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Dependencies: mbed
Touch/Touch.cpp
- Committer:
- ChenZirui
- Date:
- 2020-05-27
- Revision:
- 5:7207c9b70108
- Child:
- 6:b393cfe4e0a7
File content as of revision 5:7207c9b70108:
#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); }