ELEC2645 (2018/19) / Mbed 2 deprecated el17zl

Dependencies:   mbed

Fork of el17zl by Zhenwen Liao

PushingEngine/PushingEngine.cpp

Committer:
franklzw
Date:
2019-03-24
Revision:
2:9f0d9516a6cd
Child:
3:9fa31396d89d

File content as of revision 2:9f0d9516a6cd:

#include "PushingEngine.h"

PushingEngine::PushingEngine()
{

}

PushingEngine::~PushingEngine()
{

}

void PushingEngine::init(int box1_x,int box1_y,int box2_x,int box2_y,
                         int ppl_x,int ppl_y,
                         int cross1_x,int corss2_x,int cross1_x,int cross2_y)
{
    // boxes position on screen 
    _b1x = box1_x;
    _b2x = box2_x;
    _b1y = box1_y;
    _b2y = box2_y;
    
    // ppl position on screen
    _pplx = ppl_x;
    _pply = ppl_y;
    
    //cross position on screen
    _c1x = cross1_x;
    _c2x = cross2_x;
    _c1y = cross1_y;
    _c2y = cross2_y;
    
    // inital boxes cross and ppl
    _b1.init(_b1x,_b1y);
    _b2.init(_b2x,_b2y);
    _ppl.init(_pplx,_pply);
    _c1.init(_c1x,_c1y);
    _c2.init(_c2x,_c2y);
}

void PushingEngine::read_input(Gamepad &pad)
{
    _d = pad.get_direction(); // return direction of joystick
    _mag = pad.get_mag(); 
}

void PushingEngine::draw(N5110 &lcd)
{
    // draw the elements in the LCD buffer
    // pitch
    lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
    // scores
    print_scores(lcd);
    // boxes
    _b1.draw(lcd);
    _b2.draw(lcd);
    // ppl
    _ppl.draw(lcd);
    //cross
    _c1.draw(lcd);
    _c2.draw(lcd);
}

void PushingEngine::update(Gamepad &pad)
{
    check_goal(pad);
    // important to update boxes and crosses before checking collisions so can
    // correct for it before updating the display
    _b1.update(_d,_mag);
    _b2.update(_d,_mag);
    _ppl.update();
    _c1.update();
    _c2.update();

    //check_wall_collision(pad);
    //check_paddle_collisions(pad);
}

void PushingEngine::check_wall_collision(Gamepad &pad)
{
    // read current ball attributes
    Vector2D box1_pos = _b1.get_pos();
    Vector2D box2_pos = _b2.get_pos();

    // check if topleft touch wall
    if (box1_pos.y <= 1 ||box1_pos.x <= 1) {  //  1 due to 1 pixel boundary
        box1_pos.y = 1;  // keep the position at (1,1)
        // audio feedback
        pad.tone(750.0,0.1);
    }
    // check if hit bottom wall
    else if (ball_pos.y + _ball_size >= (HEIGHT-1) ) { // bottom pixel is 47
        // hit bottom
        ball_pos.y = (HEIGHT-1) - _ball_size;  // stops ball going off screen
        ball_velocity.y = -ball_velocity.y;
        // audio feedback
        pad.tone(750.0,0.1);
    }

    // update ball parameters
    _ball.set_velocity(ball_velocity);
    _ball.set_pos(ball_pos);
}

void PushingEngine::check_paddle_collisions(Gamepad &pad)
{
    // read current ball attributes
    Vector2D ball_pos = _ball.get_pos();
    Vector2D ball_velocity = _ball.get_velocity();

    // check p1 first
    Vector2D p1_pos = _p1.get_pos();

    // see if ball has hit the paddle by checking for overlaps
    if (
        (ball_pos.y >= p1_pos.y) && //top
        (ball_pos.y <= p1_pos.y + _paddle_height) && //bottom
        (ball_pos.x >= _p1x) && //left
        (ball_pos.x <= _p1x + _paddle_width)  //right
    ) {
        // if it has, fix position and reflect x velocity
        ball_pos.x = _p1x + _paddle_width;
        ball_velocity.x = -ball_velocity.x;
        // audio feedback
        pad.tone(1000.0,0.1);
    }

    // check p2 next
    Vector2D p2_pos = _p2.get_pos();

    // see if ball has hit the paddle by checking for overlaps
    if (
        (ball_pos.y >= p2_pos.y) && //top
        (ball_pos.y <= p2_pos.y + _paddle_height) && //bottom
        (ball_pos.x + _ball_size >= _p2x) && //left
        (ball_pos.x + _ball_size <= _p2x + _paddle_width)  //right
    ) {
        // if it has, fix position and reflect x velocity
        ball_pos.x = _p2x - _ball_size;
        ball_velocity.x = -ball_velocity.x;
        // audio feedback
        pad.tone(1000.0,0.1);
    }

    // write new attributes
    _ball.set_velocity(ball_velocity);
    _ball.set_pos(ball_pos);
}

void PongEngine::check_goal(Gamepad &pad)
{
    Vector2D ball_pos = _ball.get_pos();
    // P2 has scored
    if (ball_pos.x + _ball_size < 0) {
        _p2.add_score();
        _ball.init(_ball_size,_speed);
        pad.tone(1500.0,0.5);
        pad.leds_on();
        wait(0.5);
        pad.leds_off();
    }

    // P1 has scored
    if (ball_pos.x > WIDTH) {
        _p1.add_score();
        _ball.init(_ball_size,_speed);
        pad.tone(1500.0,0.5);
        pad.leds_on();
        wait(0.5);
        pad.leds_off();
    }
}

void PongEngine::print_scores(N5110 &lcd)
{
    // get scores from paddles
    int p1_score = _p1.get_score();
    int p2_score = _p2.get_score();

    // print to LCD i
    char buffer1[14];
    sprintf(buffer1,"%2d",p1_score);
    lcd.printString(buffer1,WIDTH/2 - 20,1);  // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
    char buffer2[14];
    sprintf(buffer2,"%2d",p2_score);
    lcd.printString(buffer2,WIDTH/2 + 4,1);
}