottom right bounce conditions
&& (_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
+ _bounce_flag = true;
}
}
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)
+ if((_x_pos + _x_vel*10.0f/_frame_rate - 1) < -(_y_pos + _y_vel*10.0f/_frame_rate + 1) + (start.x+start.y) //top left bounce conditions
&& (_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
+ _bounce_flag = true;
}
}
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)
+ if((_y_pos + _y_vel*10.0f/_frame_rate - 1) < (_x_pos + _x_vel*10.0f/_frame_rate + 1) + (start.y-start.x) //top right bounce conditions
&& (_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
+ _bounce_flag = true;
}
}