James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

Committer:
jamesheavey
Date:
Fri Apr 26 21:43:55 2019 +0000
Revision:
47:1d1a827be81b
Parent:
46:810b3a7fc387
Child:
48:966f2cf803ec
print score on victory, fix the score carry over and carry over lives aswell

Who changed what in which revision?

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