ELEC2645 (2018/19) / Mbed 2 deprecated el17zl

Dependencies:   mbed

Fork of el17zl by Zhenwen Liao

Committer:
franklzw
Date:
Sun Mar 24 10:45:30 2019 +0000
Revision:
2:9f0d9516a6cd
Child:
3:9fa31396d89d
second commit 24/3/2019

Who changed what in which revision?

UserRevisionLine numberNew contents of line
franklzw 2:9f0d9516a6cd 1 #include "PushingEngine.h"
franklzw 2:9f0d9516a6cd 2
franklzw 2:9f0d9516a6cd 3 PushingEngine::PushingEngine()
franklzw 2:9f0d9516a6cd 4 {
franklzw 2:9f0d9516a6cd 5
franklzw 2:9f0d9516a6cd 6 }
franklzw 2:9f0d9516a6cd 7
franklzw 2:9f0d9516a6cd 8 PushingEngine::~PushingEngine()
franklzw 2:9f0d9516a6cd 9 {
franklzw 2:9f0d9516a6cd 10
franklzw 2:9f0d9516a6cd 11 }
franklzw 2:9f0d9516a6cd 12
franklzw 2:9f0d9516a6cd 13 void PushingEngine::init(int box1_x,int box1_y,int box2_x,int box2_y,
franklzw 2:9f0d9516a6cd 14 int ppl_x,int ppl_y,
franklzw 2:9f0d9516a6cd 15 int cross1_x,int corss2_x,int cross1_x,int cross2_y)
franklzw 2:9f0d9516a6cd 16 {
franklzw 2:9f0d9516a6cd 17 // boxes position on screen
franklzw 2:9f0d9516a6cd 18 _b1x = box1_x;
franklzw 2:9f0d9516a6cd 19 _b2x = box2_x;
franklzw 2:9f0d9516a6cd 20 _b1y = box1_y;
franklzw 2:9f0d9516a6cd 21 _b2y = box2_y;
franklzw 2:9f0d9516a6cd 22
franklzw 2:9f0d9516a6cd 23 // ppl position on screen
franklzw 2:9f0d9516a6cd 24 _pplx = ppl_x;
franklzw 2:9f0d9516a6cd 25 _pply = ppl_y;
franklzw 2:9f0d9516a6cd 26
franklzw 2:9f0d9516a6cd 27 //cross position on screen
franklzw 2:9f0d9516a6cd 28 _c1x = cross1_x;
franklzw 2:9f0d9516a6cd 29 _c2x = cross2_x;
franklzw 2:9f0d9516a6cd 30 _c1y = cross1_y;
franklzw 2:9f0d9516a6cd 31 _c2y = cross2_y;
franklzw 2:9f0d9516a6cd 32
franklzw 2:9f0d9516a6cd 33 // inital boxes cross and ppl
franklzw 2:9f0d9516a6cd 34 _b1.init(_b1x,_b1y);
franklzw 2:9f0d9516a6cd 35 _b2.init(_b2x,_b2y);
franklzw 2:9f0d9516a6cd 36 _ppl.init(_pplx,_pply);
franklzw 2:9f0d9516a6cd 37 _c1.init(_c1x,_c1y);
franklzw 2:9f0d9516a6cd 38 _c2.init(_c2x,_c2y);
franklzw 2:9f0d9516a6cd 39 }
franklzw 2:9f0d9516a6cd 40
franklzw 2:9f0d9516a6cd 41 void PushingEngine::read_input(Gamepad &pad)
franklzw 2:9f0d9516a6cd 42 {
franklzw 2:9f0d9516a6cd 43 _d = pad.get_direction(); // return direction of joystick
franklzw 2:9f0d9516a6cd 44 _mag = pad.get_mag();
franklzw 2:9f0d9516a6cd 45 }
franklzw 2:9f0d9516a6cd 46
franklzw 2:9f0d9516a6cd 47 void PushingEngine::draw(N5110 &lcd)
franklzw 2:9f0d9516a6cd 48 {
franklzw 2:9f0d9516a6cd 49 // draw the elements in the LCD buffer
franklzw 2:9f0d9516a6cd 50 // pitch
franklzw 2:9f0d9516a6cd 51 lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
franklzw 2:9f0d9516a6cd 52 // scores
franklzw 2:9f0d9516a6cd 53 print_scores(lcd);
franklzw 2:9f0d9516a6cd 54 // boxes
franklzw 2:9f0d9516a6cd 55 _b1.draw(lcd);
franklzw 2:9f0d9516a6cd 56 _b2.draw(lcd);
franklzw 2:9f0d9516a6cd 57 // ppl
franklzw 2:9f0d9516a6cd 58 _ppl.draw(lcd);
franklzw 2:9f0d9516a6cd 59 //cross
franklzw 2:9f0d9516a6cd 60 _c1.draw(lcd);
franklzw 2:9f0d9516a6cd 61 _c2.draw(lcd);
franklzw 2:9f0d9516a6cd 62 }
franklzw 2:9f0d9516a6cd 63
franklzw 2:9f0d9516a6cd 64 void PushingEngine::update(Gamepad &pad)
franklzw 2:9f0d9516a6cd 65 {
franklzw 2:9f0d9516a6cd 66 check_goal(pad);
franklzw 2:9f0d9516a6cd 67 // important to update boxes and crosses before checking collisions so can
franklzw 2:9f0d9516a6cd 68 // correct for it before updating the display
franklzw 2:9f0d9516a6cd 69 _b1.update(_d,_mag);
franklzw 2:9f0d9516a6cd 70 _b2.update(_d,_mag);
franklzw 2:9f0d9516a6cd 71 _ppl.update();
franklzw 2:9f0d9516a6cd 72 _c1.update();
franklzw 2:9f0d9516a6cd 73 _c2.update();
franklzw 2:9f0d9516a6cd 74
franklzw 2:9f0d9516a6cd 75 //check_wall_collision(pad);
franklzw 2:9f0d9516a6cd 76 //check_paddle_collisions(pad);
franklzw 2:9f0d9516a6cd 77 }
franklzw 2:9f0d9516a6cd 78
franklzw 2:9f0d9516a6cd 79 void PushingEngine::check_wall_collision(Gamepad &pad)
franklzw 2:9f0d9516a6cd 80 {
franklzw 2:9f0d9516a6cd 81 // read current ball attributes
franklzw 2:9f0d9516a6cd 82 Vector2D box1_pos = _b1.get_pos();
franklzw 2:9f0d9516a6cd 83 Vector2D box2_pos = _b2.get_pos();
franklzw 2:9f0d9516a6cd 84
franklzw 2:9f0d9516a6cd 85 // check if topleft touch wall
franklzw 2:9f0d9516a6cd 86 if (box1_pos.y <= 1 ||box1_pos.x <= 1) { // 1 due to 1 pixel boundary
franklzw 2:9f0d9516a6cd 87 box1_pos.y = 1; // keep the position at (1,1)
franklzw 2:9f0d9516a6cd 88 // audio feedback
franklzw 2:9f0d9516a6cd 89 pad.tone(750.0,0.1);
franklzw 2:9f0d9516a6cd 90 }
franklzw 2:9f0d9516a6cd 91 // check if hit bottom wall
franklzw 2:9f0d9516a6cd 92 else if (ball_pos.y + _ball_size >= (HEIGHT-1) ) { // bottom pixel is 47
franklzw 2:9f0d9516a6cd 93 // hit bottom
franklzw 2:9f0d9516a6cd 94 ball_pos.y = (HEIGHT-1) - _ball_size; // stops ball going off screen
franklzw 2:9f0d9516a6cd 95 ball_velocity.y = -ball_velocity.y;
franklzw 2:9f0d9516a6cd 96 // audio feedback
franklzw 2:9f0d9516a6cd 97 pad.tone(750.0,0.1);
franklzw 2:9f0d9516a6cd 98 }
franklzw 2:9f0d9516a6cd 99
franklzw 2:9f0d9516a6cd 100 // update ball parameters
franklzw 2:9f0d9516a6cd 101 _ball.set_velocity(ball_velocity);
franklzw 2:9f0d9516a6cd 102 _ball.set_pos(ball_pos);
franklzw 2:9f0d9516a6cd 103 }
franklzw 2:9f0d9516a6cd 104
franklzw 2:9f0d9516a6cd 105 void PushingEngine::check_paddle_collisions(Gamepad &pad)
franklzw 2:9f0d9516a6cd 106 {
franklzw 2:9f0d9516a6cd 107 // read current ball attributes
franklzw 2:9f0d9516a6cd 108 Vector2D ball_pos = _ball.get_pos();
franklzw 2:9f0d9516a6cd 109 Vector2D ball_velocity = _ball.get_velocity();
franklzw 2:9f0d9516a6cd 110
franklzw 2:9f0d9516a6cd 111 // check p1 first
franklzw 2:9f0d9516a6cd 112 Vector2D p1_pos = _p1.get_pos();
franklzw 2:9f0d9516a6cd 113
franklzw 2:9f0d9516a6cd 114 // see if ball has hit the paddle by checking for overlaps
franklzw 2:9f0d9516a6cd 115 if (
franklzw 2:9f0d9516a6cd 116 (ball_pos.y >= p1_pos.y) && //top
franklzw 2:9f0d9516a6cd 117 (ball_pos.y <= p1_pos.y + _paddle_height) && //bottom
franklzw 2:9f0d9516a6cd 118 (ball_pos.x >= _p1x) && //left
franklzw 2:9f0d9516a6cd 119 (ball_pos.x <= _p1x + _paddle_width) //right
franklzw 2:9f0d9516a6cd 120 ) {
franklzw 2:9f0d9516a6cd 121 // if it has, fix position and reflect x velocity
franklzw 2:9f0d9516a6cd 122 ball_pos.x = _p1x + _paddle_width;
franklzw 2:9f0d9516a6cd 123 ball_velocity.x = -ball_velocity.x;
franklzw 2:9f0d9516a6cd 124 // audio feedback
franklzw 2:9f0d9516a6cd 125 pad.tone(1000.0,0.1);
franklzw 2:9f0d9516a6cd 126 }
franklzw 2:9f0d9516a6cd 127
franklzw 2:9f0d9516a6cd 128 // check p2 next
franklzw 2:9f0d9516a6cd 129 Vector2D p2_pos = _p2.get_pos();
franklzw 2:9f0d9516a6cd 130
franklzw 2:9f0d9516a6cd 131 // see if ball has hit the paddle by checking for overlaps
franklzw 2:9f0d9516a6cd 132 if (
franklzw 2:9f0d9516a6cd 133 (ball_pos.y >= p2_pos.y) && //top
franklzw 2:9f0d9516a6cd 134 (ball_pos.y <= p2_pos.y + _paddle_height) && //bottom
franklzw 2:9f0d9516a6cd 135 (ball_pos.x + _ball_size >= _p2x) && //left
franklzw 2:9f0d9516a6cd 136 (ball_pos.x + _ball_size <= _p2x + _paddle_width) //right
franklzw 2:9f0d9516a6cd 137 ) {
franklzw 2:9f0d9516a6cd 138 // if it has, fix position and reflect x velocity
franklzw 2:9f0d9516a6cd 139 ball_pos.x = _p2x - _ball_size;
franklzw 2:9f0d9516a6cd 140 ball_velocity.x = -ball_velocity.x;
franklzw 2:9f0d9516a6cd 141 // audio feedback
franklzw 2:9f0d9516a6cd 142 pad.tone(1000.0,0.1);
franklzw 2:9f0d9516a6cd 143 }
franklzw 2:9f0d9516a6cd 144
franklzw 2:9f0d9516a6cd 145 // write new attributes
franklzw 2:9f0d9516a6cd 146 _ball.set_velocity(ball_velocity);
franklzw 2:9f0d9516a6cd 147 _ball.set_pos(ball_pos);
franklzw 2:9f0d9516a6cd 148 }
franklzw 2:9f0d9516a6cd 149
franklzw 2:9f0d9516a6cd 150 void PongEngine::check_goal(Gamepad &pad)
franklzw 2:9f0d9516a6cd 151 {
franklzw 2:9f0d9516a6cd 152 Vector2D ball_pos = _ball.get_pos();
franklzw 2:9f0d9516a6cd 153 // P2 has scored
franklzw 2:9f0d9516a6cd 154 if (ball_pos.x + _ball_size < 0) {
franklzw 2:9f0d9516a6cd 155 _p2.add_score();
franklzw 2:9f0d9516a6cd 156 _ball.init(_ball_size,_speed);
franklzw 2:9f0d9516a6cd 157 pad.tone(1500.0,0.5);
franklzw 2:9f0d9516a6cd 158 pad.leds_on();
franklzw 2:9f0d9516a6cd 159 wait(0.5);
franklzw 2:9f0d9516a6cd 160 pad.leds_off();
franklzw 2:9f0d9516a6cd 161 }
franklzw 2:9f0d9516a6cd 162
franklzw 2:9f0d9516a6cd 163 // P1 has scored
franklzw 2:9f0d9516a6cd 164 if (ball_pos.x > WIDTH) {
franklzw 2:9f0d9516a6cd 165 _p1.add_score();
franklzw 2:9f0d9516a6cd 166 _ball.init(_ball_size,_speed);
franklzw 2:9f0d9516a6cd 167 pad.tone(1500.0,0.5);
franklzw 2:9f0d9516a6cd 168 pad.leds_on();
franklzw 2:9f0d9516a6cd 169 wait(0.5);
franklzw 2:9f0d9516a6cd 170 pad.leds_off();
franklzw 2:9f0d9516a6cd 171 }
franklzw 2:9f0d9516a6cd 172 }
franklzw 2:9f0d9516a6cd 173
franklzw 2:9f0d9516a6cd 174 void PongEngine::print_scores(N5110 &lcd)
franklzw 2:9f0d9516a6cd 175 {
franklzw 2:9f0d9516a6cd 176 // get scores from paddles
franklzw 2:9f0d9516a6cd 177 int p1_score = _p1.get_score();
franklzw 2:9f0d9516a6cd 178 int p2_score = _p2.get_score();
franklzw 2:9f0d9516a6cd 179
franklzw 2:9f0d9516a6cd 180 // print to LCD i
franklzw 2:9f0d9516a6cd 181 char buffer1[14];
franklzw 2:9f0d9516a6cd 182 sprintf(buffer1,"%2d",p1_score);
franklzw 2:9f0d9516a6cd 183 lcd.printString(buffer1,WIDTH/2 - 20,1); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
franklzw 2:9f0d9516a6cd 184 char buffer2[14];
franklzw 2:9f0d9516a6cd 185 sprintf(buffer2,"%2d",p2_score);
franklzw 2:9f0d9516a6cd 186 lcd.printString(buffer2,WIDTH/2 + 4,1);
franklzw 2:9f0d9516a6cd 187 }