ECE 2036 Project

Dependencies:   mbed wave_player 4DGL-uLCD-SE

Revision:
0:cf4396614a79
Child:
2:2042f29de6b7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/wall.cpp	Fri Nov 03 18:48:48 2017 +0000
@@ -0,0 +1,111 @@
+#include "wall.h"
+
+#include "globals.h"
+#include "physics.h"
+#include "game.h"
+#include "math_extra.h"
+
+Wall* create_wall(int direction, int x, int y, int length, float bounce)
+{
+    // Alocate memory for wall
+    Wall* wall = (Wall*) malloc(sizeof(Wall));
+    
+    // Initialize type info.
+    // Always draw on the first frame
+    wall->type = WALL;
+    wall->should_draw = 1;
+    
+    // Set user parameters
+    wall->direction = direction;
+    wall->x = x;
+    wall->y = y;
+    wall->length = length;
+    wall->bounce = bounce;
+    
+    return wall;
+}
+
+void do_wall(Physics* next, const Physics* curr, Wall* wall, float delta)
+{
+    // Debug info
+//    pc.printf("wall: %d %d %d %d\r\n", wall->direction, wall->x, wall->y, wall->length);
+    
+    float adj, percent, contact;
+
+    if (wall->direction == VERTICAL)
+    {
+        // Step 0: Adjust the wall location based on ball radius
+        adj = wall->x - sgn(curr->vx)*(radius+1);
+
+        // Step 1: Compute percent of motion before bounce
+        percent = (adj - curr->px) / (curr->vx*delta);
+        
+        // Negative percent means we're moving away from the wall
+        // >=100% means we don't need to bounce yet
+        if (percent >= 0.0 && percent < 1.0)
+        {
+            // Compute the bounce location
+            contact = curr->py + curr->vy*percent*delta;
+            if (in_range(contact, wall->y, wall->y + wall->length))
+            {
+                
+                // Reverse velocity and slow down
+                next->vx = -wall->bounce*curr->vx;
+
+                // Adjust X position.
+                // This dampens the integration based on how far the ball had 
+                // to travel before reflecting.
+                next->px = adj - percent*next->vx*delta;
+            }
+            // Draw the wall if we're close by
+            wall->should_draw = 1;
+        }
+        
+        // Make sure we aren't inside the wall
+        if (in_range((int)curr->px, wall->x - (radius+1), wall->x + (radius+1))
+             && in_range((int)curr->py, wall->y, wall->y + wall->length))
+        {
+            next->px = wall->x + sgn(curr->px - wall->x)*(radius+1);
+            wall->should_draw = 1;
+        }
+    }
+    else //direction == HORIZONTAL
+    {
+        // Same as vertical case, but swap x/y
+        adj = wall->y - sgn(curr->vy)*(radius+1); 
+        percent = (adj - curr->py) / (curr->vy*delta);
+        if (percent >= 0.0 && percent < 1.0)
+        {
+            contact = curr->px + curr->vx*percent*delta;
+            if (in_range(contact, wall->x, wall->x + wall->length))
+            {
+                next->vy = -wall->bounce*curr->vy;
+                next->py = adj - percent*next->vy*delta;
+            }
+            // Draw the wall if we bounce
+            wall->should_draw = 1;
+        }
+        if (in_range((int)curr->py, wall->y - (radius+1), wall->y + (radius+1))
+         && in_range((int)curr->px, wall->x, wall->x + wall->length))
+        {
+            next->py = wall->y + sgn(curr->py - wall->y)*(radius+1);
+            wall->should_draw = 1;
+        }
+    }
+}
+
+void draw_wall(Wall* wall)
+{
+    if (wall->should_draw)
+    {
+        int wx1, wx2, wy1, wy2;
+        wx1 = wall->x;
+        wy1 = wall->y;
+        wx2 = wx1 + ((wall->direction == HORIZONTAL) ? wall->length : 0);
+        wy2 = wy1 + ((wall->direction == VERTICAL) ? wall->length : 0);
+        uLCD.line(wx1, wy1, wx2, wy2, WHITE);
+        
+        // Don't draw again unless requested
+        wall->should_draw = 0;
+    }
+}    
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