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
Engine/Engine.cpp
- Committer:
- el18rg
- Date:
- 2020-05-27
- Revision:
- 3:2f4a7787beb3
- Parent:
- 2:b936aa854de2
- Child:
- 4:5cc1b81999a9
File content as of revision 3:2f4a7787beb3:
#include "Engine.h" #include "mbed.h" #include "Gamepad.h" #include "N5110.h" Engine::Engine(){} Engine::~Engine(){} 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); _ball.init(_speed); } void Engine::read_input(Gamepad &pad) { _d = pad.get_direction(); _mag = pad.get_mag(); } void Engine::draw(N5110 &lcd) { _ball.draw(lcd); _cup.draw(lcd); } void Engine::update(Gamepad &pad) { _cup.update(_d,_mag); _ball.update(); check_wall_collision(pad); check_paddle_collisions(pad); } 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 ball_velocity.y = -ball_velocity.y; // audio feedback 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 pad.tone(750.0,0.1); } // update ball parameters _ball.set_velocity(ball_velocity); _ball.set_pos(ball_pos); } void Engine::check_paddle_collisions(Gamepad &pad) { Vector2D ball_pos = _ball.get_pos(); Vector2D p_pos = _cup.get_pos(); if (ball_pos.x == p_pos.x ) { collisionX=true; } else { collisionX=false; } if (ball_pos.y +10 == p_pos.y ) { collisionY=true; } else { collisionY=false; } if (collisionX && collisionY) { pad.leds_on(); wait_ms(100); pad.leds_off(); } }