ELEC2645 (2019/20) / Mbed 2 deprecated ELEC2645_Project_el18zc_

Dependencies:   mbed

Revision:
5:7207c9b70108
Child:
6:b393cfe4e0a7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Touch/Touch.cpp	Wed May 27 21:13:59 2020 +0000
@@ -0,0 +1,184 @@
+#include "Touch.h"
+
+Touch::Touch()
+{
+
+}
+
+Touch::~Touch()
+{
+
+}
+
+void Touch::init(int board_width,int board_height,int bullet_size,int speed,N5110 &lcd)
+{
+    // 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);
+    //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,N5110 &lcd)
+{
+    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,lcd);
+    //_p2.update(_d,_mag);
+    _bullet.update(lcd);
+
+    check_wall_collision(pad);
+    check_Board_collisions(pad,lcd);
+}
+
+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,N5110 &lcd)
+{
+    // 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);
+}
\ No newline at end of file