James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

Committer:
jamesheavey
Date:
Fri Apr 19 12:30:58 2019 +0000
Revision:
4:6bd488b5b31a
Parent:
3:5719d0fe94ed
Child:
6:7f79f320b827
fixed collisions, added brick collisions, a pause screen that doesnt unpause, bricks dont destroy after lives = 0

Who changed what in which revision?

UserRevisionLine numberNew contents of line
jamesheavey 0:7d4d2023ed9c 1 #include "PongEngine.h"
jamesheavey 0:7d4d2023ed9c 2
jamesheavey 0:7d4d2023ed9c 3 PongEngine::PongEngine()
jamesheavey 0:7d4d2023ed9c 4 {
jamesheavey 0:7d4d2023ed9c 5
jamesheavey 0:7d4d2023ed9c 6 }
jamesheavey 0:7d4d2023ed9c 7
jamesheavey 0:7d4d2023ed9c 8 PongEngine::~PongEngine()
jamesheavey 0:7d4d2023ed9c 9 {
jamesheavey 0:7d4d2023ed9c 10
jamesheavey 0:7d4d2023ed9c 11 }
jamesheavey 0:7d4d2023ed9c 12
jamesheavey 0:7d4d2023ed9c 13 void PongEngine::init(int paddle_width,int paddle_height,int ball_size,int speed)
jamesheavey 0:7d4d2023ed9c 14 {
jamesheavey 0:7d4d2023ed9c 15 // initialise the game parameters
jamesheavey 0:7d4d2023ed9c 16 _paddle_width = paddle_width;
jamesheavey 0:7d4d2023ed9c 17 _paddle_height = paddle_height;
jamesheavey 0:7d4d2023ed9c 18 _ball_size = ball_size;
jamesheavey 0:7d4d2023ed9c 19 _speed = speed;
jamesheavey 0:7d4d2023ed9c 20
jamesheavey 1:e18615d46071 21 // y position on screen - WIDTH is defined in N5110.h
jamesheavey 1:e18615d46071 22 _p1y = HEIGHT - GAP;
jamesheavey 0:7d4d2023ed9c 23
jamesheavey 0:7d4d2023ed9c 24 // puts paddles and ball in middle
jamesheavey 1:e18615d46071 25 _p1.init(_p1y,_paddle_height,_paddle_width);
jamesheavey 0:7d4d2023ed9c 26 _ball.init(_ball_size,_speed);
jamesheavey 2:b3ca50f2e85d 27
jamesheavey 2:b3ca50f2e85d 28 _grid1.init(3,GAP+1,WIDTH_BRICK,HEIGHT_BRICK); // need to figure out how to make a list of these
jamesheavey 2:b3ca50f2e85d 29 _grid2.init(13,GAP+1,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 2:b3ca50f2e85d 30 _grid3.init(23,GAP+1,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 2:b3ca50f2e85d 31 _grid4.init(33,GAP+1,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 2:b3ca50f2e85d 32 _grid5.init(43,GAP+1,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 2:b3ca50f2e85d 33 _grid6.init(53,GAP+1,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 2:b3ca50f2e85d 34 _grid7.init(63,GAP+1,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 2:b3ca50f2e85d 35 _grid8.init(73,GAP+1,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 2:b3ca50f2e85d 36 _grid9.init(83,GAP+1,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 0:7d4d2023ed9c 37 }
jamesheavey 0:7d4d2023ed9c 38
jamesheavey 0:7d4d2023ed9c 39 void PongEngine::read_input(Gamepad &pad)
jamesheavey 0:7d4d2023ed9c 40 {
jamesheavey 0:7d4d2023ed9c 41 _d = pad.get_direction();
jamesheavey 0:7d4d2023ed9c 42 _mag = pad.get_mag();
jamesheavey 2:b3ca50f2e85d 43 //_pause = pad.check_event(Gamepad::START_PRESSED); // == false then system("PAUSE") or cin.get()
jamesheavey 0:7d4d2023ed9c 44 }
jamesheavey 0:7d4d2023ed9c 45
jamesheavey 0:7d4d2023ed9c 46 void PongEngine::draw(N5110 &lcd)
jamesheavey 0:7d4d2023ed9c 47 {
jamesheavey 0:7d4d2023ed9c 48 // draw the elements in the LCD buffer
jamesheavey 0:7d4d2023ed9c 49 // pitch
jamesheavey 0:7d4d2023ed9c 50 lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
jamesheavey 0:7d4d2023ed9c 51 //score
jamesheavey 0:7d4d2023ed9c 52 print_scores(lcd);
jamesheavey 0:7d4d2023ed9c 53 // paddles
jamesheavey 0:7d4d2023ed9c 54 _p1.draw(lcd);
jamesheavey 0:7d4d2023ed9c 55 // ball
jamesheavey 0:7d4d2023ed9c 56 _ball.draw(lcd);
jamesheavey 2:b3ca50f2e85d 57
jamesheavey 2:b3ca50f2e85d 58 _grid1.draw(lcd);
jamesheavey 2:b3ca50f2e85d 59 _grid2.draw(lcd);
jamesheavey 2:b3ca50f2e85d 60 _grid3.draw(lcd);
jamesheavey 2:b3ca50f2e85d 61 _grid4.draw(lcd);
jamesheavey 2:b3ca50f2e85d 62 _grid5.draw(lcd);
jamesheavey 2:b3ca50f2e85d 63 _grid6.draw(lcd);
jamesheavey 2:b3ca50f2e85d 64 _grid7.draw(lcd);
jamesheavey 2:b3ca50f2e85d 65 _grid8.draw(lcd);
jamesheavey 2:b3ca50f2e85d 66 _grid9.draw(lcd);
jamesheavey 2:b3ca50f2e85d 67
jamesheavey 2:b3ca50f2e85d 68
jamesheavey 2:b3ca50f2e85d 69
jamesheavey 2:b3ca50f2e85d 70
jamesheavey 2:b3ca50f2e85d 71 // for(int i = GAP+1; i <= WIDTH; i+= WIDTH_BRICK + 1){
jamesheavey 2:b3ca50f2e85d 72 // for(int j = GAP+1; j <= (HEIGHT_BRICK + 1)*3; j+= HEIGHT_BRICK + 1){
jamesheavey 2:b3ca50f2e85d 73 // Vector3d grid[i][j]= _grid.init(i, j,WIDTH_BRICK,HEIGHT_BRICK);
jamesheavey 2:b3ca50f2e85d 74 // }
jamesheavey 2:b3ca50f2e85d 75 // }
jamesheavey 0:7d4d2023ed9c 76 }
jamesheavey 0:7d4d2023ed9c 77
jamesheavey 2:b3ca50f2e85d 78
jamesheavey 0:7d4d2023ed9c 79 void PongEngine::update(Gamepad &pad)
jamesheavey 0:7d4d2023ed9c 80 {
jamesheavey 0:7d4d2023ed9c 81 check_goal(pad);
jamesheavey 0:7d4d2023ed9c 82 // important to update paddles and ball before checking collisions so can
jamesheavey 0:7d4d2023ed9c 83 // correct for it before updating the display
jamesheavey 0:7d4d2023ed9c 84 _p1.update(_d,_mag);
jamesheavey 0:7d4d2023ed9c 85 _ball.update();
jamesheavey 0:7d4d2023ed9c 86
jamesheavey 0:7d4d2023ed9c 87 check_wall_collision(pad);
jamesheavey 0:7d4d2023ed9c 88 check_paddle_collisions(pad);
jamesheavey 4:6bd488b5b31a 89 check_brick_collisions(pad);
jamesheavey 0:7d4d2023ed9c 90 }
jamesheavey 0:7d4d2023ed9c 91
jamesheavey 0:7d4d2023ed9c 92 void PongEngine::check_wall_collision(Gamepad &pad)
jamesheavey 0:7d4d2023ed9c 93 {
jamesheavey 0:7d4d2023ed9c 94 // read current ball attributes
jamesheavey 0:7d4d2023ed9c 95 Vector2D ball_pos = _ball.get_pos();
jamesheavey 0:7d4d2023ed9c 96 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 0:7d4d2023ed9c 97
jamesheavey 0:7d4d2023ed9c 98 if (ball_pos.y <= 1) { // 1 due to 1 pixel boundary
jamesheavey 0:7d4d2023ed9c 99 ball_pos.y = 1; // bounce off ceiling without going off screen
jamesheavey 0:7d4d2023ed9c 100 ball_velocity.y = -ball_velocity.y;
jamesheavey 0:7d4d2023ed9c 101 // audio feedback
jamesheavey 0:7d4d2023ed9c 102 pad.tone(750.0,0.1);
jamesheavey 0:7d4d2023ed9c 103 }
jamesheavey 0:7d4d2023ed9c 104
jamesheavey 0:7d4d2023ed9c 105 else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary
jamesheavey 0:7d4d2023ed9c 106 ball_pos.x = 1; // bounce off ceiling without going off screen
jamesheavey 0:7d4d2023ed9c 107 ball_velocity.x = -ball_velocity.x;
jamesheavey 0:7d4d2023ed9c 108 // audio feedback
jamesheavey 0:7d4d2023ed9c 109 pad.tone(750.0,0.1);
jamesheavey 0:7d4d2023ed9c 110 }
jamesheavey 0:7d4d2023ed9c 111
jamesheavey 0:7d4d2023ed9c 112 // check if hit bottom wall
jamesheavey 0:7d4d2023ed9c 113 else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47
jamesheavey 0:7d4d2023ed9c 114 // hit bottom
jamesheavey 0:7d4d2023ed9c 115 ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen
jamesheavey 0:7d4d2023ed9c 116 ball_velocity.x = -ball_velocity.x;
jamesheavey 0:7d4d2023ed9c 117 // audio feedback
jamesheavey 0:7d4d2023ed9c 118 pad.tone(750.0,0.1);
jamesheavey 0:7d4d2023ed9c 119 }
jamesheavey 0:7d4d2023ed9c 120
jamesheavey 0:7d4d2023ed9c 121 // update ball parameters
jamesheavey 0:7d4d2023ed9c 122 _ball.set_velocity(ball_velocity);
jamesheavey 0:7d4d2023ed9c 123 _ball.set_pos(ball_pos);
jamesheavey 4:6bd488b5b31a 124
jamesheavey 0:7d4d2023ed9c 125 }
jamesheavey 0:7d4d2023ed9c 126
jamesheavey 0:7d4d2023ed9c 127 void PongEngine::check_paddle_collisions(Gamepad &pad)
jamesheavey 0:7d4d2023ed9c 128 {
jamesheavey 0:7d4d2023ed9c 129 // read current ball attributes
jamesheavey 0:7d4d2023ed9c 130 Vector2D ball_pos = _ball.get_pos();
jamesheavey 0:7d4d2023ed9c 131 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 0:7d4d2023ed9c 132
jamesheavey 0:7d4d2023ed9c 133 // check p1 first
jamesheavey 0:7d4d2023ed9c 134 Vector2D p1_pos = _p1.get_pos();
jamesheavey 0:7d4d2023ed9c 135
jamesheavey 0:7d4d2023ed9c 136 // see if ball has hit the paddle by checking for overlaps
jamesheavey 0:7d4d2023ed9c 137 if (
jamesheavey 4:6bd488b5b31a 138 (ball_pos.x >= p1_pos.x) && //left
jamesheavey 4:6bd488b5b31a 139 (ball_pos.x <= p1_pos.x + _paddle_width) && //right
jamesheavey 4:6bd488b5b31a 140 (ball_pos.y >= _p1y) && //bottom
jamesheavey 4:6bd488b5b31a 141 (ball_pos.y <= _p1y + _paddle_height) //top
jamesheavey 4:6bd488b5b31a 142 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 4:6bd488b5b31a 143 // if it has, fix position and reflect x velocity
jamesheavey 1:e18615d46071 144 ball_pos.y = _p1y + _paddle_height;
jamesheavey 1:e18615d46071 145 ball_velocity.y = -ball_velocity.y;
jamesheavey 0:7d4d2023ed9c 146 // audio feedback
jamesheavey 0:7d4d2023ed9c 147 pad.tone(1000.0,0.1);
jamesheavey 0:7d4d2023ed9c 148 }
jamesheavey 0:7d4d2023ed9c 149
jamesheavey 0:7d4d2023ed9c 150 // write new attributes
jamesheavey 0:7d4d2023ed9c 151 _ball.set_velocity(ball_velocity);
jamesheavey 0:7d4d2023ed9c 152 _ball.set_pos(ball_pos);
jamesheavey 0:7d4d2023ed9c 153 }
jamesheavey 0:7d4d2023ed9c 154
jamesheavey 4:6bd488b5b31a 155 void PongEngine::check_brick_collisions(Gamepad &pad)
jamesheavey 4:6bd488b5b31a 156 {
jamesheavey 4:6bd488b5b31a 157 // read current ball attributes
jamesheavey 4:6bd488b5b31a 158 Vector2D ball_pos = _ball.get_pos();
jamesheavey 4:6bd488b5b31a 159 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 4:6bd488b5b31a 160
jamesheavey 4:6bd488b5b31a 161 // check p1 first
jamesheavey 4:6bd488b5b31a 162 Vector2D _grid1_pos = _grid1.get_pos();
jamesheavey 4:6bd488b5b31a 163
jamesheavey 4:6bd488b5b31a 164 // see if ball has hit the paddle by checking for overlaps
jamesheavey 4:6bd488b5b31a 165 if (
jamesheavey 4:6bd488b5b31a 166 (ball_pos.x >= _grid1_pos.x) && //left
jamesheavey 4:6bd488b5b31a 167 (ball_pos.x <= _grid1_pos.x + WIDTH_BRICK) && //right
jamesheavey 4:6bd488b5b31a 168 (ball_pos.y >= _grid1_pos.y) && //bottom
jamesheavey 4:6bd488b5b31a 169 (ball_pos.y <= _grid1_pos.y + HEIGHT_BRICK) //top
jamesheavey 4:6bd488b5b31a 170 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 4:6bd488b5b31a 171 // if it has, fix position and reflect x velocity
jamesheavey 4:6bd488b5b31a 172 ball_pos.y = _grid1_pos.y;
jamesheavey 4:6bd488b5b31a 173 ball_velocity.y = -ball_velocity.y;
jamesheavey 4:6bd488b5b31a 174 // audio feedback
jamesheavey 4:6bd488b5b31a 175 pad.tone(1000.0,0.1);
jamesheavey 4:6bd488b5b31a 176 }
jamesheavey 4:6bd488b5b31a 177
jamesheavey 4:6bd488b5b31a 178 // write new attributes
jamesheavey 4:6bd488b5b31a 179 _ball.set_velocity(ball_velocity);
jamesheavey 4:6bd488b5b31a 180 _ball.set_pos(ball_pos);
jamesheavey 4:6bd488b5b31a 181 _grid1.hit();
jamesheavey 4:6bd488b5b31a 182 }
jamesheavey 4:6bd488b5b31a 183
jamesheavey 0:7d4d2023ed9c 184 void PongEngine::check_goal(Gamepad &pad)
jamesheavey 0:7d4d2023ed9c 185 {
jamesheavey 0:7d4d2023ed9c 186 Vector2D ball_pos = _ball.get_pos();
jamesheavey 0:7d4d2023ed9c 187 // P1 has scored
jamesheavey 0:7d4d2023ed9c 188 if (ball_pos.y > HEIGHT) {
jamesheavey 0:7d4d2023ed9c 189 //lose_screen(); // go to loss screen then initialise again
jamesheavey 0:7d4d2023ed9c 190 _ball.init(_ball_size,_speed);
jamesheavey 0:7d4d2023ed9c 191 pad.tone(1500.0,0.5);
jamesheavey 0:7d4d2023ed9c 192 pad.leds_on();
jamesheavey 0:7d4d2023ed9c 193 wait(0.5);
jamesheavey 0:7d4d2023ed9c 194 pad.leds_off();
jamesheavey 0:7d4d2023ed9c 195 }
jamesheavey 0:7d4d2023ed9c 196 }
jamesheavey 0:7d4d2023ed9c 197
jamesheavey 0:7d4d2023ed9c 198 void PongEngine::print_scores(N5110 &lcd)
jamesheavey 0:7d4d2023ed9c 199 {
jamesheavey 0:7d4d2023ed9c 200 // get scores from paddles
jamesheavey 0:7d4d2023ed9c 201 int p1_score = _p1.get_score();
jamesheavey 0:7d4d2023ed9c 202
jamesheavey 0:7d4d2023ed9c 203 // print to LCD i
jamesheavey 0:7d4d2023ed9c 204 char buffer1[14];
jamesheavey 0:7d4d2023ed9c 205 sprintf(buffer1,"%2d",p1_score);
jamesheavey 3:5719d0fe94ed 206 //lcd.printString(buffer1,WIDTH/2 - 20,1); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
jamesheavey 0:7d4d2023ed9c 207 }