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Dependencies: mbed FATFileSystem
Diff: Ball/Ball.cpp
- Revision:
- 12:7f7fadb5c106
- Parent:
- 11:6d2027253aa9
- Child:
- 14:08ac9aaa34c3
diff -r 6d2027253aa9 -r 7f7fadb5c106 Ball/Ball.cpp
--- a/Ball/Ball.cpp Thu Apr 25 15:16:38 2019 +0000
+++ b/Ball/Ball.cpp Fri May 03 09:39:24 2019 +0000
@@ -18,86 +18,72 @@
void Ball::init(Coord start_pos) //ball starts new level stationary in x and y positions given
{
- _x_pos = start_pos.x;
+ _x_pos = start_pos.x; //moves ball position to coordinates given
_y_pos = start_pos.y;
- _x_vel = 0.0f;
+ _x_vel = 0.0f; //makes ball stationary
_y_vel = 0.0f;
- _total_shot_count = _total_shot_count + _shot_count;
- _shot_count = 0;
+ _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)
+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)
+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)
+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)
-{
- if(angle != -1.0f) {
- lcd.drawLine(10,16,10+12*joy_coord.x,16+-12*joy_coord.y,1);
+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()
+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)); //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 = _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;
}
}
-Vector2D Ball::get_ball_pos()
-{
- Vector2D pos = {_x_pos, _y_pos};
- return pos;
+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::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
- }
-
+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_shot_count()
-{
- int shot_count = _shot_count;
- return shot_count;
-}
-
-int Ball::get_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;
}
-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) {
@@ -114,10 +100,10 @@
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 ++) {
+ 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) { //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);
+ 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);
@@ -140,80 +126,85 @@
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 > start.x - 10 && _y_pos >= start.y && _y_pos + 1 <= end.y && _x_vel < 0){ // left wall
- _x_pos = start.x + 1;
- _x_vel = -_x_vel;
- }
-}
-
-void Ball::right_bounce(Coord start, Coord end)
-{
- if(_x_pos + _x_vel*10.0f/_frame_rate + 2 > start.x && _x_pos + _x_vel*10.0f/_frame_rate < start.x + 10 && _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 > start.y - 10 && _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)
-{
- if(_y_pos + _y_vel*10.0f/_frame_rate + 2 > start.y && _y_pos + _y_vel*10.0f/_frame_rate < start.y + 10 && _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
+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
+ }
+}