Library to calculate movement and to draw the objects in the pong game
Dependencies: RTC-DS1307 SPI_TFT_ILI9341 TFT_fonts mbed
Fork of MainSketch by
Diff: 2manpong.h
- Revision:
- 11:d812de0e5136
- Parent:
- 10:6940a3201757
diff -r 6940a3201757 -r d812de0e5136 2manpong.h --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/2manpong.h Wed May 24 15:18:13 2017 +0000 @@ -0,0 +1,89 @@ +#include "libs.h" + +float map(float in, float inMin, float inMax, float outMin, float outMax) { + // check it's within the range + if (inMin<inMax) { + if (in <= inMin) + return outMin; + if (in >= inMax) + return outMax; + } + else { // cope with input range being backwards. + if (in >= inMin) + return outMin; + if (in <= inMax) + return outMax; + } + // calculate how far into the range we are + float scale = (in-inMin)/(inMax-inMin); + // calculate the output. + return outMin + scale*(outMax-outMin); +} + + +void move() { + + int player1 = Player1 ; + int player2 = Player2 ; + PADDLE_A = map(player1 , 0 , 1023 , 0 , SCREENH - PADDLEH) ; + PADDLE_B = map(player2 , 0 , 1023 , 0 ,SCREENH - PADDLEH) ; + int VPADDLE_A = PADDLE_AF - PADDLE_A ; // speed of paddle A + int VPADDLE_B = PADDLE_BF - PADDLE_B ; // speed of paddle B + + XBALL += VXBALL ; //x location of the ball + YBALL += VYBALL ; //y location of the ball + + //bounce from the top and bottom + + if (YBALL >= SCREENH - ABALL || YBALL <=0) + { + VYBALL *= -1 ; + } + + //bounce from Paddle A + if (XBALL >= PADDLEG && XBALL <= PADDLEG + ABALL && VXBALL < 0) + { + if (YBALL > PADDLE_A - ABALL && YBALL < PADDLE_A + PADDLEH) + { + + VXBALL *= -1 ; + } + } + + // bounce from Paddle B + if ( XBALL >= SCREENW - PADDLEW - PADDLEG - ABALL && XBALL <= SCREENW - PADDLEG - ABALL && VXBALL >0 ) + { + if (YBALL > PADDLE_B - ABALL && YBALL < PADDLE_B + PADDLEH) + { + VXBALL *= -1 ; + } + } + + + // if someone scores, reset + + if (XBALL >= SCREENW - ABALL || XBALL <= 0 ) { + + // reset function // + + } + + } + + void draw() +{ + + + fillcircle(XBALL , YBALL , ABALL , 1 ) ; //draw ball + + fillrect( PADDLEG , PADDLE_A , PADDLEW , PADDLEH , 1) ; //draw paddle A + + fillrect( SCREENW - PADDLEW - PADDLEG , PADDLE_B , PADDLEW , PADDLEH , 1) ; // draw paddle B + + } + + + + + +