Chen Zirui / Mbed 2 deprecated ELEC2645_Project_el18zc

Dependencies:   mbed

Files at this revision

API Documentation at this revision

Comitter:
ChenZirui
Date:
Fri May 29 03:12:14 2020 +0000
Parent:
7:f61ac963eb07
Commit message:
not final

Changed in this revision

Touch/Touch.cpp Show annotated file Show diff for this revision Revisions of this file
Touch/Touch.h Show annotated file Show diff for this revision Revisions of this file
main.cpp Show annotated file Show diff for this revision Revisions of this file
--- a/Touch/Touch.cpp	Fri May 29 02:55:37 2020 +0000
+++ b/Touch/Touch.cpp	Fri May 29 03:12:14 2020 +0000
@@ -25,7 +25,7 @@
 void Touch::draw(N5110 &lcd)
 {
 
-    Vector2D bullet_pos = _bullet.get_pos(); //bullet position
+    Vector2D bullet_pos = _bullet.get_pos();                        //bullet position data
  /*   s=0;
     if((bullet_pos.y >= 0)&&(bullet_pos.y <= 24))
     {
@@ -50,24 +50,21 @@
         }
     lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT); // draw a platform for game
     print_scores(lcd);
-    _board.draw(lcd);
-    _bullet.draw(lcd);
+    _board.draw(lcd);   // draw a board for game
+    _bullet.draw(lcd);  // draw a bullet for game
 }
 
 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
+    drop(pad);
     _board.update(_d,_mag);
-    //_p2.update(_d,_mag);
     _bullet.update(lcd);
 
-    check_wall_collision(pad);
-    check_Board_collisions(pad,lcd);
+    Boundary_touch(pad);
+    Board_touch(pad,lcd);
 }
 
-void Touch::check_wall_collision(Gamepad &pad)
+void Touch::Boundary_touch(Gamepad &pad)
 {
     // read current ball attributes
     Vector2D bullet_pos = _bullet.get_pos();
@@ -100,7 +97,7 @@
     _bullet.set_pos(bullet_pos);
 }
 
-void Touch::check_Board_collisions(Gamepad &pad,N5110 &lcd)
+void Touch::Board_touch(Gamepad &pad,N5110 &lcd)
 {
     Vector2D bullet_pos = _bullet.get_pos();
     Vector2D bullet_velocity = _bullet.get_velocity();
@@ -134,7 +131,7 @@
     _bullet.set_pos(bullet_pos);
 }
 
-void Touch::check_goal(Gamepad &pad)
+void Touch::drop(Gamepad &pad)
 {
     Vector2D bullet_pos = _bullet.get_pos();
     
@@ -166,7 +163,4 @@
     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);
 }
\ No newline at end of file
--- a/Touch/Touch.h	Fri May 29 02:55:37 2020 +0000
+++ b/Touch/Touch.h	Fri May 29 03:12:14 2020 +0000
@@ -23,9 +23,9 @@
     
 private:
 
-    void check_wall_collision(Gamepad &pad);
-    void check_Board_collisions(Gamepad &pad,N5110 &lcd);
-    void check_goal(Gamepad &pad);
+    void Boundary_touch(Gamepad &pad);
+    void Board_touch(Gamepad &pad,N5110 &lcd);
+    void drop(Gamepad &pad);
     void print_scores(N5110 &lcd);
     
     Board _board;
--- a/main.cpp	Fri May 29 02:55:37 2020 +0000
+++ b/main.cpp	Fri May 29 03:12:14 2020 +0000
@@ -37,7 +37,7 @@
     if(number_of_failures > 0) return number_of_failures;
 #endif
     int fps = 6;                    // frames per second
-    init();                     `   // initialise 
+    init();                         // initialise 
     welcome();                      // welcome screen for user to start
     render();                       // first draw the initial frame 
     wait(1.0f/fps);                 // and wait for one frame period