James Heavey
/
EL17JH
FINAL VERSION
BreakoutEngine/BreakoutEngine.cpp@29:5168318d3e88, 2019-04-24 (annotated)
- Committer:
- jamesheavey
- Date:
- Wed Apr 24 05:40:12 2019 +0000
- Revision:
- 29:5168318d3e88
- Parent:
- 27:1b5038b0a7a2
- Child:
- 30:e3d2f0ca416f
laser implemented, need to add collisions for it
Who changed what in which revision?
User | Revision | Line number | New 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 | 27:1b5038b0a7a2 | 15 | void BreakoutEngine::init(int paddle_width,int paddle_height,int ball_size,int speed) |
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 | 27:1b5038b0a7a2 | 23 | |
jamesheavey | 27:1b5038b0a7a2 | 24 | // y position on screen - WIDTH is defined in N5110.h |
jamesheavey | 27:1b5038b0a7a2 | 25 | _p1y = HEIGHT - GAP; |
jamesheavey | 27:1b5038b0a7a2 | 26 | |
jamesheavey | 27:1b5038b0a7a2 | 27 | // puts paddles and ball in middle |
jamesheavey | 27:1b5038b0a7a2 | 28 | _p1.init(_p1y,_paddle_height,_paddle_width); |
jamesheavey | 27:1b5038b0a7a2 | 29 | _ball.init(_ball_size,_speed); |
jamesheavey | 27:1b5038b0a7a2 | 30 | |
jamesheavey | 27:1b5038b0a7a2 | 31 | _brick11.init(3,GAP+1,BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these |
jamesheavey | 27:1b5038b0a7a2 | 32 | _brick12.init(16,GAP+1,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 33 | _brick13.init(29,GAP+1,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 34 | _brick14.init(42,GAP+1,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 35 | _brick15.init(55,GAP+1,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 36 | _brick16.init(68,GAP+1,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 37 | |
jamesheavey | 27:1b5038b0a7a2 | 38 | _brick21.init(3,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these |
jamesheavey | 27:1b5038b0a7a2 | 39 | _brick22.init(16,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 40 | _brick23.init(29,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 41 | _brick24.init(42,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 42 | _brick25.init(55,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 43 | _brick26.init(68,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 44 | |
jamesheavey | 27:1b5038b0a7a2 | 45 | _brick31.init(3,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these |
jamesheavey | 27:1b5038b0a7a2 | 46 | _brick32.init(16,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 47 | _brick33.init(29,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 48 | _brick34.init(42,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 49 | _brick35.init(55,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 50 | _brick36.init(68,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH); |
jamesheavey | 27:1b5038b0a7a2 | 51 | |
jamesheavey | 29:5168318d3e88 | 52 | _laser.init(-10); |
jamesheavey | 29:5168318d3e88 | 53 | |
jamesheavey | 27:1b5038b0a7a2 | 54 | //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 | 27:1b5038b0a7a2 | 55 | //listofBricks.push_back(_brick12); |
jamesheavey | 27:1b5038b0a7a2 | 56 | //listofBricks.push_back(_brick13); |
jamesheavey | 27:1b5038b0a7a2 | 57 | //listofBricks.push_back(_brick14); |
jamesheavey | 27:1b5038b0a7a2 | 58 | //listofBricks.push_back(_brick15); |
jamesheavey | 27:1b5038b0a7a2 | 59 | //listofBricks.push_back(_brick16); |
jamesheavey | 27:1b5038b0a7a2 | 60 | |
jamesheavey | 27:1b5038b0a7a2 | 61 | //listofBricks.push_back(_brick21); |
jamesheavey | 27:1b5038b0a7a2 | 62 | //listofBricks.push_back(_brick22); |
jamesheavey | 27:1b5038b0a7a2 | 63 | //listofBricks.push_back(_brick23); |
jamesheavey | 27:1b5038b0a7a2 | 64 | //listofBricks.push_back(_brick24); |
jamesheavey | 27:1b5038b0a7a2 | 65 | //listofBricks.push_back(_brick25); |
jamesheavey | 27:1b5038b0a7a2 | 66 | //listofBricks.push_back(_brick26); |
jamesheavey | 27:1b5038b0a7a2 | 67 | |
jamesheavey | 27:1b5038b0a7a2 | 68 | //listofBricks.push_back(_brick31); |
jamesheavey | 27:1b5038b0a7a2 | 69 | //listofBricks.push_back(_brick32); |
jamesheavey | 27:1b5038b0a7a2 | 70 | //listofBricks.push_back(_brick33); |
jamesheavey | 27:1b5038b0a7a2 | 71 | //listofBricks.push_back(_brick34); |
jamesheavey | 27:1b5038b0a7a2 | 72 | //listofBricks.push_back(_brick35); |
jamesheavey | 27:1b5038b0a7a2 | 73 | //listofBricks.push_back(_brick36); |
jamesheavey | 27:1b5038b0a7a2 | 74 | } |
jamesheavey | 27:1b5038b0a7a2 | 75 | |
jamesheavey | 27:1b5038b0a7a2 | 76 | void BreakoutEngine::read_input(Gamepad &pad, bool x) |
jamesheavey | 27:1b5038b0a7a2 | 77 | { |
jamesheavey | 27:1b5038b0a7a2 | 78 | _d = pad.get_direction(); |
jamesheavey | 27:1b5038b0a7a2 | 79 | _mag = pad.get_mag(); |
jamesheavey | 27:1b5038b0a7a2 | 80 | |
jamesheavey | 27:1b5038b0a7a2 | 81 | if (x == true) { |
jamesheavey | 27:1b5038b0a7a2 | 82 | _p1.set_tilt(); |
jamesheavey | 27:1b5038b0a7a2 | 83 | } |
jamesheavey | 27:1b5038b0a7a2 | 84 | else { |
jamesheavey | 27:1b5038b0a7a2 | 85 | _p1.set_joy(); |
jamesheavey | 27:1b5038b0a7a2 | 86 | } |
jamesheavey | 29:5168318d3e88 | 87 | if (pad.check_event(Gamepad::B_PRESSED)) { |
jamesheavey | 29:5168318d3e88 | 88 | |
jamesheavey | 29:5168318d3e88 | 89 | Vector2D p_pos = _p1.get_pos(); |
jamesheavey | 29:5168318d3e88 | 90 | Vector2D l_pos = _laser.get_pos(); |
jamesheavey | 29:5168318d3e88 | 91 | l_pos.x = p_pos.x+7; |
jamesheavey | 29:5168318d3e88 | 92 | l_pos.y = p_pos.y; |
jamesheavey | 29:5168318d3e88 | 93 | _laser.set_pos(l_pos); |
jamesheavey | 27:1b5038b0a7a2 | 94 | //_pause = pad.check_event(Gamepad::START_PRESSED); // == false then system("PAUSE") or cin.get() |
jamesheavey | 29:5168318d3e88 | 95 | } |
jamesheavey | 27:1b5038b0a7a2 | 96 | } |
jamesheavey | 27:1b5038b0a7a2 | 97 | |
jamesheavey | 27:1b5038b0a7a2 | 98 | void BreakoutEngine::draw(N5110 &lcd) |
jamesheavey | 27:1b5038b0a7a2 | 99 | { |
jamesheavey | 27:1b5038b0a7a2 | 100 | // draw the elements in the LCD buffer |
jamesheavey | 27:1b5038b0a7a2 | 101 | // pitch |
jamesheavey | 27:1b5038b0a7a2 | 102 | lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT); |
jamesheavey | 27:1b5038b0a7a2 | 103 | //score |
jamesheavey | 27:1b5038b0a7a2 | 104 | //print_scores(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 105 | // paddles |
jamesheavey | 27:1b5038b0a7a2 | 106 | _p1.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 107 | // ball |
jamesheavey | 27:1b5038b0a7a2 | 108 | _ball.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 109 | |
jamesheavey | 27:1b5038b0a7a2 | 110 | //print_scores(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 111 | |
jamesheavey | 27:1b5038b0a7a2 | 112 | _brick11.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 113 | _brick12.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 114 | _brick13.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 115 | _brick14.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 116 | _brick15.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 117 | _brick16.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 118 | |
jamesheavey | 27:1b5038b0a7a2 | 119 | _brick21.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 120 | _brick22.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 121 | _brick23.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 122 | _brick24.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 123 | _brick25.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 124 | _brick26.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 125 | |
jamesheavey | 27:1b5038b0a7a2 | 126 | _brick31.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 127 | _brick32.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 128 | _brick33.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 129 | _brick34.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 130 | _brick35.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 131 | _brick36.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 132 | |
jamesheavey | 29:5168318d3e88 | 133 | _laser.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 134 | |
jamesheavey | 27:1b5038b0a7a2 | 135 | |
jamesheavey | 27:1b5038b0a7a2 | 136 | // for (it = listofBricks.begin(); it != listofBricks.end(); it++) |
jamesheavey | 27:1b5038b0a7a2 | 137 | // { |
jamesheavey | 27:1b5038b0a7a2 | 138 | // int x = it->_x; |
jamesheavey | 27:1b5038b0a7a2 | 139 | // int y = it->_y; |
jamesheavey | 27:1b5038b0a7a2 | 140 | |
jamesheavey | 27:1b5038b0a7a2 | 141 | // lcd.drawRect(_x,_y,_width,_height,FILL_TRANSPARENT); |
jamesheavey | 27:1b5038b0a7a2 | 142 | // } |
jamesheavey | 27:1b5038b0a7a2 | 143 | |
jamesheavey | 27:1b5038b0a7a2 | 144 | |
jamesheavey | 27:1b5038b0a7a2 | 145 | |
jamesheavey | 27:1b5038b0a7a2 | 146 | |
jamesheavey | 27:1b5038b0a7a2 | 147 | |
jamesheavey | 27:1b5038b0a7a2 | 148 | // for(int i = GAP+1; i <= WIDTH; i+= BRICK_WIDTH + 1){ |
jamesheavey | 27:1b5038b0a7a2 | 149 | // for(int j = GAP+1; j <= (BRICK_HEIGHT + 1)*3; j+= BRICK_HEIGHT + 1){ |
jamesheavey | 27:1b5038b0a7a2 | 150 | // Vector2D _grid[i][j]= _brick.init(i, j,BRICK_WIDTH,BRICK_HEIGHT); |
jamesheavey | 27:1b5038b0a7a2 | 151 | // } |
jamesheavey | 27:1b5038b0a7a2 | 152 | // } |
jamesheavey | 27:1b5038b0a7a2 | 153 | } |
jamesheavey | 27:1b5038b0a7a2 | 154 | |
jamesheavey | 27:1b5038b0a7a2 | 155 | |
jamesheavey | 27:1b5038b0a7a2 | 156 | void BreakoutEngine::update(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 157 | { |
jamesheavey | 27:1b5038b0a7a2 | 158 | check_goal(pad); |
jamesheavey | 27:1b5038b0a7a2 | 159 | // important to update paddles and ball before checking collisions so can |
jamesheavey | 27:1b5038b0a7a2 | 160 | // correct for it before updating the display |
jamesheavey | 27:1b5038b0a7a2 | 161 | _p1.update(_d,_mag); |
jamesheavey | 27:1b5038b0a7a2 | 162 | _ball.update(); |
jamesheavey | 29:5168318d3e88 | 163 | _laser.update(); |
jamesheavey | 27:1b5038b0a7a2 | 164 | lives_leds(pad); |
jamesheavey | 27:1b5038b0a7a2 | 165 | |
jamesheavey | 27:1b5038b0a7a2 | 166 | check_wall_collision(pad); |
jamesheavey | 27:1b5038b0a7a2 | 167 | check_paddle_collisions(pad); |
jamesheavey | 27:1b5038b0a7a2 | 168 | check_brick_collisions(pad); |
jamesheavey | 27:1b5038b0a7a2 | 169 | } |
jamesheavey | 27:1b5038b0a7a2 | 170 | |
jamesheavey | 27:1b5038b0a7a2 | 171 | void BreakoutEngine::lives_leds(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 172 | { |
jamesheavey | 27:1b5038b0a7a2 | 173 | if (_p1.get_lives() == 0) { |
jamesheavey | 27:1b5038b0a7a2 | 174 | pad.leds_off(); |
jamesheavey | 27:1b5038b0a7a2 | 175 | } |
jamesheavey | 27:1b5038b0a7a2 | 176 | |
jamesheavey | 27:1b5038b0a7a2 | 177 | else if (_p1.get_lives() == 1) { |
jamesheavey | 27:1b5038b0a7a2 | 178 | //turn leftmost led on |
jamesheavey | 27:1b5038b0a7a2 | 179 | pad.leds_off(); |
jamesheavey | 27:1b5038b0a7a2 | 180 | pad.led(1,1); |
jamesheavey | 27:1b5038b0a7a2 | 181 | } |
jamesheavey | 27:1b5038b0a7a2 | 182 | |
jamesheavey | 27:1b5038b0a7a2 | 183 | else if (_p1.get_lives() == 2) { |
jamesheavey | 27:1b5038b0a7a2 | 184 | //turn leftmost led on |
jamesheavey | 27:1b5038b0a7a2 | 185 | pad.leds_off(); |
jamesheavey | 27:1b5038b0a7a2 | 186 | pad.led(1,1); |
jamesheavey | 27:1b5038b0a7a2 | 187 | pad.led(2,1); |
jamesheavey | 27:1b5038b0a7a2 | 188 | } |
jamesheavey | 27:1b5038b0a7a2 | 189 | |
jamesheavey | 27:1b5038b0a7a2 | 190 | else if (_p1.get_lives() == 3) { |
jamesheavey | 27:1b5038b0a7a2 | 191 | //turn leftmost led on |
jamesheavey | 27:1b5038b0a7a2 | 192 | pad.leds_off(); |
jamesheavey | 27:1b5038b0a7a2 | 193 | pad.led(1,1); |
jamesheavey | 27:1b5038b0a7a2 | 194 | pad.led(2,1); |
jamesheavey | 27:1b5038b0a7a2 | 195 | pad.led(3,1); |
jamesheavey | 27:1b5038b0a7a2 | 196 | } |
jamesheavey | 27:1b5038b0a7a2 | 197 | |
jamesheavey | 27:1b5038b0a7a2 | 198 | else if (_p1.get_lives() == 4) { |
jamesheavey | 27:1b5038b0a7a2 | 199 | pad.leds_on(); |
jamesheavey | 27:1b5038b0a7a2 | 200 | pad.led(5,0); |
jamesheavey | 27:1b5038b0a7a2 | 201 | pad.led(6,0); |
jamesheavey | 27:1b5038b0a7a2 | 202 | } |
jamesheavey | 27:1b5038b0a7a2 | 203 | |
jamesheavey | 27:1b5038b0a7a2 | 204 | else if (_p1.get_lives() == 5) { |
jamesheavey | 27:1b5038b0a7a2 | 205 | pad.leds_on(); |
jamesheavey | 27:1b5038b0a7a2 | 206 | pad.led(6,0); |
jamesheavey | 27:1b5038b0a7a2 | 207 | } |
jamesheavey | 27:1b5038b0a7a2 | 208 | |
jamesheavey | 27:1b5038b0a7a2 | 209 | else if (_p1.get_lives() == 6) { |
jamesheavey | 27:1b5038b0a7a2 | 210 | pad.leds_on(); |
jamesheavey | 27:1b5038b0a7a2 | 211 | } |
jamesheavey | 27:1b5038b0a7a2 | 212 | } |
jamesheavey | 27:1b5038b0a7a2 | 213 | |
jamesheavey | 27:1b5038b0a7a2 | 214 | int BreakoutEngine::get_lives() { |
jamesheavey | 27:1b5038b0a7a2 | 215 | return _p1.get_lives(); |
jamesheavey | 27:1b5038b0a7a2 | 216 | } |
jamesheavey | 27:1b5038b0a7a2 | 217 | |
jamesheavey | 27:1b5038b0a7a2 | 218 | void BreakoutEngine::check_wall_collision(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 219 | { |
jamesheavey | 27:1b5038b0a7a2 | 220 | // read current ball attributes |
jamesheavey | 27:1b5038b0a7a2 | 221 | Vector2D ball_pos = _ball.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 222 | Vector2D ball_velocity = _ball.get_velocity(); |
jamesheavey | 27:1b5038b0a7a2 | 223 | |
jamesheavey | 27:1b5038b0a7a2 | 224 | if (ball_pos.y <= 1) { // 1 due to 1 pixel boundary |
jamesheavey | 27:1b5038b0a7a2 | 225 | ball_pos.y = 1; // bounce off ceiling without going off screen |
jamesheavey | 27:1b5038b0a7a2 | 226 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 227 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 228 | pad.tone(750.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 229 | } |
jamesheavey | 27:1b5038b0a7a2 | 230 | |
jamesheavey | 27:1b5038b0a7a2 | 231 | else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary |
jamesheavey | 27:1b5038b0a7a2 | 232 | ball_pos.x = 1; // bounce off ceiling without going off screen |
jamesheavey | 27:1b5038b0a7a2 | 233 | ball_velocity.x = -ball_velocity.x; |
jamesheavey | 27:1b5038b0a7a2 | 234 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 235 | pad.tone(750.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 236 | } |
jamesheavey | 27:1b5038b0a7a2 | 237 | |
jamesheavey | 27:1b5038b0a7a2 | 238 | // check if hit bottom wall |
jamesheavey | 27:1b5038b0a7a2 | 239 | else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47 |
jamesheavey | 27:1b5038b0a7a2 | 240 | // hit bottom |
jamesheavey | 27:1b5038b0a7a2 | 241 | ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen |
jamesheavey | 27:1b5038b0a7a2 | 242 | ball_velocity.x = -ball_velocity.x; |
jamesheavey | 27:1b5038b0a7a2 | 243 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 244 | pad.tone(750.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 245 | } |
jamesheavey | 27:1b5038b0a7a2 | 246 | |
jamesheavey | 27:1b5038b0a7a2 | 247 | // update ball parameters |
jamesheavey | 27:1b5038b0a7a2 | 248 | _ball.set_velocity(ball_velocity); |
jamesheavey | 27:1b5038b0a7a2 | 249 | _ball.set_pos(ball_pos); |
jamesheavey | 27:1b5038b0a7a2 | 250 | |
jamesheavey | 27:1b5038b0a7a2 | 251 | } |
jamesheavey | 27:1b5038b0a7a2 | 252 | |
jamesheavey | 27:1b5038b0a7a2 | 253 | void BreakoutEngine::check_paddle_collisions(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 254 | { |
jamesheavey | 27:1b5038b0a7a2 | 255 | // read current ball attributes |
jamesheavey | 27:1b5038b0a7a2 | 256 | Vector2D ball_pos = _ball.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 257 | Vector2D ball_velocity = _ball.get_velocity(); |
jamesheavey | 27:1b5038b0a7a2 | 258 | |
jamesheavey | 27:1b5038b0a7a2 | 259 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 260 | Vector2D p1_pos = _p1.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 261 | |
jamesheavey | 27:1b5038b0a7a2 | 262 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 263 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 264 | (ball_pos.x >= p1_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 265 | (ball_pos.x <= p1_pos.x + _paddle_width) && //right |
jamesheavey | 27:1b5038b0a7a2 | 266 | (ball_pos.y >= _p1y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 267 | (ball_pos.y <= _p1y + _paddle_height) //top |
jamesheavey | 27:1b5038b0a7a2 | 268 | ) { // 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 | 269 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 270 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 271 | ball_pos.y = _p1y + _paddle_height - 1; |
jamesheavey | 27:1b5038b0a7a2 | 272 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 273 | |
jamesheavey | 27:1b5038b0a7a2 | 274 | // 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 | 275 | // ball_pos.y = _p1y + _paddle_height - 1; |
jamesheavey | 27:1b5038b0a7a2 | 276 | // ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 277 | // } |
jamesheavey | 27:1b5038b0a7a2 | 278 | // else if (ball_pos.x <= p1_pos.x + PADDLE_WIDTH/2) { |
jamesheavey | 27:1b5038b0a7a2 | 279 | // 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 | 280 | // if (ball_velocity.x > 0) { |
jamesheavey | 27:1b5038b0a7a2 | 281 | // ball_velocity.x = -ball_velocity.x; |
jamesheavey | 27:1b5038b0a7a2 | 282 | // } |
jamesheavey | 27:1b5038b0a7a2 | 283 | // ball_pos.y = _p1y + _paddle_heigh - 1; |
jamesheavey | 27:1b5038b0a7a2 | 284 | // ball_velocity.y = -tan(ang); |
jamesheavey | 27:1b5038b0a7a2 | 285 | // } |
jamesheavey | 27:1b5038b0a7a2 | 286 | // else if (ball_pos.x >= p1_pos.x + PADDLE_WIDTH/2) { |
jamesheavey | 27:1b5038b0a7a2 | 287 | // 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 | 288 | // if (ball_velocity.x < 0) { |
jamesheavey | 27:1b5038b0a7a2 | 289 | // ball_velocity.x = -ball_velocity.x; |
jamesheavey | 27:1b5038b0a7a2 | 290 | // } |
jamesheavey | 27:1b5038b0a7a2 | 291 | // ball_pos.y = _p1y + _paddle_height - 1; |
jamesheavey | 27:1b5038b0a7a2 | 292 | // ball_velocity.y = -tan(ang); |
jamesheavey | 27:1b5038b0a7a2 | 293 | // } |
jamesheavey | 27:1b5038b0a7a2 | 294 | } |
jamesheavey | 27:1b5038b0a7a2 | 295 | |
jamesheavey | 27:1b5038b0a7a2 | 296 | // write new attributes |
jamesheavey | 27:1b5038b0a7a2 | 297 | _ball.set_velocity(ball_velocity); |
jamesheavey | 27:1b5038b0a7a2 | 298 | _ball.set_pos(ball_pos); |
jamesheavey | 27:1b5038b0a7a2 | 299 | } |
jamesheavey | 27:1b5038b0a7a2 | 300 | |
jamesheavey | 27:1b5038b0a7a2 | 301 | void BreakoutEngine::check_brick_collisions(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 302 | { |
jamesheavey | 27:1b5038b0a7a2 | 303 | // read current ball attributes |
jamesheavey | 27:1b5038b0a7a2 | 304 | Vector2D ball_pos = _ball.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 305 | Vector2D ball_velocity = _ball.get_velocity(); |
jamesheavey | 27:1b5038b0a7a2 | 306 | |
jamesheavey | 27:1b5038b0a7a2 | 307 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 308 | Vector2D _brick11_pos = _brick11.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 309 | |
jamesheavey | 27:1b5038b0a7a2 | 310 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 311 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 312 | (ball_pos.x >= _brick11_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 313 | (ball_pos.x <= _brick11_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 314 | (ball_pos.y >= _brick11_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 315 | (ball_pos.y <= _brick11_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 316 | ) { // 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 | 317 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 318 | ball_pos.y = _brick11_pos.y + BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 319 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 320 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 321 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 322 | _brick11.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 323 | //delete _brick11; |
jamesheavey | 27:1b5038b0a7a2 | 324 | _brick11_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 325 | _brick11_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 326 | _brick11.set_pos(_brick11_pos); |
jamesheavey | 27:1b5038b0a7a2 | 327 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 328 | } |
jamesheavey | 27:1b5038b0a7a2 | 329 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 330 | Vector2D _brick12_pos = _brick12.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 331 | |
jamesheavey | 27:1b5038b0a7a2 | 332 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 333 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 334 | (ball_pos.x >= _brick12_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 335 | (ball_pos.x <= _brick12_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 336 | (ball_pos.y >= _brick12_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 337 | (ball_pos.y <= _brick12_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 338 | ) { // 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 | 339 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 340 | ball_pos.y = _brick12_pos.y + BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 341 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 342 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 343 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 344 | _brick12.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 345 | //delete _brick12; |
jamesheavey | 27:1b5038b0a7a2 | 346 | _brick12_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 347 | _brick12_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 348 | _brick12.set_pos(_brick12_pos); |
jamesheavey | 27:1b5038b0a7a2 | 349 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 350 | } |
jamesheavey | 27:1b5038b0a7a2 | 351 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 352 | Vector2D _brick13_pos = _brick13.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 353 | |
jamesheavey | 27:1b5038b0a7a2 | 354 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 355 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 356 | (ball_pos.x >= _brick13_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 357 | (ball_pos.x <= _brick13_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 358 | (ball_pos.y >= _brick13_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 359 | (ball_pos.y <= _brick13_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 360 | ) { // 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 | 361 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 362 | ball_pos.y = _brick13_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 363 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 364 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 365 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 366 | _brick13.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 367 | //delete _brick13; |
jamesheavey | 27:1b5038b0a7a2 | 368 | _brick13_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 369 | _brick13_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 370 | _brick13.set_pos(_brick13_pos); |
jamesheavey | 27:1b5038b0a7a2 | 371 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 372 | } |
jamesheavey | 27:1b5038b0a7a2 | 373 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 374 | Vector2D _brick14_pos = _brick14.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 375 | |
jamesheavey | 27:1b5038b0a7a2 | 376 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 377 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 378 | (ball_pos.x >= _brick14_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 379 | (ball_pos.x <= _brick14_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 380 | (ball_pos.y >= _brick14_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 381 | (ball_pos.y <= _brick14_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 382 | ) { // 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 | 383 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 384 | ball_pos.y = _brick14_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 385 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 386 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 387 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 388 | _brick14.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 389 | //delete _brick14; |
jamesheavey | 27:1b5038b0a7a2 | 390 | _brick14_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 391 | _brick14_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 392 | _brick14.set_pos(_brick14_pos); |
jamesheavey | 27:1b5038b0a7a2 | 393 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 394 | } |
jamesheavey | 27:1b5038b0a7a2 | 395 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 396 | Vector2D _brick15_pos = _brick15.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 397 | |
jamesheavey | 27:1b5038b0a7a2 | 398 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 399 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 400 | (ball_pos.x >= _brick15_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 401 | (ball_pos.x <= _brick15_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 402 | (ball_pos.y >= _brick15_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 403 | (ball_pos.y <= _brick15_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 404 | ) { // 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 | 405 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 406 | ball_pos.y = _brick15_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 407 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 408 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 409 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 410 | _brick15.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 411 | //delete _brick15; |
jamesheavey | 27:1b5038b0a7a2 | 412 | _brick15_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 413 | _brick15_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 414 | _brick15.set_pos(_brick15_pos); |
jamesheavey | 27:1b5038b0a7a2 | 415 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 416 | } |
jamesheavey | 27:1b5038b0a7a2 | 417 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 418 | Vector2D _brick16_pos = _brick16.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 419 | |
jamesheavey | 27:1b5038b0a7a2 | 420 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 421 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 422 | (ball_pos.x >= _brick16_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 423 | (ball_pos.x <= _brick16_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 424 | (ball_pos.y >= _brick16_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 425 | (ball_pos.y <= _brick16_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 426 | ) { // 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 | 427 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 428 | ball_pos.y = _brick16_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 429 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 430 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 431 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 432 | _brick16.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 433 | //delete _brick16; |
jamesheavey | 27:1b5038b0a7a2 | 434 | _brick16_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 435 | _brick16_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 436 | _brick16.set_pos(_brick16_pos); |
jamesheavey | 27:1b5038b0a7a2 | 437 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 438 | } |
jamesheavey | 27:1b5038b0a7a2 | 439 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 440 | Vector2D _brick21_pos = _brick21.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 441 | |
jamesheavey | 27:1b5038b0a7a2 | 442 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 443 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 444 | (ball_pos.x >= _brick21_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 445 | (ball_pos.x <= _brick21_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 446 | (ball_pos.y >= _brick21_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 447 | (ball_pos.y <= _brick21_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 448 | ) { // 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 | 449 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 450 | ball_pos.y = _brick21_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 451 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 452 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 453 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 454 | _brick21.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 455 | //delete _brick21; |
jamesheavey | 27:1b5038b0a7a2 | 456 | _brick21_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 457 | _brick21_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 458 | _brick21.set_pos(_brick21_pos); |
jamesheavey | 27:1b5038b0a7a2 | 459 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 460 | } |
jamesheavey | 27:1b5038b0a7a2 | 461 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 462 | Vector2D _brick22_pos = _brick22.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 463 | |
jamesheavey | 27:1b5038b0a7a2 | 464 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 465 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 466 | (ball_pos.x >= _brick22_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 467 | (ball_pos.x <= _brick22_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 468 | (ball_pos.y >= _brick22_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 469 | (ball_pos.y <= _brick22_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 470 | ) { // 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 | 471 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 472 | ball_pos.y = _brick22_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 473 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 474 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 475 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 476 | _brick22.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 477 | //delete _brick22; |
jamesheavey | 27:1b5038b0a7a2 | 478 | _brick22_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 479 | _brick22_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 480 | _brick22.set_pos(_brick22_pos); |
jamesheavey | 27:1b5038b0a7a2 | 481 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 482 | } |
jamesheavey | 27:1b5038b0a7a2 | 483 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 484 | Vector2D _brick23_pos = _brick23.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 485 | |
jamesheavey | 27:1b5038b0a7a2 | 486 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 487 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 488 | (ball_pos.x >= _brick23_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 489 | (ball_pos.x <= _brick23_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 490 | (ball_pos.y >= _brick23_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 491 | (ball_pos.y <= _brick23_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 492 | ) { // 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 | 493 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 494 | ball_pos.y = _brick23_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 495 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 496 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 497 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 498 | _brick23.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 499 | //delete _brick23; |
jamesheavey | 27:1b5038b0a7a2 | 500 | _brick23_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 501 | _brick23_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 502 | _brick23.set_pos(_brick23_pos); |
jamesheavey | 27:1b5038b0a7a2 | 503 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 504 | } |
jamesheavey | 27:1b5038b0a7a2 | 505 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 506 | Vector2D _brick24_pos = _brick24.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 507 | |
jamesheavey | 27:1b5038b0a7a2 | 508 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 509 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 510 | (ball_pos.x >= _brick24_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 511 | (ball_pos.x <= _brick24_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 512 | (ball_pos.y >= _brick24_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 513 | (ball_pos.y <= _brick24_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 514 | ) { // 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 | 515 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 516 | ball_pos.y = _brick24_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 517 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 518 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 519 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 520 | _brick24.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 521 | //delete _brick24; |
jamesheavey | 27:1b5038b0a7a2 | 522 | _brick24_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 523 | _brick24_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 524 | _brick24.set_pos(_brick24_pos); |
jamesheavey | 27:1b5038b0a7a2 | 525 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 526 | } |
jamesheavey | 27:1b5038b0a7a2 | 527 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 528 | Vector2D _brick25_pos = _brick25.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 529 | |
jamesheavey | 27:1b5038b0a7a2 | 530 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 531 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 532 | (ball_pos.x >= _brick25_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 533 | (ball_pos.x <= _brick25_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 534 | (ball_pos.y >= _brick25_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 535 | (ball_pos.y <= _brick25_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 536 | ) { // 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 | 537 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 538 | ball_pos.y = _brick25_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 539 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 540 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 541 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 542 | _brick25.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 543 | //delete _brick25; |
jamesheavey | 27:1b5038b0a7a2 | 544 | _brick25_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 545 | _brick25_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 546 | _brick25.set_pos(_brick25_pos); |
jamesheavey | 27:1b5038b0a7a2 | 547 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 548 | } |
jamesheavey | 27:1b5038b0a7a2 | 549 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 550 | Vector2D _brick26_pos = _brick26.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 551 | |
jamesheavey | 27:1b5038b0a7a2 | 552 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 553 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 554 | (ball_pos.x >= _brick26_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 555 | (ball_pos.x <= _brick26_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 556 | (ball_pos.y >= _brick26_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 557 | (ball_pos.y <= _brick26_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 558 | ) { // 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 | 559 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 560 | ball_pos.y = _brick26_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 561 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 562 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 563 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 564 | _brick26.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 565 | //delete _brick26; |
jamesheavey | 27:1b5038b0a7a2 | 566 | _brick26_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 567 | _brick26_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 568 | _brick26.set_pos(_brick26_pos); |
jamesheavey | 27:1b5038b0a7a2 | 569 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 570 | } |
jamesheavey | 27:1b5038b0a7a2 | 571 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 572 | Vector2D _brick31_pos = _brick31.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 573 | |
jamesheavey | 27:1b5038b0a7a2 | 574 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 575 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 576 | (ball_pos.x >= _brick31_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 577 | (ball_pos.x <= _brick31_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 578 | (ball_pos.y >= _brick31_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 579 | (ball_pos.y <= _brick31_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 580 | ) { // 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 | 581 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 582 | ball_pos.y = _brick31_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 583 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 584 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 585 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 586 | _brick31.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 587 | //delete _brick31; |
jamesheavey | 27:1b5038b0a7a2 | 588 | _brick31_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 589 | _brick31_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 590 | _brick31.set_pos(_brick31_pos); |
jamesheavey | 27:1b5038b0a7a2 | 591 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 592 | } |
jamesheavey | 27:1b5038b0a7a2 | 593 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 594 | Vector2D _brick32_pos = _brick32.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 595 | |
jamesheavey | 27:1b5038b0a7a2 | 596 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 597 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 598 | (ball_pos.x >= _brick32_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 599 | (ball_pos.x <= _brick32_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 600 | (ball_pos.y >= _brick32_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 601 | (ball_pos.y <= _brick32_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 602 | ) { // 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 | 603 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 604 | ball_pos.y = _brick32_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 605 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 606 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 607 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 608 | _brick32.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 609 | //delete _brick32; |
jamesheavey | 27:1b5038b0a7a2 | 610 | _brick32_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 611 | _brick32_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 612 | _brick32.set_pos(_brick32_pos); |
jamesheavey | 27:1b5038b0a7a2 | 613 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 614 | } |
jamesheavey | 27:1b5038b0a7a2 | 615 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 616 | Vector2D _brick33_pos = _brick33.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 617 | |
jamesheavey | 27:1b5038b0a7a2 | 618 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 619 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 620 | (ball_pos.x >= _brick33_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 621 | (ball_pos.x <= _brick33_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 622 | (ball_pos.y >= _brick33_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 623 | (ball_pos.y <= _brick33_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 624 | ) { // 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 | 625 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 626 | ball_pos.y = _brick33_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 627 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 628 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 629 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 630 | _brick33.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 631 | //delete _brick33; |
jamesheavey | 27:1b5038b0a7a2 | 632 | _brick33_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 633 | _brick33_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 634 | _brick33.set_pos(_brick33_pos); |
jamesheavey | 27:1b5038b0a7a2 | 635 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 636 | } |
jamesheavey | 27:1b5038b0a7a2 | 637 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 638 | Vector2D _brick34_pos = _brick34.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 639 | |
jamesheavey | 27:1b5038b0a7a2 | 640 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 641 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 642 | (ball_pos.x >= _brick34_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 643 | (ball_pos.x <= _brick34_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 644 | (ball_pos.y >= _brick34_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 645 | (ball_pos.y <= _brick34_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 646 | ) { // 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 | 647 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 648 | ball_pos.y = _brick34_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 649 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 650 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 651 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 652 | _brick34.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 653 | //delete _brick34; |
jamesheavey | 27:1b5038b0a7a2 | 654 | _brick34_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 655 | _brick34_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 656 | _brick34.set_pos(_brick34_pos); |
jamesheavey | 27:1b5038b0a7a2 | 657 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 658 | } |
jamesheavey | 27:1b5038b0a7a2 | 659 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 660 | Vector2D _brick35_pos = _brick35.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 661 | |
jamesheavey | 27:1b5038b0a7a2 | 662 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 663 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 664 | (ball_pos.x >= _brick35_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 665 | (ball_pos.x <= _brick35_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 666 | (ball_pos.y >= _brick35_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 667 | (ball_pos.y <= _brick35_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 668 | ) { // 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 | 669 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 670 | ball_pos.y = _brick35_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 671 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 672 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 673 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 674 | _brick35.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 675 | //delete _brick35; |
jamesheavey | 27:1b5038b0a7a2 | 676 | _brick35_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 677 | _brick35_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 678 | _brick35.set_pos(_brick35_pos); |
jamesheavey | 27:1b5038b0a7a2 | 679 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 680 | } |
jamesheavey | 27:1b5038b0a7a2 | 681 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 682 | Vector2D _brick36_pos = _brick36.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 683 | |
jamesheavey | 27:1b5038b0a7a2 | 684 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 685 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 686 | (ball_pos.x >= _brick36_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 687 | (ball_pos.x <= _brick36_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 688 | (ball_pos.y >= _brick36_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 689 | (ball_pos.y <= _brick36_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 690 | ) { // 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 | 691 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 692 | ball_pos.y = _brick36_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 693 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 694 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 695 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 696 | _brick36.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 697 | //delete _brick36; |
jamesheavey | 27:1b5038b0a7a2 | 698 | _brick36_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 699 | _brick36_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 700 | _brick36.set_pos(_brick36_pos); |
jamesheavey | 27:1b5038b0a7a2 | 701 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 702 | } |
jamesheavey | 27:1b5038b0a7a2 | 703 | |
jamesheavey | 27:1b5038b0a7a2 | 704 | // write new attributes |
jamesheavey | 27:1b5038b0a7a2 | 705 | _ball.set_velocity(ball_velocity); |
jamesheavey | 27:1b5038b0a7a2 | 706 | _ball.set_pos(ball_pos); |
jamesheavey | 27:1b5038b0a7a2 | 707 | } |
jamesheavey | 27:1b5038b0a7a2 | 708 | |
jamesheavey | 27:1b5038b0a7a2 | 709 | bool BreakoutEngine::check_goal(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 710 | { |
jamesheavey | 27:1b5038b0a7a2 | 711 | Vector2D ball_pos = _ball.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 712 | // P1 has scored |
jamesheavey | 27:1b5038b0a7a2 | 713 | if (ball_pos.y > HEIGHT) { |
jamesheavey | 27:1b5038b0a7a2 | 714 | _p1.lose_life(); |
jamesheavey | 27:1b5038b0a7a2 | 715 | //lose_screen(); // go to loss screen then initialise again |
jamesheavey | 27:1b5038b0a7a2 | 716 | |
jamesheavey | 27:1b5038b0a7a2 | 717 | _ball.init(_ball_size,_speed); |
jamesheavey | 27:1b5038b0a7a2 | 718 | pad.tone(1500.0,0.5); |
jamesheavey | 27:1b5038b0a7a2 | 719 | return true; |
jamesheavey | 27:1b5038b0a7a2 | 720 | } |
jamesheavey | 27:1b5038b0a7a2 | 721 | else { |
jamesheavey | 27:1b5038b0a7a2 | 722 | return false; |
jamesheavey | 27:1b5038b0a7a2 | 723 | } |
jamesheavey | 27:1b5038b0a7a2 | 724 | } |
jamesheavey | 27:1b5038b0a7a2 | 725 | |
jamesheavey | 27:1b5038b0a7a2 | 726 | //void flash_backlight (N5110 &lcd) { |
jamesheavey | 27:1b5038b0a7a2 | 727 | // lcd.setBrightness(0); |
jamesheavey | 27:1b5038b0a7a2 | 728 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 729 | // lcd.setBrightness(1); |
jamesheavey | 27:1b5038b0a7a2 | 730 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 731 | // lcd.setBrightness(0); |
jamesheavey | 27:1b5038b0a7a2 | 732 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 733 | // lcd.setBrightness(1); |
jamesheavey | 27:1b5038b0a7a2 | 734 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 735 | // lcd.setBrightness(0); |
jamesheavey | 27:1b5038b0a7a2 | 736 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 737 | // lcd.setBrightness(1); |
jamesheavey | 27:1b5038b0a7a2 | 738 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 739 | // lcd.setBrightness(0); |
jamesheavey | 27:1b5038b0a7a2 | 740 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 741 | // lcd.setBrightness(1); |
jamesheavey | 27:1b5038b0a7a2 | 742 | //} |
jamesheavey | 27:1b5038b0a7a2 | 743 | |
jamesheavey | 27:1b5038b0a7a2 | 744 | |
jamesheavey | 27:1b5038b0a7a2 | 745 | void BreakoutEngine::print_scores(N5110 &lcd) |
jamesheavey | 27:1b5038b0a7a2 | 746 | { |
jamesheavey | 27:1b5038b0a7a2 | 747 | // get scores from paddles |
jamesheavey | 27:1b5038b0a7a2 | 748 | int p1_score = _p1.get_lives(); |
jamesheavey | 27:1b5038b0a7a2 | 749 | |
jamesheavey | 27:1b5038b0a7a2 | 750 | // print to LCD i |
jamesheavey | 27:1b5038b0a7a2 | 751 | char buffer1[14]; |
jamesheavey | 27:1b5038b0a7a2 | 752 | sprintf(buffer1,"%2d",p1_score); |
jamesheavey | 27:1b5038b0a7a2 | 753 | lcd.printString(buffer1,WIDTH/2 -8,4); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits |
jamesheavey | 27:1b5038b0a7a2 | 754 | } |
jamesheavey | 27:1b5038b0a7a2 | 755 | |
jamesheavey | 27:1b5038b0a7a2 | 756 | int BreakoutEngine::get_num_left(){ |
jamesheavey | 27:1b5038b0a7a2 | 757 | return _number_left; |
jamesheavey | 27:1b5038b0a7a2 | 758 | } |
jamesheavey | 27:1b5038b0a7a2 | 759 | void BreakoutEngine::one_less() { |
jamesheavey | 27:1b5038b0a7a2 | 760 | _number_left -= 1; |
jamesheavey | 27:1b5038b0a7a2 | 761 | } |