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Mechanics/Mechanics.cpp
- Committer:
- HenryWTriff
- Date:
- 2020-03-28
- Revision:
- 20:f8d7b04471b8
- Parent:
- 11:7b12992156de
- Child:
- 25:31761087a83f
File content as of revision 20:f8d7b04471b8:
#include "Mechanics.h" //-------------------------------- // CONSTRUCTORS AND DESTRUCTORS //-------------------------------- Mechanics::Mechanics() { } Mechanics::~Mechanics() { } //--------- // SPEED //--------- float Mechanics::Get_Speed(float speed, float max_speed, float acceleration, float deceleration, float off_track_speed, Point_2D position, const Square_2D *offtrack_square, const Triangle_2D *offtrack_triangle, const Square_2D *out_of_bounds_square, const Triangle_2D *out_of_bounds_triangle, const Triangle_2D *plates, const Map_Data map_info, Gamepad &Device) { bool offtrack = Is_Offtrack(position, offtrack_square, offtrack_triangle, map_info); bool out_of_bounds = Is_Out_Of_Bounds(position, out_of_bounds_square, out_of_bounds_triangle, map_info); if(Device.X_held() == true && Device.A_held() == false) { //If accelerator is pressed and break is not if(speed >= 0 && speed < max_speed) { //If the speed is greater than 0 and less than max speed speed += acceleration; //Increase the speed } else if(speed < 0) { //If the speed is less than 0 speed = 0; //Set speed to 0 } } else if(Device.A_held() == true && Device.X_held() == false) { //If the break is pressed and accelerator is not if(speed > 0) { //If speed is greater than 0 speed -= deceleration; //Decrease the speed } else if(speed <= 0) { //If speed is less than 0 speed = -1; //Set speed to -1 } } else if(Device.A_held() == false && Device.X_held() == false) { //If no button is pressed if(speed > 0) { //If speed is greater than 0 speed -= 0.05; //Decrease speed gradually } else { //If speed is less than zero speed = 0; //Set speed to 0 } } if(offtrack == true) { //If the car is offtrack if(speed > off_track_speed) { //If speed is greater than off track speed speed -= 0.10; //Speed is rapidly reduced } } speed = Get_Boost_Speed(plates, map_info.number_of_boost_plates, position, speed); //If the car is on a boost plate change the speed //printf("%f\n", speed); return speed; //Return the speed } //----------------------------------- // OFF TRACK / OUT OF BOUNDS CHECK //----------------------------------- //COMBINING bool Mechanics::Is_Offtrack(Point_2D position, const Square_2D offtrack_square[], const Triangle_2D offtrack_triangle[], const Map_Data map_info) //Check to see if the player is off track { return (Is_Offtrack_Square(offtrack_square, map_info.number_of_off_track_squares, position) || Is_Offtrack_Triangle(offtrack_triangle, map_info.number_of_off_track_triangles, position));//Return the result of checking squares and triangles } bool Mechanics::Is_Out_Of_Bounds(Point_2D position, const Square_2D out_of_bounds_square[], const Triangle_2D out_of_bounds_triangle[], const Map_Data map_info) //Check to see if the player is out of bounds { return (Is_Out_Of_Bounds_Square(out_of_bounds_square, map_info.number_of_out_of_bounds_squares, position) || Is_Out_Of_Bounds_Triangle(out_of_bounds_triangle, map_info.number_of_out_of_bounds_triangles, position)); //Return the result of checking squares and triangles } // OFF TRACK bool Mechanics::Is_Offtrack_Square(const Square_2D offtrack[], int size, Point_2D position) { for(int i = 0; i < size; i++) { //Iterate through the offtrack array if(position.x > offtrack[i].TL.x && position.x < offtrack[i].BR.x && position.y < offtrack[i].TL.y && position.y > offtrack[i].BR.y ) { //If the position of the car is in the out_of_bounds square return true; //return that the car is off track } } return false; //return that the car is NOT off track } bool Mechanics::Is_Offtrack_Triangle(const Triangle_2D offtrack[], int size, Point_2D position) { for(int i = 0; i < size; i++) { //Iterate through the offtrack array if(position.x > offtrack[i].TL.x && position.x < offtrack[i].BR.x && position.y < offtrack[i].TL.y && position.y > offtrack[i].BR.y ) { //If the player is in the square area of the off track triangle if(offtrack[i].Type == 1) { //If the direction of the triangle is type 1 = Hypotenuse is on the top right Point_2D Translated_position = {position.x - offtrack[i].TL.x, position.y - offtrack[i].TL.y}; //Compare the position of the car to the top left position of the triangle float position_limit = (offtrack[i].BR.y - offtrack[i].TL.y) / (offtrack[i].BR.x - offtrack[i].TL.x) * Translated_position.x; //Calculate the y coordinate of the hypotenuse of the triangle at the given x position if(Translated_position.y < position_limit) { //If the y position of the car is less than the y position limit return true; //Return that the car is off track } } else if(offtrack[i].Type == 2) { //If the direction of the triangle is type 1 = Hypotenuse is on the bottom right Point_2D Translated_position = {position.x - offtrack[i].TL.x, position.y - offtrack[i].BR.y}; //Compare the position of the car to the top bottom position of the triangle float position_limit = (offtrack[i].TL.y - offtrack[i].BR.y) / (offtrack[i].BR.x - offtrack[i].TL.x) * Translated_position.x; //Calculate the y coordinate of the hypotenuse of the triangle at the given x position if(Translated_position.y > position_limit) { //If the y position of the car is greater than the y position limit return true; //Return that the car is off track } } else if(offtrack[i].Type == 3) { //If the direction of the triangle is type 1 = Hypotenuse is on the bottom left Point_2D Translated_position = {position.x - offtrack[i].TL.x, position.y - offtrack[i].TL.y}; //Compare the position of the car to the top bottom position of the triangle float position_limit = (offtrack[i].BR.y - offtrack[i].TL.y) / (offtrack[i].BR.x - offtrack[i].TL.x) * Translated_position.x; //Calculate the y coordinate of the hypotenuse of the triangle at the given x position if(Translated_position.y > position_limit) { //If the y position of the car is greater than the y position limit return true; //Return that the car is off track } } else if(offtrack[i].Type == 4) { //If the direction of the triangle is type 1 = Hypotenuse is on the top left Point_2D Translated_position = {position.x - offtrack[i].TL.x, position.y - offtrack[i].BR.y}; //Compare the position of the car to the top left position of the triangle float position_limit = (offtrack[i].TL.y - offtrack[i].BR.y) / (offtrack[i].BR.x - offtrack[i].TL.x) * Translated_position.x; //Calculate the y coordinate of the hypotenuse of the triangle at the given x position if(Translated_position.y < position_limit) { //If the y position of the car is less than the y position limit return true; //Return that the car is off track } } } } return false; //Return that the car is NOT off track } // OUT OF BOUNDS bool Mechanics::Is_Out_Of_Bounds_Square(const Square_2D out_of_bounds[], int size, Point_2D position) { for(int i = 0; i < size; i++) { //Iterate through the out_of_bounds array if(position.x > out_of_bounds[i].TL.x && position.x < out_of_bounds[i].BR.x && position.y < out_of_bounds[i].TL.y && position.y > out_of_bounds[i].BR.y ) { //If the position of the car is in the out_of_bounds square return true; //return that the car is out of bounds } } return false; //return that the car is NOT out of bounds } bool Mechanics::Is_Out_Of_Bounds_Triangle(const Triangle_2D out_of_bounds[], int size, Point_2D position) //Calculate if the player is out of bounds when compared to triangular out of bounds { for(int i = 0; i < size; i++) { //Iterate through the out_of_bounds array if(position.x > out_of_bounds[i].TL.x && position.x < out_of_bounds[i].BR.x && position.y < out_of_bounds[i].TL.y && position.y > out_of_bounds[i].BR.y ) { //If the player is in the square area of the out of bounds triangle if(out_of_bounds[i].Type == 1) { //If the direction of the triangle is type 1 = Hypotenuse is on the top right Point_2D Translated_position = {position.x - out_of_bounds[i].TL.x, position.y - out_of_bounds[i].TL.y}; //Compare the position of the car to the top left position of the triangle float position_limit = (out_of_bounds[i].BR.y - out_of_bounds[i].TL.y) / (out_of_bounds[i].BR.x - out_of_bounds[i].TL.x) * Translated_position.x; //Calculate the y coordinate of the hypotenuse of the triangle at the given x position if(Translated_position.y < position_limit) { //If the y position of the car is less than the y position limit return true; //Return that the car is out of bounds } } else if(out_of_bounds[i].Type == 2) { //If the direction of the triangle is type 2 = Hypotenuse is on the bottom right Point_2D Translated_position = {position.x - out_of_bounds[i].TL.x, position.y - out_of_bounds[i].BR.y}; //Compare the position of the car to the bottom left position of the triangle float position_limit = (out_of_bounds[i].TL.y - out_of_bounds[i].BR.y) / (out_of_bounds[i].BR.x - out_of_bounds[i].TL.x) * Translated_position.x; //Calculate the y coordinate of the hypotenuse of the triangle at the given x position if(Translated_position.y > position_limit) { //If the y position of the car is greater than the y position limit return true; //Return that the car is out of bounds } } else if(out_of_bounds[i].Type == 3) { //If the direction of the triangle is type 3 = Hypotenuse is on the bottom left Point_2D Translated_position = {position.x - out_of_bounds[i].TL.x, position.y - out_of_bounds[i].TL.y}; //Compare the position of the car to the top left position of the triangle float position_limit = (out_of_bounds[i].BR.y - out_of_bounds[i].TL.y) / (out_of_bounds[i].BR.x - out_of_bounds[i].TL.x) * Translated_position.x; //Calculate the y coordinate of the hypotenuse of the triangle at the given x position if(Translated_position.y > position_limit) { //If the y position of the car is greater than the y position limit return true; //Return that the car is out of bounds } } else if(out_of_bounds[i].Type == 4) { //If the direction of the triangle is type 1 = Hypotenuse is on the top left Point_2D Translated_position = {position.x - out_of_bounds[i].TL.x, position.y - out_of_bounds[i].BR.y}; //Compare the position of the car to the bottom left position of the triangle float position_limit = (out_of_bounds[i].TL.y - out_of_bounds[i].BR.y) / (out_of_bounds[i].BR.x - out_of_bounds[i].TL.x) * Translated_position.x; //Calculate the y coordinate of the hypotenuse of the triangle at the given x position if(Translated_position.y < position_limit) { //If the y position of the car is less than the y position limit return true; //Return that the car is out of bounds } } } } return false; //Return that the car is NOT out of bounds } //--------------- // BOOST PLATE //--------------- float Mechanics::Get_Boost_Speed(const Triangle_2D plates[], int number_of_plates, Point_2D position, float speed) //If the player is on a boost plate { for(int i = 0; i < number_of_plates; i++) { //Iterate through all boost plates if(position.x > plates[i].TL.x && position.x < plates[i].BR.x && position.y < plates[i].TL.y && position.y > plates[i].BR.y) { //If the player is in a boost plate speed = 8; //Increase the players speed to 8 } } return speed; //Return the speed } //------------------ // GATES AND LAPS //------------------ int Mechanics::Get_Gate(const Square_2D gates[], int number_of_gates, Point_2D position, int current_gate) { int next_gate; if(current_gate + 1 <= (number_of_gates - 1)) { //If the current gate is not the last in the array next_gate = current_gate + 1; //The next gate is the current gate + 1 } else { //Else if it is the last gate in the array next_gate = 0; //Then the next gate is 0 } if(position.x >= gates[next_gate].TL.x && position.x <= gates[next_gate].BR.x && position.y <= gates[next_gate].TL.y && position.y >= gates[next_gate].BR.y) { //Check if the players position is in the next gate return next_gate; //Return the current gate as being the next one } return current_gate; //Else if the player has not yet reached the next gate, then the current gate remains the same } int Mechanics::Get_Laps(int laps, const Square_2D gates[], int number_of_gates, Point_2D position, int current_gate) //Calculate the number of laps { int next_gate; if(current_gate + 1 <= (number_of_gates - 1)) { //If the current gate is not the last in the array next_gate = current_gate + 1; //The next gate is the current gate + 1 } else { //Else if it is the last gate in the array next_gate = 0; //Then the next gate is 0 } if(position.x >= gates[next_gate].TL.x && position.x <= gates[next_gate].BR.x && position.y <= gates[next_gate].TL.y && position.y >= gates[next_gate].BR.y) { if(next_gate == 0) { //If the car is in the area of the next gate and the next gate is 0 laps++; //Increase the number of laps } } return laps; //Return the number of laps } //-------- // TIME //-------- Time Mechanics::Convert_To_Time(int game_fps, int number_of_frames) //Convert The number of frames elapsed to minutes, seconds and miliseconds { int total_seconds = float(number_of_frames) / float(game_fps); //Calculate the total number of seconds elapsed int seconds = total_seconds % 60; //The remainder after 60 is the seconds float miliseconds_decimal = (float(number_of_frames) / float(game_fps)) - seconds; //Calculating the decimal number of miliseconds int miliseconds = float(miliseconds_decimal * 1000); //Multiplying by 1000 to get the number of miliseconds as an integer int minuites = (total_seconds - seconds) / 60; //The minutes is the total number of seconds subtract the seconds on the clock divided by 60 return {minuites, seconds, miliseconds}; //Return the time } //------------- // GET ANGLE //------------- int Mechanics::Get_Angle(int angle, int handling, bool gyro_enabled, FXOS8700CQ &Gyro, Gamepad &Device) { if(gyro_enabled == false) { //If we are using stick control int Stick_Position = Device.get_direction(); //The stick position is calculated float Stick_Magnitude = Device.get_mag(); //The magnitude of the stick position is calculated if(Stick_Magnitude > 0.95) { //Rounds up if almost at full magnitude Stick_Magnitude = 1; } if(Stick_Position == E || Stick_Position == NE || Stick_Position == SE) { //Allows the stick to be pushed in any right direction angle += handling * Stick_Magnitude; //The angle is increased by the handling of the car × stick magntude } else if(Stick_Position == W || Stick_Position == NW || Stick_Position == SW) { //Allows the stick to be pushed in any left direction angle -= handling * Stick_Magnitude; //The angle is decreased by the handling of the car × stick magntude } return angle; //Return the new angle of rotation of the track } else { Gyro_Data Gyro_Tilt = Gyro.get_values(); //Calculate the amount of tilt of the device float tilt = Gyro_Tilt.ay * 90; //Turn the tild into an angle from -90° to +90° if(tilt > 5) { //±5° deadzone if(tilt < 40) { //Max angle is 40° angle += handling * (tilt/40); //Increase the angle } else { angle += handling; //Increase the angle } } else if(tilt < -5) {//±5° deadzone if(tilt > -40) { //Max angle is -40° angle -= handling * (tilt/-40); //Decrease the angle } else { angle -= handling; //Decrease the angle } } return angle; //Return the new angle of roation of the track } } //------------------- // GET TRANSLATION //------------------- Point_2D Mechanics::Get_Translation(Point_2D in, float angle, float speed, const Square_2D *out_of_bounds_square, const Triangle_2D *out_of_bounds_triangle, const Map_Data map_info, Gamepad &Device) //Calculates the change in the translation of the map, depending on the speed and direction of the cars movement { float temp_speed; //Converting to floats float x = in.x; float y = in.y; //Checking to see if the car is out of bounds bool out_of_bounds = Is_Out_Of_Bounds(in, out_of_bounds_square, out_of_bounds_triangle, map_info); if(out_of_bounds == true) { if(speed > 0) { //If the car is driving forward temp_speed = -4; //The speed is temporarily reversed } else if(speed < 0) { //If the car is driving backward temp_speed = 4; //The speed is temporarily forward } y += temp_speed * cos(-angle * PI / 180); //The change in the y position is then claculated x -= temp_speed * sin(-angle * PI / 180); //The change in the x position is then calculated } //printf("%f\n", temp_speed); y += speed * cos(-angle * PI / 180); //The change in the x position is then claculated x -= speed * sin(-angle * PI / 180); //The change in the y position is then claculated return {x,y}; } //----------------------------- // CAR MODELS AND PARAMETERS //----------------------------- float Mechanics::Get_Max_Speed(int car_model) //Returns the maximum speed of each vehicle { //For each car, Return the maximum speed when on track //This is the number of integer coordinates in any direction moved by the car per frame if(car_model == Stupid) { return 8; } else if(car_model == Racecar) { return 6; } else if(car_model == Sportscar) { return 4; } else if(car_model == Drifter) { return 4; } else if(car_model == Offroad) { return 2; } else if(car_model == Basic) { return 3; } } float Mechanics::Get_Acceleration(int car_model) //Returns the acceleration of each vehicle { //For each car, Return the acceleration when accelerating //This is the rate of change in the number of integer coordinates in any direction moved by the car per frame if(car_model == Stupid) { return 0.15; } else if(car_model == Racecar) { return 0.1; } else if(car_model == Sportscar) { return 0.08; } else if(car_model == Drifter) { return 0.05; } else if(car_model == Offroad) { return 0.02; } else if(car_model == Basic) { return 0.03; } } float Mechanics::Get_Deceleration(int car_model) //Returns the deceleration when the brakes are pressed for each vehicle { //For each car, Return the deceleration when breaking //This is the rate of change in the number of integer coordinates in any direction moved by the car per frame if(car_model == Stupid) { return 0.3; } else if(car_model == Racecar) { return 0.15; } else if(car_model == Sportscar) { return 0.1; } else if(car_model == Drifter) { return 0.03; } else if(car_model == Offroad) { return 0.03; } else if(car_model == Basic) { return 0.05; } } float Mechanics::Get_Off_Road_Speed(int car_model) //Returns the maximum speed that the vehicle can travel off road { //For each car, Return the max speed when off road //This is the number of integer coordinates in any direction moved by the car per frame if(car_model == Stupid) { return 2; } else if(car_model == Racecar) { return 0.5; } else if(car_model == Sportscar) { return 0.8; } else if(car_model == Drifter) { return 0.3; } else if(car_model == Offroad) { return 2; } else if(car_model == Basic) { return 0.8; } } int Mechanics::Get_Handling(int car_model) //Returns the value for the handling of each vehicle { //For each car, return the handling //Handling is the change is the max degrees of rotation of track per frame if(car_model == Stupid) { return 3; } else if(car_model == Racecar) { return 3; } else if(car_model == Sportscar) { return 2; } else if(car_model == Drifter) { return 2; } else if(car_model == Offroad) { return 1; } else if(car_model == Basic) { return 2; } }