ECE 2036 Project
Dependencies: mbed wave_player 4DGL-uLCD-SE
wall.cpp@0:cf4396614a79, 2017-11-03 (annotated)
- Committer:
- rconnorlawson
- Date:
- Fri Nov 03 18:48:48 2017 +0000
- Revision:
- 0:cf4396614a79
- Child:
- 2:2042f29de6b7
Emptied shell code (including doubly linked list) and added comments for all the functionality.;
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
rconnorlawson | 0:cf4396614a79 | 1 | #include "wall.h" |
rconnorlawson | 0:cf4396614a79 | 2 | |
rconnorlawson | 0:cf4396614a79 | 3 | #include "globals.h" |
rconnorlawson | 0:cf4396614a79 | 4 | #include "physics.h" |
rconnorlawson | 0:cf4396614a79 | 5 | #include "game.h" |
rconnorlawson | 0:cf4396614a79 | 6 | #include "math_extra.h" |
rconnorlawson | 0:cf4396614a79 | 7 | |
rconnorlawson | 0:cf4396614a79 | 8 | Wall* create_wall(int direction, int x, int y, int length, float bounce) |
rconnorlawson | 0:cf4396614a79 | 9 | { |
rconnorlawson | 0:cf4396614a79 | 10 | // Alocate memory for wall |
rconnorlawson | 0:cf4396614a79 | 11 | Wall* wall = (Wall*) malloc(sizeof(Wall)); |
rconnorlawson | 0:cf4396614a79 | 12 | |
rconnorlawson | 0:cf4396614a79 | 13 | // Initialize type info. |
rconnorlawson | 0:cf4396614a79 | 14 | // Always draw on the first frame |
rconnorlawson | 0:cf4396614a79 | 15 | wall->type = WALL; |
rconnorlawson | 0:cf4396614a79 | 16 | wall->should_draw = 1; |
rconnorlawson | 0:cf4396614a79 | 17 | |
rconnorlawson | 0:cf4396614a79 | 18 | // Set user parameters |
rconnorlawson | 0:cf4396614a79 | 19 | wall->direction = direction; |
rconnorlawson | 0:cf4396614a79 | 20 | wall->x = x; |
rconnorlawson | 0:cf4396614a79 | 21 | wall->y = y; |
rconnorlawson | 0:cf4396614a79 | 22 | wall->length = length; |
rconnorlawson | 0:cf4396614a79 | 23 | wall->bounce = bounce; |
rconnorlawson | 0:cf4396614a79 | 24 | |
rconnorlawson | 0:cf4396614a79 | 25 | return wall; |
rconnorlawson | 0:cf4396614a79 | 26 | } |
rconnorlawson | 0:cf4396614a79 | 27 | |
rconnorlawson | 0:cf4396614a79 | 28 | void do_wall(Physics* next, const Physics* curr, Wall* wall, float delta) |
rconnorlawson | 0:cf4396614a79 | 29 | { |
rconnorlawson | 0:cf4396614a79 | 30 | // Debug info |
rconnorlawson | 0:cf4396614a79 | 31 | // pc.printf("wall: %d %d %d %d\r\n", wall->direction, wall->x, wall->y, wall->length); |
rconnorlawson | 0:cf4396614a79 | 32 | |
rconnorlawson | 0:cf4396614a79 | 33 | float adj, percent, contact; |
rconnorlawson | 0:cf4396614a79 | 34 | |
rconnorlawson | 0:cf4396614a79 | 35 | if (wall->direction == VERTICAL) |
rconnorlawson | 0:cf4396614a79 | 36 | { |
rconnorlawson | 0:cf4396614a79 | 37 | // Step 0: Adjust the wall location based on ball radius |
rconnorlawson | 0:cf4396614a79 | 38 | adj = wall->x - sgn(curr->vx)*(radius+1); |
rconnorlawson | 0:cf4396614a79 | 39 | |
rconnorlawson | 0:cf4396614a79 | 40 | // Step 1: Compute percent of motion before bounce |
rconnorlawson | 0:cf4396614a79 | 41 | percent = (adj - curr->px) / (curr->vx*delta); |
rconnorlawson | 0:cf4396614a79 | 42 | |
rconnorlawson | 0:cf4396614a79 | 43 | // Negative percent means we're moving away from the wall |
rconnorlawson | 0:cf4396614a79 | 44 | // >=100% means we don't need to bounce yet |
rconnorlawson | 0:cf4396614a79 | 45 | if (percent >= 0.0 && percent < 1.0) |
rconnorlawson | 0:cf4396614a79 | 46 | { |
rconnorlawson | 0:cf4396614a79 | 47 | // Compute the bounce location |
rconnorlawson | 0:cf4396614a79 | 48 | contact = curr->py + curr->vy*percent*delta; |
rconnorlawson | 0:cf4396614a79 | 49 | if (in_range(contact, wall->y, wall->y + wall->length)) |
rconnorlawson | 0:cf4396614a79 | 50 | { |
rconnorlawson | 0:cf4396614a79 | 51 | |
rconnorlawson | 0:cf4396614a79 | 52 | // Reverse velocity and slow down |
rconnorlawson | 0:cf4396614a79 | 53 | next->vx = -wall->bounce*curr->vx; |
rconnorlawson | 0:cf4396614a79 | 54 | |
rconnorlawson | 0:cf4396614a79 | 55 | // Adjust X position. |
rconnorlawson | 0:cf4396614a79 | 56 | // This dampens the integration based on how far the ball had |
rconnorlawson | 0:cf4396614a79 | 57 | // to travel before reflecting. |
rconnorlawson | 0:cf4396614a79 | 58 | next->px = adj - percent*next->vx*delta; |
rconnorlawson | 0:cf4396614a79 | 59 | } |
rconnorlawson | 0:cf4396614a79 | 60 | // Draw the wall if we're close by |
rconnorlawson | 0:cf4396614a79 | 61 | wall->should_draw = 1; |
rconnorlawson | 0:cf4396614a79 | 62 | } |
rconnorlawson | 0:cf4396614a79 | 63 | |
rconnorlawson | 0:cf4396614a79 | 64 | // Make sure we aren't inside the wall |
rconnorlawson | 0:cf4396614a79 | 65 | if (in_range((int)curr->px, wall->x - (radius+1), wall->x + (radius+1)) |
rconnorlawson | 0:cf4396614a79 | 66 | && in_range((int)curr->py, wall->y, wall->y + wall->length)) |
rconnorlawson | 0:cf4396614a79 | 67 | { |
rconnorlawson | 0:cf4396614a79 | 68 | next->px = wall->x + sgn(curr->px - wall->x)*(radius+1); |
rconnorlawson | 0:cf4396614a79 | 69 | wall->should_draw = 1; |
rconnorlawson | 0:cf4396614a79 | 70 | } |
rconnorlawson | 0:cf4396614a79 | 71 | } |
rconnorlawson | 0:cf4396614a79 | 72 | else //direction == HORIZONTAL |
rconnorlawson | 0:cf4396614a79 | 73 | { |
rconnorlawson | 0:cf4396614a79 | 74 | // Same as vertical case, but swap x/y |
rconnorlawson | 0:cf4396614a79 | 75 | adj = wall->y - sgn(curr->vy)*(radius+1); |
rconnorlawson | 0:cf4396614a79 | 76 | percent = (adj - curr->py) / (curr->vy*delta); |
rconnorlawson | 0:cf4396614a79 | 77 | if (percent >= 0.0 && percent < 1.0) |
rconnorlawson | 0:cf4396614a79 | 78 | { |
rconnorlawson | 0:cf4396614a79 | 79 | contact = curr->px + curr->vx*percent*delta; |
rconnorlawson | 0:cf4396614a79 | 80 | if (in_range(contact, wall->x, wall->x + wall->length)) |
rconnorlawson | 0:cf4396614a79 | 81 | { |
rconnorlawson | 0:cf4396614a79 | 82 | next->vy = -wall->bounce*curr->vy; |
rconnorlawson | 0:cf4396614a79 | 83 | next->py = adj - percent*next->vy*delta; |
rconnorlawson | 0:cf4396614a79 | 84 | } |
rconnorlawson | 0:cf4396614a79 | 85 | // Draw the wall if we bounce |
rconnorlawson | 0:cf4396614a79 | 86 | wall->should_draw = 1; |
rconnorlawson | 0:cf4396614a79 | 87 | } |
rconnorlawson | 0:cf4396614a79 | 88 | if (in_range((int)curr->py, wall->y - (radius+1), wall->y + (radius+1)) |
rconnorlawson | 0:cf4396614a79 | 89 | && in_range((int)curr->px, wall->x, wall->x + wall->length)) |
rconnorlawson | 0:cf4396614a79 | 90 | { |
rconnorlawson | 0:cf4396614a79 | 91 | next->py = wall->y + sgn(curr->py - wall->y)*(radius+1); |
rconnorlawson | 0:cf4396614a79 | 92 | wall->should_draw = 1; |
rconnorlawson | 0:cf4396614a79 | 93 | } |
rconnorlawson | 0:cf4396614a79 | 94 | } |
rconnorlawson | 0:cf4396614a79 | 95 | } |
rconnorlawson | 0:cf4396614a79 | 96 | |
rconnorlawson | 0:cf4396614a79 | 97 | void draw_wall(Wall* wall) |
rconnorlawson | 0:cf4396614a79 | 98 | { |
rconnorlawson | 0:cf4396614a79 | 99 | if (wall->should_draw) |
rconnorlawson | 0:cf4396614a79 | 100 | { |
rconnorlawson | 0:cf4396614a79 | 101 | int wx1, wx2, wy1, wy2; |
rconnorlawson | 0:cf4396614a79 | 102 | wx1 = wall->x; |
rconnorlawson | 0:cf4396614a79 | 103 | wy1 = wall->y; |
rconnorlawson | 0:cf4396614a79 | 104 | wx2 = wx1 + ((wall->direction == HORIZONTAL) ? wall->length : 0); |
rconnorlawson | 0:cf4396614a79 | 105 | wy2 = wy1 + ((wall->direction == VERTICAL) ? wall->length : 0); |
rconnorlawson | 0:cf4396614a79 | 106 | uLCD.line(wx1, wy1, wx2, wy2, WHITE); |
rconnorlawson | 0:cf4396614a79 | 107 | |
rconnorlawson | 0:cf4396614a79 | 108 | // Don't draw again unless requested |
rconnorlawson | 0:cf4396614a79 | 109 | wall->should_draw = 0; |
rconnorlawson | 0:cf4396614a79 | 110 | } |
rconnorlawson | 0:cf4396614a79 | 111 | } |