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Dependencies: mbed
Touch/Touch.cpp
- Committer:
- ChenZirui
- Date:
- 2020-05-29
- Revision:
- 7:f61ac963eb07
- Parent:
- 6:b393cfe4e0a7
- Child:
- 8:5f0190b282f7
File content as of revision 7:f61ac963eb07:
#include "Touch.h" //initialisation part void Touch::init(int Board_width,int Board_length,int bullet_size,int speed,N5110 &lcd) { // initialise the game parameters _Board_width = Board_width; //width of board _Board_length = Board_length; //length of board _bullet_size = bullet_size; //bullet size _speed = speed; //speed _leds=0;//led number _board.init(_board_x,_board_y,_Board_length,_Board_width); // draw board _bullet.init(_board_x,Board_length,_speed,_Board_length); //draw bullet } void Touch::reading(Gamepad &pad) { _d = pad.get_direction(); // joystick direction _mag = pad.get_mag(); // joystick direction movement parameter } void Touch::draw(N5110 &lcd) { Vector2D bullet_pos = _bullet.get_pos(); //bullet position /* s=0; if((bullet_pos.y >= 0)&&(bullet_pos.y <= 24)) { //s++; Y[s]= bullet_pos.y ; X[s]= bullet_pos.x; s++; }*/ for(int r=1;r<84;r++) for(int c=1;c<24;c++) { lcd.setPixel(r,c); if((bullet_pos.y >= 0)&&(bullet_pos.y <= 24)) { Y= bullet_pos.y; X= bullet_pos.x; lcd.clearPixel(X,Y-1); /* for(int i=0;i<s;i++) lcd.clearPixel(X[i],Y[i]-1);*/ } } lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT); // draw a platform for game print_scores(lcd); _board.draw(lcd); _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 _board.update(_d,_mag); //_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 right wall else if (bullet_pos.x+_bullet_size >= 83 ) { // right wall is 83 // hit bottom bullet_pos.x = (WIDTH-1) - _bullet_size; // stops ball going off screen bullet_velocity.x = -bullet_velocity.x; // audio feedback pad.tone(750.0,0.1); }// check if hit left wall else if (bullet_pos.x <= 1 ) { // left wall pixel is 1 // hit bottom bullet_pos.x = 1; // stops ball going off screen bullet_velocity.x = -bullet_velocity.x; // 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) { Vector2D bullet_pos = _bullet.get_pos(); Vector2D bullet_velocity = _bullet.get_velocity(); Vector2D p1_pos = _board.get_pos(); if ( (bullet_pos.x >= p1_pos.x) && //top (bullet_pos.x <= p1_pos.x + _Board_length) && //bottom (bullet_pos.y+_bullet_size >=p1_pos.y) //left //right ){ // if it has, fix position and reflect x velocity // bullet_pos.y = _boardy - _bullet_size; bullet_velocity.y = -bullet_velocity.y; // audio feedback pad.tone(1000.0,0.1); } if((bullet_pos.y >= 0)&&(bullet_pos.y <= 24)) { // Y= bullet_pos.y ; // X= bullet_pos.x; // lcd.clearPixel(X,_Y-1); bullet_pos.y = bullet_pos.y + _Board_width; bullet_velocity.y = -bullet_velocity.y; // lcd.clearPixel(_x,_y-1); } // lcd.clearPixel(X,Y-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(); // P1 has scored if (bullet_pos.y + _bullet_size> 47) { _board.add_score(); _bullet.init(_board_x,_bullet_size,_speed,_Board_length); _leds++; if(_leds>6) { _leds=6; } pad.led(_leds,0); 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 = _board.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); }