FINAL VERSION

Dependencies:   mbed

Committer:
jamesheavey
Date:
Sat May 04 20:17:05 2019 +0000
Revision:
62:64559062e0ec
Parent:
61:0a8b3ffedc40
Child:
63:2de6fb2de428
Add a display score on the victory screen, fix the save prev score so that scores build up

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 62:64559062e0ec 32 _multiplier = 1;
jamesheavey 47:1d1a827be81b 33
jamesheavey 27:1b5038b0a7a2 34 // y position on screen - WIDTH is defined in N5110.h
jamesheavey 40:ac53905346fb 35 _p1y = HEIGHT - GAP - 1;
jamesheavey 27:1b5038b0a7a2 36
jamesheavey 27:1b5038b0a7a2 37 // puts paddles and ball in middle
jamesheavey 27:1b5038b0a7a2 38 _p1.init(_p1y,_paddle_height,_paddle_width);
jamesheavey 27:1b5038b0a7a2 39 _ball.init(_ball_size,_speed);
jamesheavey 27:1b5038b0a7a2 40
jamesheavey 40:ac53905346fb 41 _brick11.init(3,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these
jamesheavey 40:ac53905346fb 42 _brick12.init(16,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 43 _brick13.init(29,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 44 _brick14.init(42,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 45 _brick15.init(55,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 46 _brick16.init(68,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 47
jamesheavey 40:ac53905346fb 48 _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 49 _brick22.init(16,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 50 _brick23.init(29,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 51 _brick24.init(42,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 52 _brick25.init(55,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 53 _brick26.init(68,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 54
jamesheavey 40:ac53905346fb 55 _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 56 _brick32.init(16,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 57 _brick33.init(29,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 58 _brick34.init(42,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 59 _brick35.init(55,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 60 _brick36.init(68,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 61
jamesheavey 34:07ded1f83c59 62 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 63 listofBricks.push_back(_brick12);
jamesheavey 34:07ded1f83c59 64 listofBricks.push_back(_brick13);
jamesheavey 34:07ded1f83c59 65 listofBricks.push_back(_brick14);
jamesheavey 34:07ded1f83c59 66 listofBricks.push_back(_brick15);
jamesheavey 34:07ded1f83c59 67 listofBricks.push_back(_brick16);
jamesheavey 34:07ded1f83c59 68 listofBricks.push_back(_brick21);
jamesheavey 34:07ded1f83c59 69 listofBricks.push_back(_brick22);
jamesheavey 34:07ded1f83c59 70 listofBricks.push_back(_brick23);
jamesheavey 34:07ded1f83c59 71 listofBricks.push_back(_brick24);
jamesheavey 34:07ded1f83c59 72 listofBricks.push_back(_brick25);
jamesheavey 34:07ded1f83c59 73 listofBricks.push_back(_brick26);
jamesheavey 34:07ded1f83c59 74 listofBricks.push_back(_brick31);
jamesheavey 34:07ded1f83c59 75 listofBricks.push_back(_brick32);
jamesheavey 34:07ded1f83c59 76 listofBricks.push_back(_brick33);
jamesheavey 34:07ded1f83c59 77 listofBricks.push_back(_brick34);
jamesheavey 34:07ded1f83c59 78 listofBricks.push_back(_brick35);
jamesheavey 34:07ded1f83c59 79 listofBricks.push_back(_brick36);
jamesheavey 34:07ded1f83c59 80
jamesheavey 30:e3d2f0ca416f 81 _laser1.init(-10);
jamesheavey 30:e3d2f0ca416f 82 _laser2.init(-10);
jamesheavey 30:e3d2f0ca416f 83 _laser3.init(-10);
jamesheavey 35:3a614d539a54 84
jamesheavey 35:3a614d539a54 85 listofLasers.push_back(_laser1);
jamesheavey 35:3a614d539a54 86 listofLasers.push_back(_laser2);
jamesheavey 35:3a614d539a54 87 listofLasers.push_back(_laser3);
jamesheavey 60:63d69184ec0a 88 //printf("init ended /n");
jamesheavey 27:1b5038b0a7a2 89 }
jamesheavey 27:1b5038b0a7a2 90
jamesheavey 60:63d69184ec0a 91 void BreakoutEngine::moveback_bricks() // rename to reset add in ball reset and use to increase the number of balls each time
jamesheavey 60:63d69184ec0a 92 {
jamesheavey 60:63d69184ec0a 93 reset_num_left();
jamesheavey 62:64559062e0ec 94 _ball.init(_ball_size,_speed + _multiplier/2); // replace the 1 with a multiplier private variable that tracks the number of times continued from victory
jamesheavey 60:63d69184ec0a 95 int pointer = 0;
jamesheavey 60:63d69184ec0a 96 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 60:63d69184ec0a 97 if (pointer <= 5) {
jamesheavey 60:63d69184ec0a 98 it_R -> set_posx((pointer * 13) + 3);
jamesheavey 60:63d69184ec0a 99 }
jamesheavey 60:63d69184ec0a 100 else if (pointer <= 11) {
jamesheavey 60:63d69184ec0a 101 it_R -> set_posx(((pointer-6) * 13) + 3);
jamesheavey 60:63d69184ec0a 102 }
jamesheavey 60:63d69184ec0a 103 else if (pointer <= 17) {
jamesheavey 60:63d69184ec0a 104 it_R -> set_posx(((pointer-12) * 13) + 3);
jamesheavey 60:63d69184ec0a 105 }
jamesheavey 60:63d69184ec0a 106
jamesheavey 60:63d69184ec0a 107 it_R -> reset_lives();
jamesheavey 60:63d69184ec0a 108 pointer ++;
jamesheavey 60:63d69184ec0a 109 }
jamesheavey 60:63d69184ec0a 110 }
jamesheavey 60:63d69184ec0a 111
jamesheavey 60:63d69184ec0a 112
jamesheavey 27:1b5038b0a7a2 113 void BreakoutEngine::read_input(Gamepad &pad, bool x)
jamesheavey 27:1b5038b0a7a2 114 {
jamesheavey 27:1b5038b0a7a2 115 _d = pad.get_direction();
jamesheavey 27:1b5038b0a7a2 116 _mag = pad.get_mag();
jamesheavey 27:1b5038b0a7a2 117
jamesheavey 27:1b5038b0a7a2 118 if (x == true) {
jamesheavey 27:1b5038b0a7a2 119 _p1.set_tilt();
jamesheavey 27:1b5038b0a7a2 120 }
jamesheavey 27:1b5038b0a7a2 121 else {
jamesheavey 27:1b5038b0a7a2 122 _p1.set_joy();
jamesheavey 27:1b5038b0a7a2 123 }
jamesheavey 45:b1ac80481d4f 124
jamesheavey 45:b1ac80481d4f 125 if (pad.check_event(Gamepad::B_PRESSED) && _cool_time <= 0) { // max of 3 lasers on screen at once
jamesheavey 29:5168318d3e88 126
jamesheavey 29:5168318d3e88 127 Vector2D p_pos = _p1.get_pos();
jamesheavey 37:dd1538ae6534 128 it_L = listofLasers.begin();
jamesheavey 30:e3d2f0ca416f 129 switch(_index){
jamesheavey 30:e3d2f0ca416f 130 case 0:
jamesheavey 37:dd1538ae6534 131 advance(it_L, 0);
jamesheavey 37:dd1538ae6534 132 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 133 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 134 inc_index();
jamesheavey 30:e3d2f0ca416f 135 break;
jamesheavey 30:e3d2f0ca416f 136 case 1:
jamesheavey 37:dd1538ae6534 137 advance(it_L, 1);
jamesheavey 37:dd1538ae6534 138 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 139 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 140 inc_index();
jamesheavey 30:e3d2f0ca416f 141 break;
jamesheavey 30:e3d2f0ca416f 142 case 2:
jamesheavey 37:dd1538ae6534 143 advance(it_L, 2);
jamesheavey 37:dd1538ae6534 144 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 145 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 146 reset_index();
jamesheavey 30:e3d2f0ca416f 147 break;
jamesheavey 30:e3d2f0ca416f 148 }
jamesheavey 45:b1ac80481d4f 149
jamesheavey 45:b1ac80481d4f 150
jamesheavey 46:810b3a7fc387 151 _cool_time = 0.75f;
jamesheavey 29:5168318d3e88 152 }
jamesheavey 45:b1ac80481d4f 153 else {
jamesheavey 45:b1ac80481d4f 154 _cool_time -= 0.125; // 1/8 as fps is 8
jamesheavey 45:b1ac80481d4f 155 }
jamesheavey 45:b1ac80481d4f 156
jamesheavey 27:1b5038b0a7a2 157 }
jamesheavey 27:1b5038b0a7a2 158
jamesheavey 30:e3d2f0ca416f 159 void BreakoutEngine::inc_index() {
jamesheavey 30:e3d2f0ca416f 160 _index ++;
jamesheavey 30:e3d2f0ca416f 161 }
jamesheavey 30:e3d2f0ca416f 162
jamesheavey 30:e3d2f0ca416f 163 void BreakoutEngine::reset_index() {
jamesheavey 30:e3d2f0ca416f 164 _index = 0;
jamesheavey 30:e3d2f0ca416f 165 }
jamesheavey 30:e3d2f0ca416f 166
jamesheavey 27:1b5038b0a7a2 167 void BreakoutEngine::draw(N5110 &lcd)
jamesheavey 27:1b5038b0a7a2 168 {
jamesheavey 27:1b5038b0a7a2 169 // draw the elements in the LCD buffer
jamesheavey 27:1b5038b0a7a2 170 // pitch
jamesheavey 40:ac53905346fb 171 lcd.drawRect(0,GAP_TOP - 2,WIDTH,HEIGHT - GAP_TOP + 2,FILL_TRANSPARENT);
jamesheavey 27:1b5038b0a7a2 172 //score
jamesheavey 40:ac53905346fb 173 print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 174 // paddles
jamesheavey 27:1b5038b0a7a2 175 _p1.draw(lcd);
jamesheavey 27:1b5038b0a7a2 176 // ball
jamesheavey 27:1b5038b0a7a2 177 _ball.draw(lcd);
jamesheavey 27:1b5038b0a7a2 178
jamesheavey 27:1b5038b0a7a2 179 //print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 180
jamesheavey 39:a9bb03bef107 181 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 39:a9bb03bef107 182 it_R->draw(lcd);
jamesheavey 34:07ded1f83c59 183 }
jamesheavey 35:3a614d539a54 184 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 35:3a614d539a54 185 it_L->draw(lcd);
jamesheavey 35:3a614d539a54 186 }
jamesheavey 27:1b5038b0a7a2 187
jamesheavey 27:1b5038b0a7a2 188 }
jamesheavey 27:1b5038b0a7a2 189
jamesheavey 27:1b5038b0a7a2 190
jamesheavey 27:1b5038b0a7a2 191 void BreakoutEngine::update(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 192 {
jamesheavey 27:1b5038b0a7a2 193 check_goal(pad);
jamesheavey 27:1b5038b0a7a2 194 // important to update paddles and ball before checking collisions so can
jamesheavey 27:1b5038b0a7a2 195 // correct for it before updating the display
jamesheavey 27:1b5038b0a7a2 196 _p1.update(_d,_mag);
jamesheavey 27:1b5038b0a7a2 197 _ball.update();
jamesheavey 35:3a614d539a54 198
jamesheavey 35:3a614d539a54 199 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 35:3a614d539a54 200 it_L->update();
jamesheavey 35:3a614d539a54 201 }
jamesheavey 35:3a614d539a54 202
jamesheavey 27:1b5038b0a7a2 203 lives_leds(pad);
jamesheavey 27:1b5038b0a7a2 204
jamesheavey 42:347c20a16ee6 205 check_wall_collisions(pad);
jamesheavey 27:1b5038b0a7a2 206 check_paddle_collisions(pad);
jamesheavey 27:1b5038b0a7a2 207 check_brick_collisions(pad);
jamesheavey 36:cb73014d3a99 208 check_laser_collisions(pad);
jamesheavey 35:3a614d539a54 209
jamesheavey 35:3a614d539a54 210
jamesheavey 27:1b5038b0a7a2 211 }
jamesheavey 27:1b5038b0a7a2 212
jamesheavey 27:1b5038b0a7a2 213 void BreakoutEngine::lives_leds(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 214 {
jamesheavey 27:1b5038b0a7a2 215 if (_p1.get_lives() == 0) {
jamesheavey 27:1b5038b0a7a2 216 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 217 }
jamesheavey 27:1b5038b0a7a2 218
jamesheavey 27:1b5038b0a7a2 219 else if (_p1.get_lives() == 1) {
jamesheavey 27:1b5038b0a7a2 220 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 221 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 222 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 223 }
jamesheavey 27:1b5038b0a7a2 224
jamesheavey 27:1b5038b0a7a2 225 else if (_p1.get_lives() == 2) {
jamesheavey 27:1b5038b0a7a2 226 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 227 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 228 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 229 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 230 }
jamesheavey 27:1b5038b0a7a2 231
jamesheavey 27:1b5038b0a7a2 232 else if (_p1.get_lives() == 3) {
jamesheavey 27:1b5038b0a7a2 233 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 234 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 235 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 236 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 237 pad.led(3,1);
jamesheavey 27:1b5038b0a7a2 238 }
jamesheavey 27:1b5038b0a7a2 239
jamesheavey 27:1b5038b0a7a2 240 else if (_p1.get_lives() == 4) {
jamesheavey 27:1b5038b0a7a2 241 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 242 pad.led(5,0);
jamesheavey 27:1b5038b0a7a2 243 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 244 }
jamesheavey 27:1b5038b0a7a2 245
jamesheavey 27:1b5038b0a7a2 246 else if (_p1.get_lives() == 5) {
jamesheavey 27:1b5038b0a7a2 247 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 248 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 249 }
jamesheavey 27:1b5038b0a7a2 250
jamesheavey 27:1b5038b0a7a2 251 else if (_p1.get_lives() == 6) {
jamesheavey 27:1b5038b0a7a2 252 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 253 }
jamesheavey 27:1b5038b0a7a2 254 }
jamesheavey 27:1b5038b0a7a2 255
jamesheavey 27:1b5038b0a7a2 256 int BreakoutEngine::get_lives() {
jamesheavey 27:1b5038b0a7a2 257 return _p1.get_lives();
jamesheavey 27:1b5038b0a7a2 258 }
jamesheavey 27:1b5038b0a7a2 259
jamesheavey 42:347c20a16ee6 260 void BreakoutEngine::check_wall_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 261 {
jamesheavey 27:1b5038b0a7a2 262 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 263 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 264 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 265
jamesheavey 40:ac53905346fb 266 if (ball_pos.y <= GAP_TOP - 1) { // 1 due to 1 pixel boundary
jamesheavey 40:ac53905346fb 267 ball_pos.y = GAP_TOP - 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 268 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 269 // audio feedback
jamesheavey 27:1b5038b0a7a2 270 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 271 }
jamesheavey 27:1b5038b0a7a2 272
jamesheavey 27:1b5038b0a7a2 273 else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary
jamesheavey 27:1b5038b0a7a2 274 ball_pos.x = 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 275 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 276 // audio feedback
jamesheavey 27:1b5038b0a7a2 277 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 278 }
jamesheavey 27:1b5038b0a7a2 279
jamesheavey 27:1b5038b0a7a2 280 // check if hit bottom wall
jamesheavey 27:1b5038b0a7a2 281 else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47
jamesheavey 27:1b5038b0a7a2 282 // hit bottom
jamesheavey 27:1b5038b0a7a2 283 ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen
jamesheavey 27:1b5038b0a7a2 284 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 285 // audio feedback
jamesheavey 27:1b5038b0a7a2 286 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 287 }
jamesheavey 27:1b5038b0a7a2 288
jamesheavey 27:1b5038b0a7a2 289 // update ball parameters
jamesheavey 27:1b5038b0a7a2 290 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 291 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 292
jamesheavey 42:347c20a16ee6 293 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 41:fe383cbb51b2 294 if (
jamesheavey 42:347c20a16ee6 295 (it_L -> get_y() <= GAP_TOP - 2)
jamesheavey 41:fe383cbb51b2 296 ) { // 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 297 // if it has, fix position and reflect x velocity
jamesheavey 41:fe383cbb51b2 298 it_L -> set_posx(-10);
jamesheavey 41:fe383cbb51b2 299 }
jamesheavey 41:fe383cbb51b2 300 }
jamesheavey 42:347c20a16ee6 301
jamesheavey 41:fe383cbb51b2 302 }
jamesheavey 41:fe383cbb51b2 303
jamesheavey 27:1b5038b0a7a2 304 void BreakoutEngine::check_paddle_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 305 {
jamesheavey 27:1b5038b0a7a2 306 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 307 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 308 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 309
jamesheavey 27:1b5038b0a7a2 310 // check p1 first
jamesheavey 27:1b5038b0a7a2 311 Vector2D p1_pos = _p1.get_pos();
jamesheavey 27:1b5038b0a7a2 312
jamesheavey 27:1b5038b0a7a2 313 // see if ball has hit the paddle by checking for overlaps
jamesheavey 27:1b5038b0a7a2 314 if (
jamesheavey 27:1b5038b0a7a2 315 (ball_pos.x >= p1_pos.x) && //left
jamesheavey 27:1b5038b0a7a2 316 (ball_pos.x <= p1_pos.x + _paddle_width) && //right
jamesheavey 27:1b5038b0a7a2 317 (ball_pos.y >= _p1y) && //bottom
jamesheavey 27:1b5038b0a7a2 318 (ball_pos.y <= _p1y + _paddle_height) //top
jamesheavey 27:1b5038b0a7a2 319 ) { // 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 320 // if it has, fix position and reflect x velocity
jamesheavey 27:1b5038b0a7a2 321 pad.tone(1000.0,0.1);
jamesheavey 27:1b5038b0a7a2 322 ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 323 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 324
jamesheavey 27:1b5038b0a7a2 325 // 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 326 // ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 327 // ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 328 // }
jamesheavey 27:1b5038b0a7a2 329 // else if (ball_pos.x <= p1_pos.x + PADDLE_WIDTH/2) {
jamesheavey 27:1b5038b0a7a2 330 // 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 331 // if (ball_velocity.x > 0) {
jamesheavey 27:1b5038b0a7a2 332 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 333 // }
jamesheavey 27:1b5038b0a7a2 334 // ball_pos.y = _p1y + _paddle_heigh - 1;
jamesheavey 27:1b5038b0a7a2 335 // ball_velocity.y = -tan(ang);
jamesheavey 27:1b5038b0a7a2 336 // }
jamesheavey 27:1b5038b0a7a2 337 // else if (ball_pos.x >= p1_pos.x + PADDLE_WIDTH/2) {
jamesheavey 27:1b5038b0a7a2 338 // 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 339 // if (ball_velocity.x < 0) {
jamesheavey 27:1b5038b0a7a2 340 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 341 // }
jamesheavey 27:1b5038b0a7a2 342 // ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 343 // ball_velocity.y = -tan(ang);
jamesheavey 27:1b5038b0a7a2 344 // }
jamesheavey 27:1b5038b0a7a2 345 }
jamesheavey 27:1b5038b0a7a2 346
jamesheavey 27:1b5038b0a7a2 347 // write new attributes
jamesheavey 27:1b5038b0a7a2 348 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 349 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 350 }
jamesheavey 27:1b5038b0a7a2 351
jamesheavey 27:1b5038b0a7a2 352 void BreakoutEngine::check_brick_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 353 {
jamesheavey 27:1b5038b0a7a2 354 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 355 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 356 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 357
jamesheavey 39:a9bb03bef107 358 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 34:07ded1f83c59 359 if (
jamesheavey 39:a9bb03bef107 360 (ball_pos.x >= it_R -> get_x()) && //left
jamesheavey 39:a9bb03bef107 361 (ball_pos.x <= it_R -> get_x() + BRICK_WIDTH) && //right
jamesheavey 39:a9bb03bef107 362 (ball_pos.y >= it_R -> get_y()) && //bottom
jamesheavey 39:a9bb03bef107 363 (ball_pos.y <= it_R -> get_y() + BRICK_HEIGHT) //top
jamesheavey 34:07ded1f83c59 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 34:07ded1f83c59 365 // if it has, fix position and reflect x velocity
jamesheavey 48:966f2cf803ec 366 if (ball_velocity.y < 0)
jamesheavey 48:966f2cf803ec 367 {
jamesheavey 48:966f2cf803ec 368 ball_pos.y = it_R -> get_y() + BRICK_HEIGHT;
jamesheavey 48:966f2cf803ec 369 }
jamesheavey 48:966f2cf803ec 370 else
jamesheavey 48:966f2cf803ec 371 {
jamesheavey 48:966f2cf803ec 372 ball_pos.y = it_R -> get_y();
jamesheavey 48:966f2cf803ec 373 }
jamesheavey 34:07ded1f83c59 374 ball_velocity.y = -ball_velocity.y;
jamesheavey 34:07ded1f83c59 375 // audio feedback
jamesheavey 34:07ded1f83c59 376 pad.tone(1000.0,0.1);
jamesheavey 39:a9bb03bef107 377 it_R -> hit();
jamesheavey 39:a9bb03bef107 378 it_R -> hit();
jamesheavey 34:07ded1f83c59 379 //delete _brick11;
jamesheavey 39:a9bb03bef107 380 it_R -> set_posx(-100);
jamesheavey 34:07ded1f83c59 381 one_less();
jamesheavey 34:07ded1f83c59 382 }
jamesheavey 27:1b5038b0a7a2 383 }
jamesheavey 27:1b5038b0a7a2 384 // write new attributes
jamesheavey 27:1b5038b0a7a2 385 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 386 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 387 }
jamesheavey 36:cb73014d3a99 388
jamesheavey 32:4dba7a85dbb2 389 void BreakoutEngine::check_laser_collisions(Gamepad &pad)
jamesheavey 32:4dba7a85dbb2 390 {
jamesheavey 32:4dba7a85dbb2 391 // read current ball attributes
jamesheavey 34:07ded1f83c59 392 // check p1 first
jamesheavey 36:cb73014d3a99 393 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 39:a9bb03bef107 394 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 36:cb73014d3a99 395 if (
jamesheavey 39:a9bb03bef107 396 (it_L -> get_x() >= it_R -> get_x()) && //left
jamesheavey 39:a9bb03bef107 397 (it_L -> get_x() <= it_R -> get_x() + BRICK_WIDTH) && //right
jamesheavey 39:a9bb03bef107 398 (it_L -> get_y() >= it_R -> get_y()) && //bottom
jamesheavey 39:a9bb03bef107 399 (it_L -> get_y()<= it_R -> get_y() + BRICK_HEIGHT) //top
jamesheavey 36:cb73014d3a99 400 ) { // 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 401 // if it has, fix position and reflect x velocity
jamesheavey 37:dd1538ae6534 402 it_L -> set_posx(-10);
jamesheavey 36:cb73014d3a99 403 // audio feedback
jamesheavey 36:cb73014d3a99 404 pad.tone(1000.0,0.1);
jamesheavey 39:a9bb03bef107 405 if(it_R->hit() == true) {
jamesheavey 39:a9bb03bef107 406 it_R -> set_posx(-100);
jamesheavey 36:cb73014d3a99 407 one_less();
jamesheavey 36:cb73014d3a99 408 }
jamesheavey 36:cb73014d3a99 409 }
jamesheavey 34:07ded1f83c59 410 }
jamesheavey 34:07ded1f83c59 411 }
jamesheavey 36:cb73014d3a99 412 }
jamesheavey 32:4dba7a85dbb2 413
jamesheavey 27:1b5038b0a7a2 414 bool BreakoutEngine::check_goal(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 415 {
jamesheavey 27:1b5038b0a7a2 416 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 417 // P1 has scored
jamesheavey 27:1b5038b0a7a2 418 if (ball_pos.y > HEIGHT) {
jamesheavey 27:1b5038b0a7a2 419 _p1.lose_life();
jamesheavey 27:1b5038b0a7a2 420 //lose_screen(); // go to loss screen then initialise again
jamesheavey 27:1b5038b0a7a2 421
jamesheavey 62:64559062e0ec 422 _ball.init(_ball_size,_speed+_multiplier/2);
jamesheavey 27:1b5038b0a7a2 423 pad.tone(1500.0,0.5);
jamesheavey 27:1b5038b0a7a2 424 return true;
jamesheavey 27:1b5038b0a7a2 425 }
jamesheavey 27:1b5038b0a7a2 426 else {
jamesheavey 27:1b5038b0a7a2 427 return false;
jamesheavey 27:1b5038b0a7a2 428 }
jamesheavey 27:1b5038b0a7a2 429 }
jamesheavey 27:1b5038b0a7a2 430
jamesheavey 27:1b5038b0a7a2 431
jamesheavey 27:1b5038b0a7a2 432
jamesheavey 34:07ded1f83c59 433 void BreakoutEngine::print_scores(N5110 &lcd) //maybe add to oneless
jamesheavey 27:1b5038b0a7a2 434 {
jamesheavey 27:1b5038b0a7a2 435 // get scores from paddles
jamesheavey 62:64559062e0ec 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 62:64559062e0ec 444
jamesheavey 62:64559062e0ec 445
jamesheavey 47:1d1a827be81b 446 int BreakoutEngine::get_prev_score(){
jamesheavey 47:1d1a827be81b 447 return _prev_score;
jamesheavey 47:1d1a827be81b 448 }
jamesheavey 27:1b5038b0a7a2 449 int BreakoutEngine::get_num_left(){
jamesheavey 27:1b5038b0a7a2 450 return _number_left;
jamesheavey 27:1b5038b0a7a2 451 }
jamesheavey 27:1b5038b0a7a2 452 void BreakoutEngine::one_less() {
jamesheavey 27:1b5038b0a7a2 453 _number_left -= 1;
jamesheavey 60:63d69184ec0a 454 }
jamesheavey 60:63d69184ec0a 455 void BreakoutEngine::reset_num_left() {
jamesheavey 60:63d69184ec0a 456 _number_left = 18;
jamesheavey 62:64559062e0ec 457 }
jamesheavey 62:64559062e0ec 458 int BreakoutEngine::get_mult() {
jamesheavey 62:64559062e0ec 459 return _multiplier;
jamesheavey 62:64559062e0ec 460 }
jamesheavey 62:64559062e0ec 461 void BreakoutEngine::inc_mult() {
jamesheavey 62:64559062e0ec 462 _multiplier ++;
jamesheavey 62:64559062e0ec 463 }
jamesheavey 62:64559062e0ec 464 void BreakoutEngine::set_mult_zero() {
jamesheavey 62:64559062e0ec 465 _multiplier = 0;
jamesheavey 62:64559062e0ec 466 }