Rosie Gillman
Dependencies: mbed Gamepad2 ELEC2645_Project_el18rg
Dependents: ELEC2645_Project_el18rg
Rosemary Gillman 201265952
Objective
The goal of the game is to splat the bug as fast as you can using the swatter.
Controls
1 - Joystick - left/right to control the swatter 2 - Start button - starts the game 3 - Reset - resets the game 4 - Volume pot - adjusts the volume
Instructions
- Turn the gamepad on
- Wait for start screen and press start
- Move the joystick to control the swatter
- Splat the bug as fast as you can
- Press reset to play again
Gameplay
Start Screen 1
- Low pad tone plays for 0.5s
- Pad lights flash (200ms on/200ms off)
- Text saying "Bug Splat Leeds Edition" is displayed
- After 5 flashes the screen changes to Start Screen 2
Start Screen 2
- Pad lights stay on constantly
- Text reads "Splat the bug as fast as you can! Press start"
- When start is pressed the screen changes to Gamplay Screen
Gameplay Screen
- The timer begins
- Bug appears in the top right corner
- Swatter appears in the bottom left corner
- The bug bounces (with random velocity/direction) off the sides
- When the bug bounces off the wall a low pad tone is played each time for 0.1 seconds
- Swatter is controlled left to right with the joystick
- When the bug and swatter overlap the screen changes to the Ending Screen
Ending Screen
- Low pad tone plays for 0.5s
- The timer ends and its value is displayed
- Text reads "SPLAT (time) secs"
- Splats are drawn on the screen
Diff: Engine/Engine.cpp
- Revision:
- 4:5cc1b81999a9
- Parent:
- 3:2f4a7787beb3
- Child:
- 6:98e08a6b385b
--- a/Engine/Engine.cpp Wed May 27 16:50:00 2020 +0000 +++ b/Engine/Engine.cpp Wed May 27 20:29:31 2020 +0000 @@ -8,10 +8,8 @@ void Engine::init(int paddle_width,int paddle_height,int ball_size,int speed) { - // initialise the game parameters width = paddle_width; height = paddle_height; - //_ball_size = ball_size; _speed = speed; x = GAP; _cup.init(x,height,width); @@ -39,27 +37,35 @@ } void Engine::check_wall_collision(Gamepad &pad) { - // read current ball attributes Vector2D ball_pos = _ball.get_pos(); Vector2D ball_velocity = _ball.get_velocity(); - // check if hit top wall - if (ball_pos.y <= 1) { // 1 due to 1 pixel boundary - ball_pos.y = 1; // bounce off ceiling without going off screen + if (ball_pos.y <= 1) { + ball_pos.y = 1; ball_velocity.y = -ball_velocity.y; - // audio feedback + ball_velocity.x = +ball_velocity.x; + pad.tone(750.0,0.1); } - // check if hit bottom wall - else if (ball_pos.y + 10 >= (HEIGHT-1) ) { // bottom pixel is 47 - // hit bottom - ball_pos.y = (HEIGHT-1) - 10; // stops ball going off screen - ball_velocity.y = -ball_velocity.y; - // audio feedback + else if (ball_pos.y + 10 >= (HEIGHT-1) ) { + ball_pos.y = (HEIGHT-1) - 10; + ball_velocity.y = -ball_velocity.y ; + ball_velocity.x = rand() % 5 + 1; + pad.tone(750.0,0.1); + } + if (ball_pos.x <= 1) { + ball_pos.x = 1; + ball_velocity.x = -ball_velocity.x; + ball_velocity.y = rand() % 5 + 1; + pad.tone(750.0,0.1); + } + else if (ball_pos.x + 10 >= (WIDTH-1) ) { + ball_pos.x = (WIDTH-1) - 10; + ball_velocity.x = -ball_velocity.x ; + ball_velocity.y = +ball_velocity.y; pad.tone(750.0,0.1); } - // update ball parameters _ball.set_velocity(ball_velocity); _ball.set_pos(ball_pos); } @@ -77,7 +83,7 @@ collisionX=false; } - if (ball_pos.y +10 == p_pos.y ) + if (ball_pos.y +1 == p_pos.y ) { collisionY=true; }