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SquashLogic.cpp
- Committer:
- Lycaon13
- Date:
- 2020-05-18
- Revision:
- 0:0172de3db301
- Child:
- 1:aa6940176074
File content as of revision 0:0172de3db301:
#include "SquashLogic.h"
SquashLogic::SquashLogic()
{
}
SquasLogic::~SquashLogic()
{
}
void SquashLogic::init(int racket_width,int racket_height,int ball_size,int speed)
{
// initialise the game parameters
_racket_width = racket_width;
_racket_height = racket_height;
_ball_size = ball_size;
_speed = speed;
// x position on screen - WIDTH is defined in N5110.h
_p1x = GAP;
// puts paddles and ball in middle
_p1.init(_p1x,_paddle_height,_paddle_width);
_ball.init(_ball_size,_speed);
}
void SquashLogic::read_input(Gamepad &pad)
{
_d = pad.get_direction();
_mag = pad.get_mag();
}
void SquashLogic::draw(N5110 &lcd)
{
// draw the elements in the LCD buffer
// pitch
lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
lcd.drawLine((2*WIDTH/5),HEIGHT/4,(2*WIDTH/5),(3*HEIGHT/4),2);
lcd.drawRect(2*WIDTH/5),
//score
print_scores(lcd);
// paddles
_p1.draw(lcd);
_p2.draw(lcd);
// ball
_ball.draw(lcd);
}
void SquashLogic::update(Gamepad &pad)
{
check_goal(pad);
// important to update paddles and ball before checking collisions so can
// correct for it before updating the display
_p1.update(_d,_mag);
_p2.update(_d,_mag);
_ball.update();
check_wall_collision(pad);
check_paddle_collisions(pad);
}
void SquashLogic::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(784.0,0.1); //the note is C5
}
// 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 SquashLogic::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 SquashLogic::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 SquashLogic::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);
}