Dependencies: mbed
Diff: Game/Game.cpp
- Revision:
- 26:04b2d7742a84
- Parent:
- 25:467d8fd0fec4
- Child:
- 28:215e8327d4e6
--- a/Game/Game.cpp Mon May 25 18:25:00 2020 +0000 +++ b/Game/Game.cpp Mon May 25 19:36:07 2020 +0000 @@ -119,7 +119,8 @@ void Game::updateSpeed() { if (abs(_speed) <= 3) { // max speed = 3 if (_score % 3 == 0 && _score != _new_speed_threshold) { - _speed = abs(_speed) + 0.20f; + // add 0.2 everytime score hits a multiple of 3 + _speed = abs(_speed) + 0.20f; //update threshold so speed does not increase if score stays same _new_speed_threshold = _score; } @@ -148,7 +149,8 @@ sound_sample = 0; float val = 0.0f; int NUM_ELEMENTS = 0; - ticker.attach( & timer_isr, 226e-7); + ticker.attach( & timer_isr, 226e-7); //sample rate of sound effects + // set number of elements based on sound required if (sound == 1) { NUM_ELEMENTS = NUM_ELEMENTS_1; } else if (sound == 2) { NUM_ELEMENTS = NUM_ELEMENTS_3; } else if (sound == 3) { NUM_ELEMENTS = NUM_ELEMENTS_2; } @@ -156,6 +158,7 @@ while (sound_sample <= NUM_ELEMENTS) { if (sound_timer_flag == 1) { sound_timer_flag = 0; + //play sound effect based on input value // convert from 0 to 255 to 0.0 to 1.0 if (sound == 1) { val = float(miss[sound_sample]) / 256.0f; } else if (sound == 2) { val = float(goall[sound_sample]) / 256.0f; } @@ -268,6 +271,7 @@ } _lcd -> refresh(); wait(0.5); + // adding 1 offsets the range of inputs from 0-1 to 1-2 (needed for function) playGoalSound((int) _is_goal + 1); wait(1); }