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Dependencies: mbed
Touch/Touch.cpp
- Committer:
- ChenZirui
- Date:
- 2020-05-28
- Revision:
- 6:b393cfe4e0a7
- Parent:
- 5:7207c9b70108
- Child:
- 7:f61ac963eb07
File content as of revision 6:b393cfe4e0a7:
#include "Touch.h"
Touch::Touch()
{
}
Touch::~Touch()
{
}
void Touch::init(int board_width,int board_height,int bullet_size,int speed)
{
// initialise the game parameters
_Board_width = board_width;
_Board_height = board_height;
_bullet_size = bullet_size;
_speed = speed;
// x position on screen - WIDTH is defined in N5110.h
_p1x = GAP;
_p2x = WIDTH - GAP - _Board_width;
_p1y=48-board_height*0.5;
// puts boards and ball in middle
_p1.init(_p1x,_p1y,_Board_height,_Board_width);
//lcd.drawRect(0,0,84,24,FILL_BLACK);
_bullet.init(_p1x,board_height,_speed,_Board_height);
}
void Touch::read_input(Gamepad &pad)
{
_d = pad.get_direction();
_mag = pad.get_mag();
}
void Touch::draw(N5110 &lcd)
{
// draw the elements in the LCD buffer
// pitch
lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
lcd.drawLine(WIDTH/2,0,WIDTH/2,HEIGHT-1,2);
lcd.drawRect(0,0,84,24,FILL_BLACK);
//lcd.drawRect(0,0,84,24,FILL_BLACK);
//score
print_scores(lcd);
// boards
_p1.draw(lcd);
_p2.draw(lcd);
// ball
_bullet.draw(lcd);
}
void Touch::update(Gamepad &pad)
{
check_goal(pad);
// important to update boards and ball before checking collisions so can
// correct for it before updating the display
_p1.update(_d,_mag);
//_p2.update(_d,_mag);
_bullet.update();
check_wall_collision(pad);
check_Board_collisions(pad);
}
void Touch::check_wall_collision(Gamepad &pad)
{
// read current ball attributes
Vector2D bullet_pos = _bullet.get_pos();
Vector2D bullet_velocity = _bullet.get_velocity();
// check if hit top wall
if (bullet_pos.y <= 1) { // 1 due to 1 pixel boundary
bullet_pos.y = 1; // bounce off ceiling without going off screen
bullet_velocity.y = -bullet_velocity.y;
// audio feedback
pad.tone(750.0,0.1);
}
// check if hit bottom wall
else if (bullet_pos.y + _bullet_size >= (HEIGHT-1) ) { // bottom pixel is 47
// hit bottom
bullet_pos.y = (HEIGHT-1) - _bullet_size; // stops ball going off screen
bullet_velocity.y = -bullet_velocity.y;
// audio feedback
pad.tone(750.0,0.1);
}
// update ball parameters
_bullet.set_velocity(bullet_velocity);
_bullet.set_pos(bullet_pos);
}
void Touch::check_Board_collisions(Gamepad &pad)
{
// read current ball attributes
Vector2D bullet_pos = _bullet.get_pos();
Vector2D bullet_velocity = _bullet.get_velocity();
// check p1 first
Vector2D p1_pos = _p1.get_pos();
Vector2D p2_pos = _p2.get_pos();
// see if ball has hit the board by checking for overlaps
//lcd.drawRect(0,0,84,24,FILL_BLACK);
if (
(bullet_pos.y >= p1_pos.y) && //top
(bullet_pos.y <= p1_pos.y + _Board_height) && //bottom
(bullet_pos.x >= _p1x) && //left
(bullet_pos.x <= _p1x + _Board_width) //right
){
// if it has, fix position and reflect x velocity
bullet_pos.x = _p1x + _Board_width;
bullet_velocity.x = -bullet_velocity.x;
// audio feedback
pad.tone(1000.0,0.1);
}
if((bullet_pos.y >= 0)&&(bullet_pos.y <= 24))
{
// lcd.drawRect(bullet_pos.x,bullet_pos.y-4,4,4,FILL_TRANSPARENT);
bullet_pos.y = bullet_pos.y + _Board_width;
bullet_velocity.y = -bullet_velocity.y;
}
// check p2 next
/* Vector2D p2_pos = _p2.get_pos();
// see if ball has hit the board by checking for overlaps
if (
(ball_pos.y >= p2_pos.y) && //top
(ball_pos.y <= p2_pos.y + _Board_height) && //bottom
(ball_pos.x + _bullet_size >= _p2x) && //left
(ball_pos.x + _bullet_size <= _p2x + _Board_width) //right
) {
// if it has, fix position and reflect x velocity
ball_pos.x = _p2x - _bullet_size;
ball_velocity.x = -ball_velocity.x;
// audio feedback
pad.tone(1000.0,0.1);
}*/
// write new attributes
_bullet.set_velocity(bullet_velocity);
_bullet.set_pos(bullet_pos);
}
void Touch::check_goal(Gamepad &pad)
{
Vector2D bullet_pos = _bullet.get_pos();
// P2 has scored
if (bullet_pos.x + _bullet_size < 0) {
_p2.add_score();
_bullet.init(_p1x,_bullet_size,_speed,_Board_height);
pad.tone(1500.0,0.5);
pad.leds_on();
wait(0.5);
pad.leds_off();
}
// P1 has scored
if (bullet_pos.x > WIDTH) {
_p1.add_score();
_bullet.init(_p1x,_bullet_size,_speed,_Board_height);
pad.tone(1500.0,0.5);
pad.leds_on();
wait(0.5);
pad.leds_off();
}
}
void Touch::print_scores(N5110 &lcd)
{
// get scores from boards
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);
}