One player pong with seven segment display for score keeping

Dependencies:   4DGL-uLCD-SE PinDetect SDFileSystem mbed-rtos mbed wave_player

Fork of ECE2036Lab2StarterCode by Joseph Lind

Revision:
3:c93d1b51785c
Parent:
1:839d22d423bd
--- a/ball.h	Fri Jun 20 15:22:28 2014 +0000
+++ b/ball.h	Thu Mar 17 20:38:26 2016 +0000
@@ -1,43 +1,61 @@
 #include "tempModule.h"
 #include "uLCD_4DGL.h"
+#include "paddle.h"
 
 class Ball
 {
-public:    
+public: 
+   
     // Constructors
-    Ball ();
-    Ball (float, float, int);
-    /* For Part 3: 
-     * you need to be able to pass a pin to the 
-     * tempModule object from main, so you should
-     * add in a PinName argument.
-     */
+    
+    Ball();
     Ball(PinName);
-    Ball(PinName, float, float, int);
-    */
+    Ball(PinName,float, float);
+
     // Set Functions
-    void setBaseVx(float); // This sets the lowest velocity of vx (for Thermal pong) or the constant velocity
-    void setBaseVy(float); // This sets the lowest velocity of vy (for Thermal pong) or the constant velocity
-    void setVxSign(int); 
-    void setVySign(int);
+    void setVx(float);// This sets the lowest velocity, for Thermal pong, or the constant velocity of x
+    void setVy(float);// This sets the lowest velocity, for Thermal pong, or the constant velocity of y
+    void setXSign(int); 
+    void setYSign(int);
+    void setRadius(int);
+    void setFx(float);
+    void setFy(float);
+    void setX(int);
+    void setY(int);
+    void setLose(bool);
+
     // Get Functions
-    int getFutureX();   // get estimate of where the ball will be in the next update()
-    int getFutureY();   // get estimate of where the ball will be in the next update()
+    int getFutureX();// calculate new X position
+    int getFutureY();// calculate new Y position
+    int getXSign();
+    int getYSign();
+    int getRadius();
+    int getX();
+    int getY();
+    float getFx();
+    float getFy();
+    float getVx();
+    float getVy();
+    bool getLose();
+
     // Member Functions
-    void reverseXDirection(); // negate the sign for when a ball hits something
-    void reverseYDirection(); // negate the sign for when a ball hits something
-    void reset(int, int, int, int, uLCD_4DGL *); // takes in a new location and new directions and draws the starting point for the ball
-    void update(uLCD_4DGL *); // moves the ball on the screen one vx and vy
+    void reverseXDirection();// negate the sign when ball hits wall or paddle
+    void reverseYDirection();// negate the sign when ball hits wall or paddle
+    void startPong(int, uLCD_4DGL *);// initialize starting pointion for the ball
+    void update(uLCD_4DGL *);// moves the ball on the screen
+    void resetBall();
+    void testConditions(Paddle *,uLCD_4DGL *); 
     
 private:
-    // Data members are suggestions, feel free to add/remove
-    TempModule *tempSensor; // Pointer -- it's recommended to use "new" operator to create this
-    int vxSign;
-    int vySign;
+    TempModule *tempSensor;
+    int xSign;
+    int ySign;
     float fx;
     float fy;
+    float vx;
+    float vy;
     int x;
     int y;
     int radius;
     bool lose;
-};
+};
\ No newline at end of file