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BrickBreaker_Engine/BrickBreakerEngine.cpp
- Committer:
- JamesCummins
- Date:
- 2019-05-09
- Revision:
- 38:a85bc227b907
- Parent:
- 35:138ad0faa42b
File content as of revision 38:a85bc227b907:
#include "BrickBreakerEngine.h" //Constructor BrickBreakerEngine::BrickBreakerEngine(){ } //Destructor BrickBreakerEngine::~BrickBreakerEngine(){ } //Initialiser void BrickBreakerEngine::init(int radius, Ball &ball){ _ball_radius = radius; ball.init(_ball_radius); srand(time(NULL)); //first square will be the same each time _square_coord.x = 2 + rand()%80; //but is randomly generated by random noise thereafter _square_coord.y = 8 + rand()%36; } /////////////Brickbreaker functionality///////////////////// void BrickBreakerEngine::brickbreaker_draw(N5110 &lcd, Ball &ball){ ball.draw(lcd); //draw ball lcd.drawRect(_square_coord.x, _square_coord.y, 5, 5, FILL_BLACK); //draw randomly generated square print_score(lcd); //draw score in corner } void BrickBreakerEngine::set_score(int score){ _score = score; //used to initialise score upon restart } void BrickBreakerEngine::generate_rand_square(AnalogIn &randnoise){ int rand = randnoise.read_u16(); //noise on unconnected ADC channel expanded to 16 bit int Vector2D square_coords = {rand % 80, 8 + rand % 36}; //offset by 8 so it doesn't overlap the score _square_coord = square_coords; //update the square coordinates for rendering } void BrickBreakerEngine::check_square_collision(AnalogIn &randnoise, Ball &ball){ int radius = ball.get_radius(); Vector2D position = ball.get_position(); if (abs(position.x - (_square_coord.x + 2)) <= (radius + 2) and //adding 2 to square coords gives the centre of the square abs(position.y - (_square_coord.y + 2)) <= (radius + 2)) { // <= radius+2 checks that edges aren't touching rather than centres of each _score++; //increment score if collision generate_rand_square(randnoise); //generate new square } } void BrickBreakerEngine::print_score(N5110 &lcd){ char buffer[2]; int score = _score; sprintf(buffer, "%d", score); //use sprintf so that a variable (rather than a constant) can be use in printString. lcd.printString(buffer, 72, 0); //print in top right corner of the screen } void BrickBreakerEngine::read_high_scores(){ FILE *fp; //open file stream fp = fopen("/sd/bbhighscores.txt", "r"); //open file for brickbreak high scores if(fp == NULL){ printf("Error: Could not open file"); //check successfully opened } else { int i = 0; rewind(fp); //return to start of file while(fscanf(fp, "%d,%f", &_index_array[i], &_array_of_values[i]) != EOF){ //read into respective arrays while iterating through line by line i++; //increment which line of array to write into } fclose(fp); //close file stream } } void BrickBreakerEngine::check_high_score(){ read_high_scores(); for(int i = 4; i >= 0; i--){ //quick algorithm to keep moving the current score if(_array_of_values[i] < _score){ //up the leaderboard until it reaches a score greater than itself _array_of_values[i+1] = _array_of_values[i]; _array_of_values[i] = _score; //note: requires the file to be initialised with dummy scores in descending order } } //produces updated array with the current score integrated into high scores if its a top 5 score } void BrickBreakerEngine::write_high_scores(){ check_high_score(); FILE *fp; //open file stream fp = fopen("/sd/bbhighscores.txt", "w"); //open brickbreaker high score file ready for writing if(fp == NULL){ printf("Error: Could not open file"); //check open } else { for(int i = 0; i < 5; i++){ fprintf(fp, "%d, %f\n", _index_array[i], _array_of_values[i]); //send first 5 values of index and value array to SD card } fclose(fp); //close file stream } } void BrickBreakerEngine::time_warning(Gamepad &gamepad, int frame, int fps){ gamepad.leds_on(); //initially set all LEDs on int game_length = 45 * fps; if(frame > 0.17 * game_length){ //when 1/6th of game played, turn first LED off gamepad.led(6, 0); } if(frame > 0.33 * game_length){ //when 1/3rd of game played, turn second LED off gamepad.led(5, 0); } if(frame > 0.5 * game_length){ //1/2 played, turn 3rd LED off gamepad.led(4, 0); } if(frame > 0.67 * game_length){ //2/3 played, turn 4th off gamepad.led(3, 0); } if(frame > 0.83 * game_length){ //5/6th played, turn 5th off gamepad.led(2, 0); } if(frame > 0.97 * game_length){ //turn final one off just before the game ends gamepad.led(1, 0); } } void BrickBreakerEngine::end(Gamepad &gamepad, N5110 &lcd){ while(!(gamepad.check_event(gamepad.A_PRESSED))){ //check when user wants to advance lcd.clear(); char buffer[2]; sprintf(buffer, "%d", _score); //read the final score into buffer lcd.printString("Time up!", 18, 1); lcd.printString("You scored:", 9, 3); //display time up message lcd.printString(buffer, 36, 4); //display final score lcd.printString("(A = back)", 24, 5); //check for advance message lcd.refresh(); wait(0.2); //longer duration between frames to reduce button bounce impact } }