ELEC2645 (2019/20) / Mbed 2 deprecated ELEC2645_Project_el18zc_

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);
}