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: ponglib.h
- Revision:
- 11:d812de0e5136
- Parent:
- 10:6940a3201757
diff -r 6940a3201757 -r d812de0e5136 ponglib.h --- a/ponglib.h Wed May 24 14:52:39 2017 +0000 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,88 +0,0 @@ -#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 ; - } - } - - 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 - - } - - - - - -