FINAL VERSION

Dependencies:   mbed

Committer:
jamesheavey
Date:
Sat May 04 20:01:54 2019 +0000
Revision:
61:0a8b3ffedc40
Parent:
60:63d69184ec0a
Child:
62:64559062e0ec
make a priv variable called multiplier that tracks the number of times restarted

Who changed what in which revision?

UserRevisionLine numberNew contents of line
jamesheavey 27:1b5038b0a7a2 1 #include "BreakoutEngine.h"
jamesheavey 27:1b5038b0a7a2 2
jamesheavey 57:d498dd835cfc 3 #include <iostream>
jamesheavey 27:1b5038b0a7a2 4
jamesheavey 27:1b5038b0a7a2 5 BreakoutEngine::BreakoutEngine()
jamesheavey 27:1b5038b0a7a2 6 {
jamesheavey 27:1b5038b0a7a2 7
jamesheavey 27:1b5038b0a7a2 8 }
jamesheavey 27:1b5038b0a7a2 9
jamesheavey 27:1b5038b0a7a2 10 BreakoutEngine::~BreakoutEngine()
jamesheavey 27:1b5038b0a7a2 11 {
jamesheavey 27:1b5038b0a7a2 12
jamesheavey 27:1b5038b0a7a2 13 }
jamesheavey 27:1b5038b0a7a2 14
jamesheavey 47:1d1a827be81b 15 void BreakoutEngine::init(int paddle_width,int paddle_height,int ball_size,int speed, int prev_score)
jamesheavey 27:1b5038b0a7a2 16 {
jamesheavey 60:63d69184ec0a 17 /*
jamesheavey 57:d498dd835cfc 18 printf("init started /n");
jamesheavey 57:d498dd835cfc 19 listofBricks.clear();
jamesheavey 57:d498dd835cfc 20 listofLasers.clear();
jamesheavey 60:63d69184ec0a 21 */
jamesheavey 57:d498dd835cfc 22
jamesheavey 27:1b5038b0a7a2 23 // initialise the game parameters
jamesheavey 27:1b5038b0a7a2 24 _paddle_width = paddle_width;
jamesheavey 27:1b5038b0a7a2 25 _paddle_height = paddle_height;
jamesheavey 27:1b5038b0a7a2 26 _ball_size = ball_size;
jamesheavey 27:1b5038b0a7a2 27 _speed = speed;
jamesheavey 27:1b5038b0a7a2 28 _number_left = 18;
jamesheavey 30:e3d2f0ca416f 29 _index = 0;
jamesheavey 45:b1ac80481d4f 30 _cool_time = 0.0f;
jamesheavey 47:1d1a827be81b 31 _prev_score = prev_score;
jamesheavey 47:1d1a827be81b 32
jamesheavey 27:1b5038b0a7a2 33 // y position on screen - WIDTH is defined in N5110.h
jamesheavey 40:ac53905346fb 34 _p1y = HEIGHT - GAP - 1;
jamesheavey 27:1b5038b0a7a2 35
jamesheavey 27:1b5038b0a7a2 36 // puts paddles and ball in middle
jamesheavey 27:1b5038b0a7a2 37 _p1.init(_p1y,_paddle_height,_paddle_width);
jamesheavey 27:1b5038b0a7a2 38 _ball.init(_ball_size,_speed);
jamesheavey 27:1b5038b0a7a2 39
jamesheavey 40:ac53905346fb 40 _brick11.init(3,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these
jamesheavey 40:ac53905346fb 41 _brick12.init(16,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 42 _brick13.init(29,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 43 _brick14.init(42,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 44 _brick15.init(55,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 45 _brick16.init(68,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 46
jamesheavey 40:ac53905346fb 47 _brick21.init(3,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these
jamesheavey 40:ac53905346fb 48 _brick22.init(16,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 49 _brick23.init(29,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 50 _brick24.init(42,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 51 _brick25.init(55,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 52 _brick26.init(68,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 53
jamesheavey 40:ac53905346fb 54 _brick31.init(3,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these
jamesheavey 40:ac53905346fb 55 _brick32.init(16,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 56 _brick33.init(29,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 57 _brick34.init(42,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 58 _brick35.init(55,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 59 _brick36.init(68,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 60
jamesheavey 34:07ded1f83c59 61 listofBricks.push_back(_brick11); //maybe be able yo iterate through and this.draw(), maybe useful if i figure out how to delete objects aswell
jamesheavey 34:07ded1f83c59 62 listofBricks.push_back(_brick12);
jamesheavey 34:07ded1f83c59 63 listofBricks.push_back(_brick13);
jamesheavey 34:07ded1f83c59 64 listofBricks.push_back(_brick14);
jamesheavey 34:07ded1f83c59 65 listofBricks.push_back(_brick15);
jamesheavey 34:07ded1f83c59 66 listofBricks.push_back(_brick16);
jamesheavey 34:07ded1f83c59 67 listofBricks.push_back(_brick21);
jamesheavey 34:07ded1f83c59 68 listofBricks.push_back(_brick22);
jamesheavey 34:07ded1f83c59 69 listofBricks.push_back(_brick23);
jamesheavey 34:07ded1f83c59 70 listofBricks.push_back(_brick24);
jamesheavey 34:07ded1f83c59 71 listofBricks.push_back(_brick25);
jamesheavey 34:07ded1f83c59 72 listofBricks.push_back(_brick26);
jamesheavey 34:07ded1f83c59 73 listofBricks.push_back(_brick31);
jamesheavey 34:07ded1f83c59 74 listofBricks.push_back(_brick32);
jamesheavey 34:07ded1f83c59 75 listofBricks.push_back(_brick33);
jamesheavey 34:07ded1f83c59 76 listofBricks.push_back(_brick34);
jamesheavey 34:07ded1f83c59 77 listofBricks.push_back(_brick35);
jamesheavey 34:07ded1f83c59 78 listofBricks.push_back(_brick36);
jamesheavey 34:07ded1f83c59 79
jamesheavey 30:e3d2f0ca416f 80 _laser1.init(-10);
jamesheavey 30:e3d2f0ca416f 81 _laser2.init(-10);
jamesheavey 30:e3d2f0ca416f 82 _laser3.init(-10);
jamesheavey 35:3a614d539a54 83
jamesheavey 35:3a614d539a54 84 listofLasers.push_back(_laser1);
jamesheavey 35:3a614d539a54 85 listofLasers.push_back(_laser2);
jamesheavey 35:3a614d539a54 86 listofLasers.push_back(_laser3);
jamesheavey 60:63d69184ec0a 87 //printf("init ended /n");
jamesheavey 27:1b5038b0a7a2 88 }
jamesheavey 27:1b5038b0a7a2 89
jamesheavey 60:63d69184ec0a 90 void BreakoutEngine::moveback_bricks() // rename to reset add in ball reset and use to increase the number of balls each time
jamesheavey 60:63d69184ec0a 91 {
jamesheavey 60:63d69184ec0a 92 reset_num_left();
jamesheavey 61:0a8b3ffedc40 93 _ball.init(_ball_size,_speed + 1); // replace the 1 with a multiplier private variable that tracks the number of times continued from victory
jamesheavey 60:63d69184ec0a 94 int pointer = 0;
jamesheavey 60:63d69184ec0a 95 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 60:63d69184ec0a 96 if (pointer <= 5) {
jamesheavey 60:63d69184ec0a 97 it_R -> set_posx((pointer * 13) + 3);
jamesheavey 60:63d69184ec0a 98 }
jamesheavey 60:63d69184ec0a 99 else if (pointer <= 11) {
jamesheavey 60:63d69184ec0a 100 it_R -> set_posx(((pointer-6) * 13) + 3);
jamesheavey 60:63d69184ec0a 101 }
jamesheavey 60:63d69184ec0a 102 else if (pointer <= 17) {
jamesheavey 60:63d69184ec0a 103 it_R -> set_posx(((pointer-12) * 13) + 3);
jamesheavey 60:63d69184ec0a 104 }
jamesheavey 60:63d69184ec0a 105
jamesheavey 60:63d69184ec0a 106 it_R -> reset_lives();
jamesheavey 60:63d69184ec0a 107 pointer ++;
jamesheavey 60:63d69184ec0a 108 }
jamesheavey 60:63d69184ec0a 109 }
jamesheavey 60:63d69184ec0a 110
jamesheavey 60:63d69184ec0a 111
jamesheavey 27:1b5038b0a7a2 112 void BreakoutEngine::read_input(Gamepad &pad, bool x)
jamesheavey 27:1b5038b0a7a2 113 {
jamesheavey 27:1b5038b0a7a2 114 _d = pad.get_direction();
jamesheavey 27:1b5038b0a7a2 115 _mag = pad.get_mag();
jamesheavey 27:1b5038b0a7a2 116
jamesheavey 27:1b5038b0a7a2 117 if (x == true) {
jamesheavey 27:1b5038b0a7a2 118 _p1.set_tilt();
jamesheavey 27:1b5038b0a7a2 119 }
jamesheavey 27:1b5038b0a7a2 120 else {
jamesheavey 27:1b5038b0a7a2 121 _p1.set_joy();
jamesheavey 27:1b5038b0a7a2 122 }
jamesheavey 45:b1ac80481d4f 123
jamesheavey 45:b1ac80481d4f 124 if (pad.check_event(Gamepad::B_PRESSED) && _cool_time <= 0) { // max of 3 lasers on screen at once
jamesheavey 29:5168318d3e88 125
jamesheavey 29:5168318d3e88 126 Vector2D p_pos = _p1.get_pos();
jamesheavey 37:dd1538ae6534 127 it_L = listofLasers.begin();
jamesheavey 30:e3d2f0ca416f 128 switch(_index){
jamesheavey 30:e3d2f0ca416f 129 case 0:
jamesheavey 37:dd1538ae6534 130 advance(it_L, 0);
jamesheavey 37:dd1538ae6534 131 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 132 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 133 inc_index();
jamesheavey 30:e3d2f0ca416f 134 break;
jamesheavey 30:e3d2f0ca416f 135 case 1:
jamesheavey 37:dd1538ae6534 136 advance(it_L, 1);
jamesheavey 37:dd1538ae6534 137 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 138 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 139 inc_index();
jamesheavey 30:e3d2f0ca416f 140 break;
jamesheavey 30:e3d2f0ca416f 141 case 2:
jamesheavey 37:dd1538ae6534 142 advance(it_L, 2);
jamesheavey 37:dd1538ae6534 143 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 144 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 145 reset_index();
jamesheavey 30:e3d2f0ca416f 146 break;
jamesheavey 30:e3d2f0ca416f 147 }
jamesheavey 45:b1ac80481d4f 148
jamesheavey 45:b1ac80481d4f 149
jamesheavey 46:810b3a7fc387 150 _cool_time = 0.75f;
jamesheavey 29:5168318d3e88 151 }
jamesheavey 45:b1ac80481d4f 152 else {
jamesheavey 45:b1ac80481d4f 153 _cool_time -= 0.125; // 1/8 as fps is 8
jamesheavey 45:b1ac80481d4f 154 }
jamesheavey 45:b1ac80481d4f 155
jamesheavey 27:1b5038b0a7a2 156 }
jamesheavey 27:1b5038b0a7a2 157
jamesheavey 30:e3d2f0ca416f 158 void BreakoutEngine::inc_index() {
jamesheavey 30:e3d2f0ca416f 159 _index ++;
jamesheavey 30:e3d2f0ca416f 160 }
jamesheavey 30:e3d2f0ca416f 161
jamesheavey 30:e3d2f0ca416f 162 void BreakoutEngine::reset_index() {
jamesheavey 30:e3d2f0ca416f 163 _index = 0;
jamesheavey 30:e3d2f0ca416f 164 }
jamesheavey 30:e3d2f0ca416f 165
jamesheavey 27:1b5038b0a7a2 166 void BreakoutEngine::draw(N5110 &lcd)
jamesheavey 27:1b5038b0a7a2 167 {
jamesheavey 27:1b5038b0a7a2 168 // draw the elements in the LCD buffer
jamesheavey 27:1b5038b0a7a2 169 // pitch
jamesheavey 40:ac53905346fb 170 lcd.drawRect(0,GAP_TOP - 2,WIDTH,HEIGHT - GAP_TOP + 2,FILL_TRANSPARENT);
jamesheavey 27:1b5038b0a7a2 171 //score
jamesheavey 40:ac53905346fb 172 print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 173 // paddles
jamesheavey 27:1b5038b0a7a2 174 _p1.draw(lcd);
jamesheavey 27:1b5038b0a7a2 175 // ball
jamesheavey 27:1b5038b0a7a2 176 _ball.draw(lcd);
jamesheavey 27:1b5038b0a7a2 177
jamesheavey 27:1b5038b0a7a2 178 //print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 179
jamesheavey 39:a9bb03bef107 180 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 39:a9bb03bef107 181 it_R->draw(lcd);
jamesheavey 34:07ded1f83c59 182 }
jamesheavey 35:3a614d539a54 183 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 35:3a614d539a54 184 it_L->draw(lcd);
jamesheavey 35:3a614d539a54 185 }
jamesheavey 27:1b5038b0a7a2 186
jamesheavey 27:1b5038b0a7a2 187 }
jamesheavey 27:1b5038b0a7a2 188
jamesheavey 27:1b5038b0a7a2 189
jamesheavey 27:1b5038b0a7a2 190 void BreakoutEngine::update(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 191 {
jamesheavey 27:1b5038b0a7a2 192 check_goal(pad);
jamesheavey 27:1b5038b0a7a2 193 // important to update paddles and ball before checking collisions so can
jamesheavey 27:1b5038b0a7a2 194 // correct for it before updating the display
jamesheavey 27:1b5038b0a7a2 195 _p1.update(_d,_mag);
jamesheavey 27:1b5038b0a7a2 196 _ball.update();
jamesheavey 35:3a614d539a54 197
jamesheavey 35:3a614d539a54 198 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 35:3a614d539a54 199 it_L->update();
jamesheavey 35:3a614d539a54 200 }
jamesheavey 35:3a614d539a54 201
jamesheavey 27:1b5038b0a7a2 202 lives_leds(pad);
jamesheavey 27:1b5038b0a7a2 203
jamesheavey 42:347c20a16ee6 204 check_wall_collisions(pad);
jamesheavey 27:1b5038b0a7a2 205 check_paddle_collisions(pad);
jamesheavey 27:1b5038b0a7a2 206 check_brick_collisions(pad);
jamesheavey 36:cb73014d3a99 207 check_laser_collisions(pad);
jamesheavey 35:3a614d539a54 208
jamesheavey 35:3a614d539a54 209
jamesheavey 27:1b5038b0a7a2 210 }
jamesheavey 27:1b5038b0a7a2 211
jamesheavey 27:1b5038b0a7a2 212 void BreakoutEngine::lives_leds(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 213 {
jamesheavey 27:1b5038b0a7a2 214 if (_p1.get_lives() == 0) {
jamesheavey 27:1b5038b0a7a2 215 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 216 }
jamesheavey 27:1b5038b0a7a2 217
jamesheavey 27:1b5038b0a7a2 218 else if (_p1.get_lives() == 1) {
jamesheavey 27:1b5038b0a7a2 219 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 220 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 221 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 222 }
jamesheavey 27:1b5038b0a7a2 223
jamesheavey 27:1b5038b0a7a2 224 else if (_p1.get_lives() == 2) {
jamesheavey 27:1b5038b0a7a2 225 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 226 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 227 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 228 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 229 }
jamesheavey 27:1b5038b0a7a2 230
jamesheavey 27:1b5038b0a7a2 231 else if (_p1.get_lives() == 3) {
jamesheavey 27:1b5038b0a7a2 232 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 233 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 234 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 235 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 236 pad.led(3,1);
jamesheavey 27:1b5038b0a7a2 237 }
jamesheavey 27:1b5038b0a7a2 238
jamesheavey 27:1b5038b0a7a2 239 else if (_p1.get_lives() == 4) {
jamesheavey 27:1b5038b0a7a2 240 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 241 pad.led(5,0);
jamesheavey 27:1b5038b0a7a2 242 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 243 }
jamesheavey 27:1b5038b0a7a2 244
jamesheavey 27:1b5038b0a7a2 245 else if (_p1.get_lives() == 5) {
jamesheavey 27:1b5038b0a7a2 246 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 247 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 248 }
jamesheavey 27:1b5038b0a7a2 249
jamesheavey 27:1b5038b0a7a2 250 else if (_p1.get_lives() == 6) {
jamesheavey 27:1b5038b0a7a2 251 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 252 }
jamesheavey 27:1b5038b0a7a2 253 }
jamesheavey 27:1b5038b0a7a2 254
jamesheavey 27:1b5038b0a7a2 255 int BreakoutEngine::get_lives() {
jamesheavey 27:1b5038b0a7a2 256 return _p1.get_lives();
jamesheavey 27:1b5038b0a7a2 257 }
jamesheavey 27:1b5038b0a7a2 258
jamesheavey 42:347c20a16ee6 259 void BreakoutEngine::check_wall_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 260 {
jamesheavey 27:1b5038b0a7a2 261 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 262 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 263 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 264
jamesheavey 40:ac53905346fb 265 if (ball_pos.y <= GAP_TOP - 1) { // 1 due to 1 pixel boundary
jamesheavey 40:ac53905346fb 266 ball_pos.y = GAP_TOP - 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 267 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 268 // audio feedback
jamesheavey 27:1b5038b0a7a2 269 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 270 }
jamesheavey 27:1b5038b0a7a2 271
jamesheavey 27:1b5038b0a7a2 272 else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary
jamesheavey 27:1b5038b0a7a2 273 ball_pos.x = 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 274 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 275 // audio feedback
jamesheavey 27:1b5038b0a7a2 276 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 277 }
jamesheavey 27:1b5038b0a7a2 278
jamesheavey 27:1b5038b0a7a2 279 // check if hit bottom wall
jamesheavey 27:1b5038b0a7a2 280 else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47
jamesheavey 27:1b5038b0a7a2 281 // hit bottom
jamesheavey 27:1b5038b0a7a2 282 ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen
jamesheavey 27:1b5038b0a7a2 283 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 284 // audio feedback
jamesheavey 27:1b5038b0a7a2 285 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 286 }
jamesheavey 27:1b5038b0a7a2 287
jamesheavey 27:1b5038b0a7a2 288 // update ball parameters
jamesheavey 27:1b5038b0a7a2 289 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 290 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 291
jamesheavey 42:347c20a16ee6 292 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 41:fe383cbb51b2 293 if (
jamesheavey 42:347c20a16ee6 294 (it_L -> get_y() <= GAP_TOP - 2)
jamesheavey 41:fe383cbb51b2 295 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 41:fe383cbb51b2 296 // if it has, fix position and reflect x velocity
jamesheavey 41:fe383cbb51b2 297 it_L -> set_posx(-10);
jamesheavey 41:fe383cbb51b2 298 }
jamesheavey 41:fe383cbb51b2 299 }
jamesheavey 42:347c20a16ee6 300
jamesheavey 41:fe383cbb51b2 301 }
jamesheavey 41:fe383cbb51b2 302
jamesheavey 27:1b5038b0a7a2 303 void BreakoutEngine::check_paddle_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 304 {
jamesheavey 27:1b5038b0a7a2 305 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 306 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 307 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 308
jamesheavey 27:1b5038b0a7a2 309 // check p1 first
jamesheavey 27:1b5038b0a7a2 310 Vector2D p1_pos = _p1.get_pos();
jamesheavey 27:1b5038b0a7a2 311
jamesheavey 27:1b5038b0a7a2 312 // see if ball has hit the paddle by checking for overlaps
jamesheavey 27:1b5038b0a7a2 313 if (
jamesheavey 27:1b5038b0a7a2 314 (ball_pos.x >= p1_pos.x) && //left
jamesheavey 27:1b5038b0a7a2 315 (ball_pos.x <= p1_pos.x + _paddle_width) && //right
jamesheavey 27:1b5038b0a7a2 316 (ball_pos.y >= _p1y) && //bottom
jamesheavey 27:1b5038b0a7a2 317 (ball_pos.y <= _p1y + _paddle_height) //top
jamesheavey 27:1b5038b0a7a2 318 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 27:1b5038b0a7a2 319 // if it has, fix position and reflect x velocity
jamesheavey 27:1b5038b0a7a2 320 pad.tone(1000.0,0.1);
jamesheavey 27:1b5038b0a7a2 321 ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 322 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 323
jamesheavey 27:1b5038b0a7a2 324 // if (ball_pos.x == p1_pos.x + PADDLE_WIDTH/2) { // check ballxpos in relation to paddle xpos. translate the distance from the centre to an angle between 30 and 60 degrees in that direction
jamesheavey 27:1b5038b0a7a2 325 // ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 326 // ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 327 // }
jamesheavey 27:1b5038b0a7a2 328 // else if (ball_pos.x <= p1_pos.x + PADDLE_WIDTH/2) {
jamesheavey 27:1b5038b0a7a2 329 // float ang = 40*(((p1_pos.x + PADDLE_WIDTH/2)-ball_pos.x)/(PADDLE_WIDTH/2 - p1_pos.x)) + 30; //converts the distance from the centre to an angle between 30 and 60
jamesheavey 27:1b5038b0a7a2 330 // if (ball_velocity.x > 0) {
jamesheavey 27:1b5038b0a7a2 331 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 332 // }
jamesheavey 27:1b5038b0a7a2 333 // ball_pos.y = _p1y + _paddle_heigh - 1;
jamesheavey 27:1b5038b0a7a2 334 // ball_velocity.y = -tan(ang);
jamesheavey 27:1b5038b0a7a2 335 // }
jamesheavey 27:1b5038b0a7a2 336 // else if (ball_pos.x >= p1_pos.x + PADDLE_WIDTH/2) {
jamesheavey 27:1b5038b0a7a2 337 // float ang = 40*(((p1_pos.x + PADDLE_WIDTH/2)-ball_pos.x)/(PADDLE_WIDTH/2 - p1_pos.x)) + 30; //converts the distance from the centre to an angle between 30 and 60
jamesheavey 27:1b5038b0a7a2 338 // if (ball_velocity.x < 0) {
jamesheavey 27:1b5038b0a7a2 339 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 340 // }
jamesheavey 27:1b5038b0a7a2 341 // ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 342 // ball_velocity.y = -tan(ang);
jamesheavey 27:1b5038b0a7a2 343 // }
jamesheavey 27:1b5038b0a7a2 344 }
jamesheavey 27:1b5038b0a7a2 345
jamesheavey 27:1b5038b0a7a2 346 // write new attributes
jamesheavey 27:1b5038b0a7a2 347 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 348 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 349 }
jamesheavey 27:1b5038b0a7a2 350
jamesheavey 27:1b5038b0a7a2 351 void BreakoutEngine::check_brick_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 352 {
jamesheavey 27:1b5038b0a7a2 353 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 354 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 355 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 356
jamesheavey 39:a9bb03bef107 357 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 34:07ded1f83c59 358 if (
jamesheavey 39:a9bb03bef107 359 (ball_pos.x >= it_R -> get_x()) && //left
jamesheavey 39:a9bb03bef107 360 (ball_pos.x <= it_R -> get_x() + BRICK_WIDTH) && //right
jamesheavey 39:a9bb03bef107 361 (ball_pos.y >= it_R -> get_y()) && //bottom
jamesheavey 39:a9bb03bef107 362 (ball_pos.y <= it_R -> get_y() + BRICK_HEIGHT) //top
jamesheavey 34:07ded1f83c59 363 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 34:07ded1f83c59 364 // if it has, fix position and reflect x velocity
jamesheavey 48:966f2cf803ec 365 if (ball_velocity.y < 0)
jamesheavey 48:966f2cf803ec 366 {
jamesheavey 48:966f2cf803ec 367 ball_pos.y = it_R -> get_y() + BRICK_HEIGHT;
jamesheavey 48:966f2cf803ec 368 }
jamesheavey 48:966f2cf803ec 369 else
jamesheavey 48:966f2cf803ec 370 {
jamesheavey 48:966f2cf803ec 371 ball_pos.y = it_R -> get_y();
jamesheavey 48:966f2cf803ec 372 }
jamesheavey 34:07ded1f83c59 373 ball_velocity.y = -ball_velocity.y;
jamesheavey 34:07ded1f83c59 374 // audio feedback
jamesheavey 34:07ded1f83c59 375 pad.tone(1000.0,0.1);
jamesheavey 39:a9bb03bef107 376 it_R -> hit();
jamesheavey 39:a9bb03bef107 377 it_R -> hit();
jamesheavey 34:07ded1f83c59 378 //delete _brick11;
jamesheavey 39:a9bb03bef107 379 it_R -> set_posx(-100);
jamesheavey 34:07ded1f83c59 380 one_less();
jamesheavey 34:07ded1f83c59 381 }
jamesheavey 27:1b5038b0a7a2 382 }
jamesheavey 27:1b5038b0a7a2 383 // write new attributes
jamesheavey 27:1b5038b0a7a2 384 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 385 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 386 }
jamesheavey 36:cb73014d3a99 387
jamesheavey 32:4dba7a85dbb2 388 void BreakoutEngine::check_laser_collisions(Gamepad &pad)
jamesheavey 32:4dba7a85dbb2 389 {
jamesheavey 32:4dba7a85dbb2 390 // read current ball attributes
jamesheavey 34:07ded1f83c59 391 // check p1 first
jamesheavey 36:cb73014d3a99 392 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 39:a9bb03bef107 393 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 36:cb73014d3a99 394 if (
jamesheavey 39:a9bb03bef107 395 (it_L -> get_x() >= it_R -> get_x()) && //left
jamesheavey 39:a9bb03bef107 396 (it_L -> get_x() <= it_R -> get_x() + BRICK_WIDTH) && //right
jamesheavey 39:a9bb03bef107 397 (it_L -> get_y() >= it_R -> get_y()) && //bottom
jamesheavey 39:a9bb03bef107 398 (it_L -> get_y()<= it_R -> get_y() + BRICK_HEIGHT) //top
jamesheavey 36:cb73014d3a99 399 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 36:cb73014d3a99 400 // if it has, fix position and reflect x velocity
jamesheavey 37:dd1538ae6534 401 it_L -> set_posx(-10);
jamesheavey 36:cb73014d3a99 402 // audio feedback
jamesheavey 36:cb73014d3a99 403 pad.tone(1000.0,0.1);
jamesheavey 39:a9bb03bef107 404 if(it_R->hit() == true) {
jamesheavey 39:a9bb03bef107 405 it_R -> set_posx(-100);
jamesheavey 36:cb73014d3a99 406 one_less();
jamesheavey 36:cb73014d3a99 407 }
jamesheavey 36:cb73014d3a99 408 }
jamesheavey 34:07ded1f83c59 409 }
jamesheavey 34:07ded1f83c59 410 }
jamesheavey 36:cb73014d3a99 411 }
jamesheavey 32:4dba7a85dbb2 412
jamesheavey 27:1b5038b0a7a2 413 bool BreakoutEngine::check_goal(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 414 {
jamesheavey 27:1b5038b0a7a2 415 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 416 // P1 has scored
jamesheavey 27:1b5038b0a7a2 417 if (ball_pos.y > HEIGHT) {
jamesheavey 27:1b5038b0a7a2 418 _p1.lose_life();
jamesheavey 27:1b5038b0a7a2 419 //lose_screen(); // go to loss screen then initialise again
jamesheavey 27:1b5038b0a7a2 420
jamesheavey 27:1b5038b0a7a2 421 _ball.init(_ball_size,_speed);
jamesheavey 27:1b5038b0a7a2 422 pad.tone(1500.0,0.5);
jamesheavey 27:1b5038b0a7a2 423 return true;
jamesheavey 27:1b5038b0a7a2 424 }
jamesheavey 27:1b5038b0a7a2 425 else {
jamesheavey 27:1b5038b0a7a2 426 return false;
jamesheavey 27:1b5038b0a7a2 427 }
jamesheavey 27:1b5038b0a7a2 428 }
jamesheavey 27:1b5038b0a7a2 429
jamesheavey 27:1b5038b0a7a2 430
jamesheavey 27:1b5038b0a7a2 431
jamesheavey 34:07ded1f83c59 432 void BreakoutEngine::print_scores(N5110 &lcd) //maybe add to oneless
jamesheavey 27:1b5038b0a7a2 433 {
jamesheavey 27:1b5038b0a7a2 434 // get scores from paddles
jamesheavey 61:0a8b3ffedc40 435 int multiplier = get_prev_score()/1800 + 1; // add in a multiplier private variable so that it can increment
jamesheavey 47:1d1a827be81b 436 int p1_score = get_prev_score() + (18 - get_num_left())*100 * multiplier; //maybe add a previous score so the score carries over through victory screens. add hi score fix so restart restarts from 321
jamesheavey 40:ac53905346fb 437 // also, add a multiplier of 2 for every contiue on victory
jamesheavey 27:1b5038b0a7a2 438 // print to LCD i
jamesheavey 27:1b5038b0a7a2 439 char buffer1[14];
jamesheavey 27:1b5038b0a7a2 440 sprintf(buffer1,"%2d",p1_score);
jamesheavey 40:ac53905346fb 441 lcd.printString("SCORE: ",2 ,0);
jamesheavey 40:ac53905346fb 442 lcd.printString(buffer1,WIDTH/2 -2,0); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
jamesheavey 27:1b5038b0a7a2 443 }
jamesheavey 47:1d1a827be81b 444 int BreakoutEngine::get_prev_score(){
jamesheavey 47:1d1a827be81b 445 return _prev_score;
jamesheavey 47:1d1a827be81b 446 }
jamesheavey 27:1b5038b0a7a2 447 int BreakoutEngine::get_num_left(){
jamesheavey 27:1b5038b0a7a2 448 return _number_left;
jamesheavey 27:1b5038b0a7a2 449 }
jamesheavey 27:1b5038b0a7a2 450 void BreakoutEngine::one_less() {
jamesheavey 27:1b5038b0a7a2 451 _number_left -= 1;
jamesheavey 60:63d69184ec0a 452 }
jamesheavey 60:63d69184ec0a 453 void BreakoutEngine::reset_num_left() {
jamesheavey 60:63d69184ec0a 454 _number_left = 18;
jamesheavey 27:1b5038b0a7a2 455 }