ECE 2036 Project
Dependencies: mbed wave_player 4DGL-uLCD-SE
wall.cpp
- Committer:
- abraha2d
- Date:
- 2019-11-21
- Revision:
- 2:2042f29de6b7
- Parent:
- 0:cf4396614a79
File content as of revision 2:2042f29de6b7:
#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)) { // SGFX redLED = 1; speaker.PlayNote(100, 0.01, sound); redLED = 0; // 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)) { redLED = 1; speaker.PlayNote(100, 0.01, sound); redLED = 0; 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; } }