James Cummins / Mbed 2 deprecated el17jnc

Dependencies:   mbed

Committer:
JamesCummins
Date:
Thu May 09 10:52:00 2019 +0000
Revision:
40:a1cdb6ab08af
Parent:
38:a85bc227b907
Final Submission. I have read and agreed with Statement of Academic Integrity.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
JamesCummins 28:cc7a93ebd7e7 1 #include "Map.h"
JamesCummins 28:cc7a93ebd7e7 2
JamesCummins 28:cc7a93ebd7e7 3 Map::Map(){
JamesCummins 28:cc7a93ebd7e7 4 }
JamesCummins 28:cc7a93ebd7e7 5
JamesCummins 28:cc7a93ebd7e7 6 Map::~Map(){
JamesCummins 28:cc7a93ebd7e7 7 }
JamesCummins 28:cc7a93ebd7e7 8
JamesCummins 28:cc7a93ebd7e7 9 void Map::init(){
JamesCummins 38:a85bc227b907 10 _coord.x = 47; //initialise the map region to the start area
JamesCummins 31:c95f1b1d6423 11 _coord.y = 25;
JamesCummins 28:cc7a93ebd7e7 12 }
JamesCummins 28:cc7a93ebd7e7 13
JamesCummins 29:42651f87522b 14 void Map::read_input(FXOS8700CQ &accelerometer, Ball &ball){
JamesCummins 28:cc7a93ebd7e7 15 Data values = accelerometer.get_values();
JamesCummins 38:a85bc227b907 16 int ball_speed = ball.get_ball_speed(); //get the sensitivity from ball object
JamesCummins 40:a1cdb6ab08af 17 _map_change.x = -0.25*(1+0.5*ball_speed)*values.ay; //axes of accelerometer different to gamepad so use -y for x and vice versa
JamesCummins 40:a1cdb6ab08af 18 _map_change.y = -0.25*(1+0.5*ball_speed)*values.ax;
JamesCummins 28:cc7a93ebd7e7 19 }
JamesCummins 28:cc7a93ebd7e7 20
JamesCummins 28:cc7a93ebd7e7 21 void Map::update(){
JamesCummins 38:a85bc227b907 22 _coord.x += _map_change.x; //map change is the equivalent of velocity in ball.cpp
JamesCummins 28:cc7a93ebd7e7 23 _coord.y += _map_change.y;
JamesCummins 28:cc7a93ebd7e7 24 if(_coord.x < 0){ _coord.x = 0;} //boundary conditions to stop the
JamesCummins 28:cc7a93ebd7e7 25 if(_coord.y < 0){ _coord.y = 0;} //the programme trying to display
JamesCummins 29:42651f87522b 26 if(_coord.x > 506) {_coord.x = 506;} //undefined region outside the
JamesCummins 29:42651f87522b 27 if(_coord.y > 176) {_coord.y = 176;} //gamemap array
JamesCummins 28:cc7a93ebd7e7 28 }
JamesCummins 28:cc7a93ebd7e7 29
JamesCummins 28:cc7a93ebd7e7 30 void Map::draw(N5110 &lcd){
JamesCummins 28:cc7a93ebd7e7 31 bool pixelstate = false;
JamesCummins 38:a85bc227b907 32 for(int y = _coord.y; y < (48+_coord.y); y++){ //row by row
JamesCummins 38:a85bc227b907 33 for(int x = _coord.x; x < (84+_coord.x); x++){ //get each pixel from the
JamesCummins 38:a85bc227b907 34 if(gamemap[y][x] == 1){ pixelstate = true;} //gamemap array
JamesCummins 38:a85bc227b907 35 else{ pixelstate = false;} //and set the pixel according to its value in gamemap array
JamesCummins 38:a85bc227b907 36 lcd.setPixel((x-_coord.x), (y-_coord.y), pixelstate); //easier to use than draw sprite with only part of a very large sprite
JamesCummins 28:cc7a93ebd7e7 37 }
JamesCummins 28:cc7a93ebd7e7 38 }
JamesCummins 28:cc7a93ebd7e7 39 }
JamesCummins 28:cc7a93ebd7e7 40
JamesCummins 28:cc7a93ebd7e7 41 Vector2D Map::get_map_display(){
JamesCummins 38:a85bc227b907 42 Vector2D top_left_coord = _coord; //top left coord used to represent entire screen region
JamesCummins 28:cc7a93ebd7e7 43 return top_left_coord;
JamesCummins 28:cc7a93ebd7e7 44 }
JamesCummins 28:cc7a93ebd7e7 45
JamesCummins 28:cc7a93ebd7e7 46 void Map::set_map_display(Vector2D coord){
JamesCummins 38:a85bc227b907 47 _coord = coord; //change private member variable
JamesCummins 29:42651f87522b 48 }
JamesCummins 29:42651f87522b 49
JamesCummins 29:42651f87522b 50 bool Map::check_wall_collision(Gamepad &gamepad, Ball &ball){
JamesCummins 29:42651f87522b 51 bool collision = false;
JamesCummins 38:a85bc227b907 52 Vector2D ball_screen_pos = ball.get_position();
JamesCummins 30:c36a08e8f5de 53 Vector2D c;
JamesCummins 38:a85bc227b907 54 c.x = ball_screen_pos.x + _coord.x; //c represents the absolute position of the ball's centre
JamesCummins 38:a85bc227b907 55 c.y = ball_screen_pos.y + _coord.y; //relative to the game map
JamesCummins 29:42651f87522b 56 Vector2D ball_pixels[37] = {
JamesCummins 38:a85bc227b907 57 {c.x,c.y},{c.x+1,c.y},{c.x+2,c.y},{c.x+3,c.y},{c.x-1,c.y},{c.x-2,c.y}, //this is every pixel in ball
JamesCummins 29:42651f87522b 58 {c.x-3,c.y},{c.x,c.y+1},{c.x+1,c.y+1},{c.x+2,c.y+1},{c.x+3,c.y+1},
JamesCummins 38:a85bc227b907 59 {c.x-1,c.y+1},{c.x-2,c.y+1},{c.x-3,c.y+1},{c.x,c.y-1},{c.x+1,c.y-1}, //could this be done with
JamesCummins 38:a85bc227b907 60 {c.x+2,c.y-1},{c.x+3,c.y-1},{c.x-1,c.y-1},{c.x-2,c.y-1},{c.x-3,c.y-1}, //same algorithm as for
JamesCummins 38:a85bc227b907 61 {c.x,c.y+2},{c.x+1,c.y+2},{c.x+2,c.y+2},{c.x-1,c.y+2},{c.x-2,c.y+2}, //lcd.drawCircle?
JamesCummins 29:42651f87522b 62 {c.x,c.y-2},{c.x+1,c.y-2},{c.x+2,c.y-2},{c.x-1,c.y-2},{c.x-2,c.y-2},
JamesCummins 38:a85bc227b907 63 {c.x,c.y+3},{c.x+1,c.y+3},{c.x-1,c.y+3},{c.x,c.y-3},{c.x+1,c.y-3}, //this is fixed for a radius of 3
JamesCummins 29:42651f87522b 64 {c.x-1,c.y-3} };
JamesCummins 29:42651f87522b 65 for(int i = 0; i < 37; i++){
JamesCummins 29:42651f87522b 66 int y = ball_pixels[i].y;
JamesCummins 29:42651f87522b 67 int x = ball_pixels[i].x;
JamesCummins 38:a85bc227b907 68 if(gamemap[y][x] == 1){ //check each pixel in the ball to see if it is on a '1' in game map (representing wall)
JamesCummins 29:42651f87522b 69 collision = true;
JamesCummins 38:a85bc227b907 70 break; //break with true if wall collision
JamesCummins 38:a85bc227b907 71 } else { collision = false; } //keep iterating if not
JamesCummins 38:a85bc227b907 72 }
JamesCummins 29:42651f87522b 73 return collision;
JamesCummins 29:42651f87522b 74 }
JamesCummins 37:de1f584bce71 75
JamesCummins 40:a1cdb6ab08af 76 int Map::get_coordinate(Vector2D coord){
JamesCummins 40:a1cdb6ab08af 77 int position;
JamesCummins 38:a85bc227b907 78 int x = coord.x;
JamesCummins 38:a85bc227b907 79 int y = coord.y;
JamesCummins 40:a1cdb6ab08af 80 if(gamemap[y][x] == 1){ position = 1; } //find the desired coord in the game map
JamesCummins 40:a1cdb6ab08af 81 else{ position = 0; } //return true if its a wall, false if it's pathway
JamesCummins 37:de1f584bce71 82 return position;
JamesCummins 37:de1f584bce71 83 }