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Map/Map.cpp
- Committer:
- JamesCummins
- Date:
- 2019-05-09
- Revision:
- 40:a1cdb6ab08af
- Parent:
- 38:a85bc227b907
File content as of revision 40:a1cdb6ab08af:
#include "Map.h" Map::Map(){ } Map::~Map(){ } void Map::init(){ _coord.x = 47; //initialise the map region to the start area _coord.y = 25; } void Map::read_input(FXOS8700CQ &accelerometer, Ball &ball){ Data values = accelerometer.get_values(); int ball_speed = ball.get_ball_speed(); //get the sensitivity from ball object _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 _map_change.y = -0.25*(1+0.5*ball_speed)*values.ax; } void Map::update(){ _coord.x += _map_change.x; //map change is the equivalent of velocity in ball.cpp _coord.y += _map_change.y; if(_coord.x < 0){ _coord.x = 0;} //boundary conditions to stop the if(_coord.y < 0){ _coord.y = 0;} //the programme trying to display if(_coord.x > 506) {_coord.x = 506;} //undefined region outside the if(_coord.y > 176) {_coord.y = 176;} //gamemap array } void Map::draw(N5110 &lcd){ bool pixelstate = false; for(int y = _coord.y; y < (48+_coord.y); y++){ //row by row for(int x = _coord.x; x < (84+_coord.x); x++){ //get each pixel from the if(gamemap[y][x] == 1){ pixelstate = true;} //gamemap array else{ pixelstate = false;} //and set the pixel according to its value in gamemap array lcd.setPixel((x-_coord.x), (y-_coord.y), pixelstate); //easier to use than draw sprite with only part of a very large sprite } } } Vector2D Map::get_map_display(){ Vector2D top_left_coord = _coord; //top left coord used to represent entire screen region return top_left_coord; } void Map::set_map_display(Vector2D coord){ _coord = coord; //change private member variable } bool Map::check_wall_collision(Gamepad &gamepad, Ball &ball){ bool collision = false; Vector2D ball_screen_pos = ball.get_position(); Vector2D c; c.x = ball_screen_pos.x + _coord.x; //c represents the absolute position of the ball's centre c.y = ball_screen_pos.y + _coord.y; //relative to the game map Vector2D ball_pixels[37] = { {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 {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}, {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 {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 {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? {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}, {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 {c.x-1,c.y-3} }; for(int i = 0; i < 37; i++){ int y = ball_pixels[i].y; int x = ball_pixels[i].x; if(gamemap[y][x] == 1){ //check each pixel in the ball to see if it is on a '1' in game map (representing wall) collision = true; break; //break with true if wall collision } else { collision = false; } //keep iterating if not } return collision; } int Map::get_coordinate(Vector2D coord){ int position; int x = coord.x; int y = coord.y; if(gamemap[y][x] == 1){ position = 1; } //find the desired coord in the game map else{ position = 0; } //return true if its a wall, false if it's pathway return position; }