ECE 2036 Project

Dependencies:   mbed wave_player 4DGL-uLCD-SE

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?

UserRevisionLine numberNew 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 }