ECE 2036 Project

Dependencies:   mbed wave_player 4DGL-uLCD-SE

Committer:
abraha2d
Date:
Thu Nov 21 16:10:57 2019 +0000
Revision:
2:2042f29de6b7
Parent:
0:cf4396614a79
Because other peeps is wanting dis...

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));
abraha2d 2:2042f29de6b7 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;
abraha2d 2:2042f29de6b7 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;
abraha2d 2:2042f29de6b7 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);
abraha2d 2:2042f29de6b7 32
rconnorlawson 0:cf4396614a79 33 float adj, percent, contact;
rconnorlawson 0:cf4396614a79 34
abraha2d 2:2042f29de6b7 35 if (wall->direction == VERTICAL) {
rconnorlawson 0:cf4396614a79 36 // Step 0: Adjust the wall location based on ball radius
rconnorlawson 0:cf4396614a79 37 adj = wall->x - sgn(curr->vx)*(radius+1);
rconnorlawson 0:cf4396614a79 38
rconnorlawson 0:cf4396614a79 39 // Step 1: Compute percent of motion before bounce
rconnorlawson 0:cf4396614a79 40 percent = (adj - curr->px) / (curr->vx*delta);
abraha2d 2:2042f29de6b7 41
rconnorlawson 0:cf4396614a79 42 // Negative percent means we're moving away from the wall
rconnorlawson 0:cf4396614a79 43 // >=100% means we don't need to bounce yet
abraha2d 2:2042f29de6b7 44 if (percent >= 0.0 && percent < 1.0) {
rconnorlawson 0:cf4396614a79 45 // Compute the bounce location
rconnorlawson 0:cf4396614a79 46 contact = curr->py + curr->vy*percent*delta;
abraha2d 2:2042f29de6b7 47 if (in_range(contact, wall->y, wall->y + wall->length)) {
abraha2d 2:2042f29de6b7 48 // SGFX
abraha2d 2:2042f29de6b7 49 redLED = 1;
abraha2d 2:2042f29de6b7 50 speaker.PlayNote(100, 0.01, sound);
abraha2d 2:2042f29de6b7 51 redLED = 0;
abraha2d 2:2042f29de6b7 52
rconnorlawson 0:cf4396614a79 53 // Reverse velocity and slow down
rconnorlawson 0:cf4396614a79 54 next->vx = -wall->bounce*curr->vx;
rconnorlawson 0:cf4396614a79 55
rconnorlawson 0:cf4396614a79 56 // Adjust X position.
abraha2d 2:2042f29de6b7 57 // This dampens the integration based on how far the ball had
rconnorlawson 0:cf4396614a79 58 // to travel before reflecting.
rconnorlawson 0:cf4396614a79 59 next->px = adj - percent*next->vx*delta;
rconnorlawson 0:cf4396614a79 60 }
rconnorlawson 0:cf4396614a79 61 // Draw the wall if we're close by
rconnorlawson 0:cf4396614a79 62 wall->should_draw = 1;
rconnorlawson 0:cf4396614a79 63 }
abraha2d 2:2042f29de6b7 64
rconnorlawson 0:cf4396614a79 65 // Make sure we aren't inside the wall
rconnorlawson 0:cf4396614a79 66 if (in_range((int)curr->px, wall->x - (radius+1), wall->x + (radius+1))
abraha2d 2:2042f29de6b7 67 && in_range((int)curr->py, wall->y, wall->y + wall->length)) {
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 }
abraha2d 2:2042f29de6b7 71 } else { //direction == HORIZONTAL
rconnorlawson 0:cf4396614a79 72 // Same as vertical case, but swap x/y
abraha2d 2:2042f29de6b7 73 adj = wall->y - sgn(curr->vy)*(radius+1);
rconnorlawson 0:cf4396614a79 74 percent = (adj - curr->py) / (curr->vy*delta);
abraha2d 2:2042f29de6b7 75 if (percent >= 0.0 && percent < 1.0) {
rconnorlawson 0:cf4396614a79 76 contact = curr->px + curr->vx*percent*delta;
abraha2d 2:2042f29de6b7 77 if (in_range(contact, wall->x, wall->x + wall->length)) {
abraha2d 2:2042f29de6b7 78 redLED = 1;
abraha2d 2:2042f29de6b7 79 speaker.PlayNote(100, 0.01, sound);
abraha2d 2:2042f29de6b7 80 redLED = 0;
rconnorlawson 0:cf4396614a79 81 next->vy = -wall->bounce*curr->vy;
rconnorlawson 0:cf4396614a79 82 next->py = adj - percent*next->vy*delta;
rconnorlawson 0:cf4396614a79 83 }
rconnorlawson 0:cf4396614a79 84 // Draw the wall if we bounce
rconnorlawson 0:cf4396614a79 85 wall->should_draw = 1;
rconnorlawson 0:cf4396614a79 86 }
rconnorlawson 0:cf4396614a79 87 if (in_range((int)curr->py, wall->y - (radius+1), wall->y + (radius+1))
abraha2d 2:2042f29de6b7 88 && in_range((int)curr->px, wall->x, wall->x + wall->length)) {
rconnorlawson 0:cf4396614a79 89 next->py = wall->y + sgn(curr->py - wall->y)*(radius+1);
rconnorlawson 0:cf4396614a79 90 wall->should_draw = 1;
rconnorlawson 0:cf4396614a79 91 }
rconnorlawson 0:cf4396614a79 92 }
rconnorlawson 0:cf4396614a79 93 }
rconnorlawson 0:cf4396614a79 94
rconnorlawson 0:cf4396614a79 95 void draw_wall(Wall* wall)
rconnorlawson 0:cf4396614a79 96 {
abraha2d 2:2042f29de6b7 97 if (wall->should_draw) {
rconnorlawson 0:cf4396614a79 98 int wx1, wx2, wy1, wy2;
rconnorlawson 0:cf4396614a79 99 wx1 = wall->x;
rconnorlawson 0:cf4396614a79 100 wy1 = wall->y;
rconnorlawson 0:cf4396614a79 101 wx2 = wx1 + ((wall->direction == HORIZONTAL) ? wall->length : 0);
rconnorlawson 0:cf4396614a79 102 wy2 = wy1 + ((wall->direction == VERTICAL) ? wall->length : 0);
rconnorlawson 0:cf4396614a79 103 uLCD.line(wx1, wy1, wx2, wy2, WHITE);
abraha2d 2:2042f29de6b7 104
rconnorlawson 0:cf4396614a79 105 // Don't draw again unless requested
rconnorlawson 0:cf4396614a79 106 wall->should_draw = 0;
rconnorlawson 0:cf4396614a79 107 }
abraha2d 2:2042f29de6b7 108 }