James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

Committer:
jamesheavey
Date:
Thu Apr 25 20:50:49 2019 +0000
Revision:
36:cb73014d3a99
Parent:
35:3a614d539a54
Child:
37:dd1538ae6534
laser workkkks but cant set the position yet as the objects in a list are different to the ones outside it apparantly

Who changed what in which revision?

UserRevisionLine numberNew contents of line
jamesheavey 27:1b5038b0a7a2 1 #include "BreakoutEngine.h"
jamesheavey 27:1b5038b0a7a2 2
jamesheavey 27:1b5038b0a7a2 3
jamesheavey 27:1b5038b0a7a2 4
jamesheavey 27:1b5038b0a7a2 5 BreakoutEngine::BreakoutEngine()
jamesheavey 27:1b5038b0a7a2 6 {
jamesheavey 27:1b5038b0a7a2 7
jamesheavey 27:1b5038b0a7a2 8 }
jamesheavey 27:1b5038b0a7a2 9
jamesheavey 27:1b5038b0a7a2 10 BreakoutEngine::~BreakoutEngine()
jamesheavey 27:1b5038b0a7a2 11 {
jamesheavey 27:1b5038b0a7a2 12
jamesheavey 27:1b5038b0a7a2 13 }
jamesheavey 27:1b5038b0a7a2 14
jamesheavey 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 30:e3d2f0ca416f 23 _index = 0;
jamesheavey 27:1b5038b0a7a2 24
jamesheavey 27:1b5038b0a7a2 25 // y position on screen - WIDTH is defined in N5110.h
jamesheavey 27:1b5038b0a7a2 26 _p1y = HEIGHT - GAP;
jamesheavey 27:1b5038b0a7a2 27
jamesheavey 27:1b5038b0a7a2 28 // puts paddles and ball in middle
jamesheavey 27:1b5038b0a7a2 29 _p1.init(_p1y,_paddle_height,_paddle_width);
jamesheavey 27:1b5038b0a7a2 30 _ball.init(_ball_size,_speed);
jamesheavey 27:1b5038b0a7a2 31
jamesheavey 27:1b5038b0a7a2 32 _brick11.init(3,GAP+1,BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these
jamesheavey 27:1b5038b0a7a2 33 _brick12.init(16,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 34 _brick13.init(29,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 35 _brick14.init(42,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 36 _brick15.init(55,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 37 _brick16.init(68,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 38
jamesheavey 27:1b5038b0a7a2 39 _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 40 _brick22.init(16,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 41 _brick23.init(29,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 42 _brick24.init(42,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 43 _brick25.init(55,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 44 _brick26.init(68,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 45
jamesheavey 27:1b5038b0a7a2 46 _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 47 _brick32.init(16,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 48 _brick33.init(29,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 49 _brick34.init(42,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 50 _brick35.init(55,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 51 _brick36.init(68,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 52
jamesheavey 34:07ded1f83c59 53 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 54 listofBricks.push_back(_brick12);
jamesheavey 34:07ded1f83c59 55 listofBricks.push_back(_brick13);
jamesheavey 34:07ded1f83c59 56 listofBricks.push_back(_brick14);
jamesheavey 34:07ded1f83c59 57 listofBricks.push_back(_brick15);
jamesheavey 34:07ded1f83c59 58 listofBricks.push_back(_brick16);
jamesheavey 34:07ded1f83c59 59 listofBricks.push_back(_brick21);
jamesheavey 34:07ded1f83c59 60 listofBricks.push_back(_brick22);
jamesheavey 34:07ded1f83c59 61 listofBricks.push_back(_brick23);
jamesheavey 34:07ded1f83c59 62 listofBricks.push_back(_brick24);
jamesheavey 34:07ded1f83c59 63 listofBricks.push_back(_brick25);
jamesheavey 34:07ded1f83c59 64 listofBricks.push_back(_brick26);
jamesheavey 34:07ded1f83c59 65 listofBricks.push_back(_brick31);
jamesheavey 34:07ded1f83c59 66 listofBricks.push_back(_brick32);
jamesheavey 34:07ded1f83c59 67 listofBricks.push_back(_brick33);
jamesheavey 34:07ded1f83c59 68 listofBricks.push_back(_brick34);
jamesheavey 34:07ded1f83c59 69 listofBricks.push_back(_brick35);
jamesheavey 34:07ded1f83c59 70 listofBricks.push_back(_brick36);
jamesheavey 34:07ded1f83c59 71
jamesheavey 30:e3d2f0ca416f 72 _laser1.init(-10);
jamesheavey 30:e3d2f0ca416f 73 _laser2.init(-10);
jamesheavey 30:e3d2f0ca416f 74 _laser3.init(-10);
jamesheavey 35:3a614d539a54 75
jamesheavey 35:3a614d539a54 76 listofLasers.push_back(_laser1);
jamesheavey 35:3a614d539a54 77 listofLasers.push_back(_laser2);
jamesheavey 35:3a614d539a54 78 listofLasers.push_back(_laser3);
jamesheavey 27:1b5038b0a7a2 79 }
jamesheavey 27:1b5038b0a7a2 80
jamesheavey 27:1b5038b0a7a2 81 void BreakoutEngine::read_input(Gamepad &pad, bool x)
jamesheavey 27:1b5038b0a7a2 82 {
jamesheavey 27:1b5038b0a7a2 83 _d = pad.get_direction();
jamesheavey 27:1b5038b0a7a2 84 _mag = pad.get_mag();
jamesheavey 27:1b5038b0a7a2 85
jamesheavey 27:1b5038b0a7a2 86 if (x == true) {
jamesheavey 27:1b5038b0a7a2 87 _p1.set_tilt();
jamesheavey 27:1b5038b0a7a2 88 }
jamesheavey 27:1b5038b0a7a2 89 else {
jamesheavey 27:1b5038b0a7a2 90 _p1.set_joy();
jamesheavey 27:1b5038b0a7a2 91 }
jamesheavey 31:516d4e27765a 92 if (pad.check_event(Gamepad::B_PRESSED)) { // max of 3 lasers on screen at once
jamesheavey 29:5168318d3e88 93
jamesheavey 29:5168318d3e88 94 Vector2D p_pos = _p1.get_pos();
jamesheavey 30:e3d2f0ca416f 95 switch(_index){
jamesheavey 30:e3d2f0ca416f 96 case 0:
jamesheavey 36:cb73014d3a99 97 _laser1.set_posx(p_pos.x+7);
jamesheavey 36:cb73014d3a99 98 _laser1.set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 99 inc_index();
jamesheavey 30:e3d2f0ca416f 100 break;
jamesheavey 30:e3d2f0ca416f 101 case 1:
jamesheavey 36:cb73014d3a99 102 _laser2.set_posx(p_pos.x+7);
jamesheavey 36:cb73014d3a99 103 _laser2.set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 104 inc_index();
jamesheavey 30:e3d2f0ca416f 105 break;
jamesheavey 30:e3d2f0ca416f 106 case 2:
jamesheavey 36:cb73014d3a99 107 _laser3.set_posx(p_pos.x+7);
jamesheavey 36:cb73014d3a99 108 _laser3.set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 109 reset_index();
jamesheavey 30:e3d2f0ca416f 110 break;
jamesheavey 30:e3d2f0ca416f 111 }
jamesheavey 29:5168318d3e88 112 }
jamesheavey 27:1b5038b0a7a2 113 }
jamesheavey 27:1b5038b0a7a2 114
jamesheavey 30:e3d2f0ca416f 115 void BreakoutEngine::inc_index() {
jamesheavey 30:e3d2f0ca416f 116 _index ++;
jamesheavey 30:e3d2f0ca416f 117 }
jamesheavey 30:e3d2f0ca416f 118
jamesheavey 30:e3d2f0ca416f 119 void BreakoutEngine::reset_index() {
jamesheavey 30:e3d2f0ca416f 120 _index = 0;
jamesheavey 30:e3d2f0ca416f 121 }
jamesheavey 30:e3d2f0ca416f 122
jamesheavey 27:1b5038b0a7a2 123 void BreakoutEngine::draw(N5110 &lcd)
jamesheavey 27:1b5038b0a7a2 124 {
jamesheavey 27:1b5038b0a7a2 125 // draw the elements in the LCD buffer
jamesheavey 27:1b5038b0a7a2 126 // pitch
jamesheavey 27:1b5038b0a7a2 127 lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
jamesheavey 27:1b5038b0a7a2 128 //score
jamesheavey 27:1b5038b0a7a2 129 //print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 130 // paddles
jamesheavey 27:1b5038b0a7a2 131 _p1.draw(lcd);
jamesheavey 27:1b5038b0a7a2 132 // ball
jamesheavey 27:1b5038b0a7a2 133 _ball.draw(lcd);
jamesheavey 27:1b5038b0a7a2 134
jamesheavey 27:1b5038b0a7a2 135 //print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 136
jamesheavey 34:07ded1f83c59 137 for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
jamesheavey 34:07ded1f83c59 138 it->draw(lcd);
jamesheavey 34:07ded1f83c59 139 }
jamesheavey 35:3a614d539a54 140 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 35:3a614d539a54 141 it_L->draw(lcd);
jamesheavey 35:3a614d539a54 142 }
jamesheavey 27:1b5038b0a7a2 143
jamesheavey 27:1b5038b0a7a2 144 }
jamesheavey 27:1b5038b0a7a2 145
jamesheavey 27:1b5038b0a7a2 146
jamesheavey 27:1b5038b0a7a2 147 void BreakoutEngine::update(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 148 {
jamesheavey 27:1b5038b0a7a2 149 check_goal(pad);
jamesheavey 27:1b5038b0a7a2 150 // important to update paddles and ball before checking collisions so can
jamesheavey 27:1b5038b0a7a2 151 // correct for it before updating the display
jamesheavey 27:1b5038b0a7a2 152 _p1.update(_d,_mag);
jamesheavey 27:1b5038b0a7a2 153 _ball.update();
jamesheavey 35:3a614d539a54 154
jamesheavey 35:3a614d539a54 155 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 35:3a614d539a54 156 it_L->update();
jamesheavey 35:3a614d539a54 157 }
jamesheavey 35:3a614d539a54 158
jamesheavey 27:1b5038b0a7a2 159 lives_leds(pad);
jamesheavey 27:1b5038b0a7a2 160
jamesheavey 27:1b5038b0a7a2 161 check_wall_collision(pad);
jamesheavey 27:1b5038b0a7a2 162 check_paddle_collisions(pad);
jamesheavey 27:1b5038b0a7a2 163 check_brick_collisions(pad);
jamesheavey 36:cb73014d3a99 164 check_laser_collisions(pad);
jamesheavey 35:3a614d539a54 165
jamesheavey 35:3a614d539a54 166
jamesheavey 27:1b5038b0a7a2 167 }
jamesheavey 27:1b5038b0a7a2 168
jamesheavey 27:1b5038b0a7a2 169 void BreakoutEngine::lives_leds(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 170 {
jamesheavey 27:1b5038b0a7a2 171 if (_p1.get_lives() == 0) {
jamesheavey 27:1b5038b0a7a2 172 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 173 }
jamesheavey 27:1b5038b0a7a2 174
jamesheavey 27:1b5038b0a7a2 175 else if (_p1.get_lives() == 1) {
jamesheavey 27:1b5038b0a7a2 176 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 177 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 178 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 179 }
jamesheavey 27:1b5038b0a7a2 180
jamesheavey 27:1b5038b0a7a2 181 else if (_p1.get_lives() == 2) {
jamesheavey 27:1b5038b0a7a2 182 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 183 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 184 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 185 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 186 }
jamesheavey 27:1b5038b0a7a2 187
jamesheavey 27:1b5038b0a7a2 188 else if (_p1.get_lives() == 3) {
jamesheavey 27:1b5038b0a7a2 189 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 190 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 191 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 192 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 193 pad.led(3,1);
jamesheavey 27:1b5038b0a7a2 194 }
jamesheavey 27:1b5038b0a7a2 195
jamesheavey 27:1b5038b0a7a2 196 else if (_p1.get_lives() == 4) {
jamesheavey 27:1b5038b0a7a2 197 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 198 pad.led(5,0);
jamesheavey 27:1b5038b0a7a2 199 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 200 }
jamesheavey 27:1b5038b0a7a2 201
jamesheavey 27:1b5038b0a7a2 202 else if (_p1.get_lives() == 5) {
jamesheavey 27:1b5038b0a7a2 203 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 204 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 205 }
jamesheavey 27:1b5038b0a7a2 206
jamesheavey 27:1b5038b0a7a2 207 else if (_p1.get_lives() == 6) {
jamesheavey 27:1b5038b0a7a2 208 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 209 }
jamesheavey 27:1b5038b0a7a2 210 }
jamesheavey 27:1b5038b0a7a2 211
jamesheavey 27:1b5038b0a7a2 212 int BreakoutEngine::get_lives() {
jamesheavey 27:1b5038b0a7a2 213 return _p1.get_lives();
jamesheavey 27:1b5038b0a7a2 214 }
jamesheavey 27:1b5038b0a7a2 215
jamesheavey 27:1b5038b0a7a2 216 void BreakoutEngine::check_wall_collision(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 217 {
jamesheavey 27:1b5038b0a7a2 218 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 219 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 220 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 221
jamesheavey 27:1b5038b0a7a2 222 if (ball_pos.y <= 1) { // 1 due to 1 pixel boundary
jamesheavey 27:1b5038b0a7a2 223 ball_pos.y = 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 224 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 225 // audio feedback
jamesheavey 27:1b5038b0a7a2 226 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 227 }
jamesheavey 27:1b5038b0a7a2 228
jamesheavey 27:1b5038b0a7a2 229 else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary
jamesheavey 27:1b5038b0a7a2 230 ball_pos.x = 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 231 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 232 // audio feedback
jamesheavey 27:1b5038b0a7a2 233 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 234 }
jamesheavey 27:1b5038b0a7a2 235
jamesheavey 27:1b5038b0a7a2 236 // check if hit bottom wall
jamesheavey 27:1b5038b0a7a2 237 else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47
jamesheavey 27:1b5038b0a7a2 238 // hit bottom
jamesheavey 27:1b5038b0a7a2 239 ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen
jamesheavey 27:1b5038b0a7a2 240 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 241 // audio feedback
jamesheavey 27:1b5038b0a7a2 242 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 243 }
jamesheavey 27:1b5038b0a7a2 244
jamesheavey 27:1b5038b0a7a2 245 // update ball parameters
jamesheavey 27:1b5038b0a7a2 246 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 247 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 248
jamesheavey 27:1b5038b0a7a2 249 }
jamesheavey 27:1b5038b0a7a2 250
jamesheavey 27:1b5038b0a7a2 251 void BreakoutEngine::check_paddle_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 252 {
jamesheavey 27:1b5038b0a7a2 253 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 254 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 255 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 256
jamesheavey 27:1b5038b0a7a2 257 // check p1 first
jamesheavey 27:1b5038b0a7a2 258 Vector2D p1_pos = _p1.get_pos();
jamesheavey 27:1b5038b0a7a2 259
jamesheavey 27:1b5038b0a7a2 260 // see if ball has hit the paddle by checking for overlaps
jamesheavey 27:1b5038b0a7a2 261 if (
jamesheavey 27:1b5038b0a7a2 262 (ball_pos.x >= p1_pos.x) && //left
jamesheavey 27:1b5038b0a7a2 263 (ball_pos.x <= p1_pos.x + _paddle_width) && //right
jamesheavey 27:1b5038b0a7a2 264 (ball_pos.y >= _p1y) && //bottom
jamesheavey 27:1b5038b0a7a2 265 (ball_pos.y <= _p1y + _paddle_height) //top
jamesheavey 27:1b5038b0a7a2 266 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 27:1b5038b0a7a2 267 // if it has, fix position and reflect x velocity
jamesheavey 27:1b5038b0a7a2 268 pad.tone(1000.0,0.1);
jamesheavey 27:1b5038b0a7a2 269 ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 270 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 271
jamesheavey 27:1b5038b0a7a2 272 // 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 273 // ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 274 // ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 275 // }
jamesheavey 27:1b5038b0a7a2 276 // else if (ball_pos.x <= p1_pos.x + PADDLE_WIDTH/2) {
jamesheavey 27:1b5038b0a7a2 277 // 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 278 // if (ball_velocity.x > 0) {
jamesheavey 27:1b5038b0a7a2 279 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 280 // }
jamesheavey 27:1b5038b0a7a2 281 // ball_pos.y = _p1y + _paddle_heigh - 1;
jamesheavey 27:1b5038b0a7a2 282 // ball_velocity.y = -tan(ang);
jamesheavey 27:1b5038b0a7a2 283 // }
jamesheavey 27:1b5038b0a7a2 284 // else if (ball_pos.x >= p1_pos.x + PADDLE_WIDTH/2) {
jamesheavey 27:1b5038b0a7a2 285 // 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 286 // if (ball_velocity.x < 0) {
jamesheavey 27:1b5038b0a7a2 287 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 288 // }
jamesheavey 27:1b5038b0a7a2 289 // ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 290 // ball_velocity.y = -tan(ang);
jamesheavey 27:1b5038b0a7a2 291 // }
jamesheavey 27:1b5038b0a7a2 292 }
jamesheavey 27:1b5038b0a7a2 293
jamesheavey 27:1b5038b0a7a2 294 // write new attributes
jamesheavey 27:1b5038b0a7a2 295 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 296 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 297 }
jamesheavey 27:1b5038b0a7a2 298
jamesheavey 27:1b5038b0a7a2 299 void BreakoutEngine::check_brick_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 300 {
jamesheavey 27:1b5038b0a7a2 301 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 302 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 303 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 304
jamesheavey 34:07ded1f83c59 305 for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
jamesheavey 34:07ded1f83c59 306 if (
jamesheavey 34:07ded1f83c59 307 (ball_pos.x >= it -> get_x()) && //left
jamesheavey 34:07ded1f83c59 308 (ball_pos.x <= it -> get_x() + BRICK_WIDTH) && //right
jamesheavey 34:07ded1f83c59 309 (ball_pos.y >= it -> get_y()) && //bottom
jamesheavey 34:07ded1f83c59 310 (ball_pos.y <= it -> get_y() + BRICK_HEIGHT) //top
jamesheavey 34:07ded1f83c59 311 ) { // 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 312 // if it has, fix position and reflect x velocity
jamesheavey 34:07ded1f83c59 313 ball_pos.y = it -> get_y() + BRICK_HEIGHT;
jamesheavey 34:07ded1f83c59 314 ball_velocity.y = -ball_velocity.y;
jamesheavey 34:07ded1f83c59 315 // audio feedback
jamesheavey 34:07ded1f83c59 316 pad.tone(1000.0,0.1);
jamesheavey 34:07ded1f83c59 317 it -> hit();
jamesheavey 34:07ded1f83c59 318 it -> hit();
jamesheavey 34:07ded1f83c59 319 //delete _brick11;
jamesheavey 34:07ded1f83c59 320 it -> set_posx(-100);
jamesheavey 34:07ded1f83c59 321 it -> set_posy(-100);
jamesheavey 34:07ded1f83c59 322 one_less();
jamesheavey 34:07ded1f83c59 323 }
jamesheavey 27:1b5038b0a7a2 324 }
jamesheavey 27:1b5038b0a7a2 325 // write new attributes
jamesheavey 27:1b5038b0a7a2 326 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 327 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 328 }
jamesheavey 36:cb73014d3a99 329
jamesheavey 32:4dba7a85dbb2 330 void BreakoutEngine::check_laser_collisions(Gamepad &pad)
jamesheavey 32:4dba7a85dbb2 331 {
jamesheavey 32:4dba7a85dbb2 332 // read current ball attributes
jamesheavey 34:07ded1f83c59 333 // check p1 first
jamesheavey 36:cb73014d3a99 334 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 36:cb73014d3a99 335 for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
jamesheavey 36:cb73014d3a99 336 if (
jamesheavey 36:cb73014d3a99 337 (it_L -> get_x() >= it -> get_x()) && //left
jamesheavey 36:cb73014d3a99 338 (it_L -> get_x() <= it -> get_x() + BRICK_WIDTH) && //right
jamesheavey 36:cb73014d3a99 339 (it_L -> get_y() >= it -> get_y()) && //bottom
jamesheavey 36:cb73014d3a99 340 (it_L -> get_y()<= it -> get_y() + BRICK_HEIGHT) //top
jamesheavey 36:cb73014d3a99 341 ) { // 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 342 // if it has, fix position and reflect x velocity
jamesheavey 36:cb73014d3a99 343 it_L -> set_posx(-100);
jamesheavey 36:cb73014d3a99 344 // audio feedback
jamesheavey 36:cb73014d3a99 345 pad.tone(1000.0,0.1);
jamesheavey 36:cb73014d3a99 346 if(it->hit() == true) {
jamesheavey 36:cb73014d3a99 347 it -> set_posx(-100);
jamesheavey 36:cb73014d3a99 348 it -> set_posy(-100);
jamesheavey 36:cb73014d3a99 349 one_less();
jamesheavey 36:cb73014d3a99 350 }
jamesheavey 36:cb73014d3a99 351 }
jamesheavey 34:07ded1f83c59 352 }
jamesheavey 34:07ded1f83c59 353 }
jamesheavey 36:cb73014d3a99 354 }
jamesheavey 32:4dba7a85dbb2 355
jamesheavey 27:1b5038b0a7a2 356 bool BreakoutEngine::check_goal(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 357 {
jamesheavey 27:1b5038b0a7a2 358 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 359 // P1 has scored
jamesheavey 27:1b5038b0a7a2 360 if (ball_pos.y > HEIGHT) {
jamesheavey 27:1b5038b0a7a2 361 _p1.lose_life();
jamesheavey 27:1b5038b0a7a2 362 //lose_screen(); // go to loss screen then initialise again
jamesheavey 27:1b5038b0a7a2 363
jamesheavey 27:1b5038b0a7a2 364 _ball.init(_ball_size,_speed);
jamesheavey 27:1b5038b0a7a2 365 pad.tone(1500.0,0.5);
jamesheavey 27:1b5038b0a7a2 366 return true;
jamesheavey 27:1b5038b0a7a2 367 }
jamesheavey 27:1b5038b0a7a2 368 else {
jamesheavey 27:1b5038b0a7a2 369 return false;
jamesheavey 27:1b5038b0a7a2 370 }
jamesheavey 27:1b5038b0a7a2 371 }
jamesheavey 27:1b5038b0a7a2 372
jamesheavey 27:1b5038b0a7a2 373
jamesheavey 27:1b5038b0a7a2 374
jamesheavey 34:07ded1f83c59 375 void BreakoutEngine::print_scores(N5110 &lcd) //maybe add to oneless
jamesheavey 27:1b5038b0a7a2 376 {
jamesheavey 27:1b5038b0a7a2 377 // get scores from paddles
jamesheavey 27:1b5038b0a7a2 378 int p1_score = _p1.get_lives();
jamesheavey 27:1b5038b0a7a2 379
jamesheavey 27:1b5038b0a7a2 380 // print to LCD i
jamesheavey 27:1b5038b0a7a2 381 char buffer1[14];
jamesheavey 27:1b5038b0a7a2 382 sprintf(buffer1,"%2d",p1_score);
jamesheavey 27:1b5038b0a7a2 383 lcd.printString(buffer1,WIDTH/2 -8,4); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
jamesheavey 27:1b5038b0a7a2 384 }
jamesheavey 27:1b5038b0a7a2 385
jamesheavey 27:1b5038b0a7a2 386 int BreakoutEngine::get_num_left(){
jamesheavey 27:1b5038b0a7a2 387 return _number_left;
jamesheavey 27:1b5038b0a7a2 388 }
jamesheavey 27:1b5038b0a7a2 389 void BreakoutEngine::one_less() {
jamesheavey 27:1b5038b0a7a2 390 _number_left -= 1;
jamesheavey 27:1b5038b0a7a2 391 }