James Heavey
/
EL17JH
FINAL VERSION
BreakoutEngine/BreakoutEngine.cpp@30:e3d2f0ca416f, 2019-04-24 (annotated)
- Committer:
- jamesheavey
- Date:
- Wed Apr 24 05:56:06 2019 +0000
- Revision:
- 30:e3d2f0ca416f
- Parent:
- 29:5168318d3e88
- Child:
- 31:516d4e27765a
max number of lasers bug
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 | 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 | 30:e3d2f0ca416f | 53 | _laser1.init(-10); |
jamesheavey | 30:e3d2f0ca416f | 54 | _laser2.init(-10); |
jamesheavey | 30:e3d2f0ca416f | 55 | _laser3.init(-10); |
jamesheavey | 30:e3d2f0ca416f | 56 | _laser4.init(-10); |
jamesheavey | 30:e3d2f0ca416f | 57 | _laser5.init(-10); |
jamesheavey | 29:5168318d3e88 | 58 | |
jamesheavey | 27:1b5038b0a7a2 | 59 | //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 | 60 | //listofBricks.push_back(_brick12); |
jamesheavey | 27:1b5038b0a7a2 | 61 | //listofBricks.push_back(_brick13); |
jamesheavey | 27:1b5038b0a7a2 | 62 | //listofBricks.push_back(_brick14); |
jamesheavey | 27:1b5038b0a7a2 | 63 | //listofBricks.push_back(_brick15); |
jamesheavey | 27:1b5038b0a7a2 | 64 | //listofBricks.push_back(_brick16); |
jamesheavey | 27:1b5038b0a7a2 | 65 | |
jamesheavey | 27:1b5038b0a7a2 | 66 | //listofBricks.push_back(_brick21); |
jamesheavey | 27:1b5038b0a7a2 | 67 | //listofBricks.push_back(_brick22); |
jamesheavey | 27:1b5038b0a7a2 | 68 | //listofBricks.push_back(_brick23); |
jamesheavey | 27:1b5038b0a7a2 | 69 | //listofBricks.push_back(_brick24); |
jamesheavey | 27:1b5038b0a7a2 | 70 | //listofBricks.push_back(_brick25); |
jamesheavey | 27:1b5038b0a7a2 | 71 | //listofBricks.push_back(_brick26); |
jamesheavey | 27:1b5038b0a7a2 | 72 | |
jamesheavey | 27:1b5038b0a7a2 | 73 | //listofBricks.push_back(_brick31); |
jamesheavey | 27:1b5038b0a7a2 | 74 | //listofBricks.push_back(_brick32); |
jamesheavey | 27:1b5038b0a7a2 | 75 | //listofBricks.push_back(_brick33); |
jamesheavey | 27:1b5038b0a7a2 | 76 | //listofBricks.push_back(_brick34); |
jamesheavey | 27:1b5038b0a7a2 | 77 | //listofBricks.push_back(_brick35); |
jamesheavey | 27:1b5038b0a7a2 | 78 | //listofBricks.push_back(_brick36); |
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 | 30:e3d2f0ca416f | 92 | if (pad.check_event(Gamepad::B_PRESSED)) { // max of 5 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 | 30:e3d2f0ca416f | 97 | Vector2D laser1_pos = _laser1.get_pos(); |
jamesheavey | 30:e3d2f0ca416f | 98 | laser1_pos.x = p_pos.x+7; |
jamesheavey | 30:e3d2f0ca416f | 99 | laser1_pos.y = p_pos.y; |
jamesheavey | 30:e3d2f0ca416f | 100 | _laser1.set_pos(laser1_pos); |
jamesheavey | 30:e3d2f0ca416f | 101 | inc_index(); |
jamesheavey | 30:e3d2f0ca416f | 102 | break; |
jamesheavey | 30:e3d2f0ca416f | 103 | case 1: |
jamesheavey | 30:e3d2f0ca416f | 104 | Vector2D laser2_pos = _laser2.get_pos(); |
jamesheavey | 30:e3d2f0ca416f | 105 | laser2_pos.x = p_pos.x+7; |
jamesheavey | 30:e3d2f0ca416f | 106 | laser2_pos.y = p_pos.y; |
jamesheavey | 30:e3d2f0ca416f | 107 | _laser2.set_pos(laser2_pos); |
jamesheavey | 30:e3d2f0ca416f | 108 | inc_index(); |
jamesheavey | 30:e3d2f0ca416f | 109 | break; |
jamesheavey | 30:e3d2f0ca416f | 110 | case 2: |
jamesheavey | 30:e3d2f0ca416f | 111 | Vector2D laser3_pos = _laser3.get_pos(); |
jamesheavey | 30:e3d2f0ca416f | 112 | laser3_pos.x = p_pos.x+7; |
jamesheavey | 30:e3d2f0ca416f | 113 | laser3_pos.y = p_pos.y; |
jamesheavey | 30:e3d2f0ca416f | 114 | _laser3.set_pos(laser3_pos); |
jamesheavey | 30:e3d2f0ca416f | 115 | inc_index(); |
jamesheavey | 30:e3d2f0ca416f | 116 | break; |
jamesheavey | 30:e3d2f0ca416f | 117 | case 3: |
jamesheavey | 30:e3d2f0ca416f | 118 | Vector2D laser4_pos = _laser4.get_pos(); |
jamesheavey | 30:e3d2f0ca416f | 119 | laser4_pos.x = p_pos.x+7; |
jamesheavey | 30:e3d2f0ca416f | 120 | laser4_pos.y = p_pos.y; |
jamesheavey | 30:e3d2f0ca416f | 121 | _laser1.set_pos(laser4_pos); |
jamesheavey | 30:e3d2f0ca416f | 122 | inc_index(); |
jamesheavey | 30:e3d2f0ca416f | 123 | break; |
jamesheavey | 30:e3d2f0ca416f | 124 | case 4: |
jamesheavey | 30:e3d2f0ca416f | 125 | Vector2D laser5_pos = _laser5.get_pos(); |
jamesheavey | 30:e3d2f0ca416f | 126 | laser5_pos.x = p_pos.x+7; |
jamesheavey | 30:e3d2f0ca416f | 127 | laser5_pos.y = p_pos.y; |
jamesheavey | 30:e3d2f0ca416f | 128 | _laser5.set_pos(laser5_pos); |
jamesheavey | 30:e3d2f0ca416f | 129 | reset_index(); |
jamesheavey | 30:e3d2f0ca416f | 130 | break; |
jamesheavey | 30:e3d2f0ca416f | 131 | } |
jamesheavey | 29:5168318d3e88 | 132 | } |
jamesheavey | 27:1b5038b0a7a2 | 133 | } |
jamesheavey | 27:1b5038b0a7a2 | 134 | |
jamesheavey | 30:e3d2f0ca416f | 135 | void BreakoutEngine::inc_index() { |
jamesheavey | 30:e3d2f0ca416f | 136 | _index ++; |
jamesheavey | 30:e3d2f0ca416f | 137 | } |
jamesheavey | 30:e3d2f0ca416f | 138 | |
jamesheavey | 30:e3d2f0ca416f | 139 | void BreakoutEngine::reset_index() { |
jamesheavey | 30:e3d2f0ca416f | 140 | _index = 0; |
jamesheavey | 30:e3d2f0ca416f | 141 | } |
jamesheavey | 30:e3d2f0ca416f | 142 | |
jamesheavey | 27:1b5038b0a7a2 | 143 | void BreakoutEngine::draw(N5110 &lcd) |
jamesheavey | 27:1b5038b0a7a2 | 144 | { |
jamesheavey | 27:1b5038b0a7a2 | 145 | // draw the elements in the LCD buffer |
jamesheavey | 27:1b5038b0a7a2 | 146 | // pitch |
jamesheavey | 27:1b5038b0a7a2 | 147 | lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT); |
jamesheavey | 27:1b5038b0a7a2 | 148 | //score |
jamesheavey | 27:1b5038b0a7a2 | 149 | //print_scores(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 150 | // paddles |
jamesheavey | 27:1b5038b0a7a2 | 151 | _p1.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 152 | // ball |
jamesheavey | 27:1b5038b0a7a2 | 153 | _ball.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 154 | |
jamesheavey | 27:1b5038b0a7a2 | 155 | //print_scores(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 156 | |
jamesheavey | 27:1b5038b0a7a2 | 157 | _brick11.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 158 | _brick12.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 159 | _brick13.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 160 | _brick14.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 161 | _brick15.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 162 | _brick16.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 163 | |
jamesheavey | 27:1b5038b0a7a2 | 164 | _brick21.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 165 | _brick22.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 166 | _brick23.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 167 | _brick24.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 168 | _brick25.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 169 | _brick26.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 170 | |
jamesheavey | 27:1b5038b0a7a2 | 171 | _brick31.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 172 | _brick32.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 173 | _brick33.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 174 | _brick34.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 175 | _brick35.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 176 | _brick36.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 177 | |
jamesheavey | 30:e3d2f0ca416f | 178 | _laser1.draw(lcd); |
jamesheavey | 30:e3d2f0ca416f | 179 | _laser2.draw(lcd); |
jamesheavey | 30:e3d2f0ca416f | 180 | _laser3.draw(lcd); |
jamesheavey | 30:e3d2f0ca416f | 181 | _laser4.draw(lcd); |
jamesheavey | 30:e3d2f0ca416f | 182 | _laser5.draw(lcd); |
jamesheavey | 27:1b5038b0a7a2 | 183 | |
jamesheavey | 27:1b5038b0a7a2 | 184 | |
jamesheavey | 27:1b5038b0a7a2 | 185 | // for (it = listofBricks.begin(); it != listofBricks.end(); it++) |
jamesheavey | 27:1b5038b0a7a2 | 186 | // { |
jamesheavey | 27:1b5038b0a7a2 | 187 | // int x = it->_x; |
jamesheavey | 27:1b5038b0a7a2 | 188 | // int y = it->_y; |
jamesheavey | 27:1b5038b0a7a2 | 189 | |
jamesheavey | 27:1b5038b0a7a2 | 190 | // lcd.drawRect(_x,_y,_width,_height,FILL_TRANSPARENT); |
jamesheavey | 27:1b5038b0a7a2 | 191 | // } |
jamesheavey | 27:1b5038b0a7a2 | 192 | |
jamesheavey | 27:1b5038b0a7a2 | 193 | |
jamesheavey | 27:1b5038b0a7a2 | 194 | |
jamesheavey | 27:1b5038b0a7a2 | 195 | |
jamesheavey | 27:1b5038b0a7a2 | 196 | |
jamesheavey | 27:1b5038b0a7a2 | 197 | // for(int i = GAP+1; i <= WIDTH; i+= BRICK_WIDTH + 1){ |
jamesheavey | 27:1b5038b0a7a2 | 198 | // for(int j = GAP+1; j <= (BRICK_HEIGHT + 1)*3; j+= BRICK_HEIGHT + 1){ |
jamesheavey | 27:1b5038b0a7a2 | 199 | // Vector2D _grid[i][j]= _brick.init(i, j,BRICK_WIDTH,BRICK_HEIGHT); |
jamesheavey | 27:1b5038b0a7a2 | 200 | // } |
jamesheavey | 27:1b5038b0a7a2 | 201 | // } |
jamesheavey | 27:1b5038b0a7a2 | 202 | } |
jamesheavey | 27:1b5038b0a7a2 | 203 | |
jamesheavey | 27:1b5038b0a7a2 | 204 | |
jamesheavey | 27:1b5038b0a7a2 | 205 | void BreakoutEngine::update(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 206 | { |
jamesheavey | 27:1b5038b0a7a2 | 207 | check_goal(pad); |
jamesheavey | 27:1b5038b0a7a2 | 208 | // important to update paddles and ball before checking collisions so can |
jamesheavey | 27:1b5038b0a7a2 | 209 | // correct for it before updating the display |
jamesheavey | 27:1b5038b0a7a2 | 210 | _p1.update(_d,_mag); |
jamesheavey | 27:1b5038b0a7a2 | 211 | _ball.update(); |
jamesheavey | 30:e3d2f0ca416f | 212 | _laser1.update(); |
jamesheavey | 30:e3d2f0ca416f | 213 | _laser2.update(); |
jamesheavey | 30:e3d2f0ca416f | 214 | _laser3.update(); |
jamesheavey | 30:e3d2f0ca416f | 215 | _laser4.update(); |
jamesheavey | 30:e3d2f0ca416f | 216 | _laser5.update(); |
jamesheavey | 27:1b5038b0a7a2 | 217 | lives_leds(pad); |
jamesheavey | 27:1b5038b0a7a2 | 218 | |
jamesheavey | 27:1b5038b0a7a2 | 219 | check_wall_collision(pad); |
jamesheavey | 27:1b5038b0a7a2 | 220 | check_paddle_collisions(pad); |
jamesheavey | 27:1b5038b0a7a2 | 221 | check_brick_collisions(pad); |
jamesheavey | 27:1b5038b0a7a2 | 222 | } |
jamesheavey | 27:1b5038b0a7a2 | 223 | |
jamesheavey | 27:1b5038b0a7a2 | 224 | void BreakoutEngine::lives_leds(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 225 | { |
jamesheavey | 27:1b5038b0a7a2 | 226 | if (_p1.get_lives() == 0) { |
jamesheavey | 27:1b5038b0a7a2 | 227 | pad.leds_off(); |
jamesheavey | 27:1b5038b0a7a2 | 228 | } |
jamesheavey | 27:1b5038b0a7a2 | 229 | |
jamesheavey | 27:1b5038b0a7a2 | 230 | else if (_p1.get_lives() == 1) { |
jamesheavey | 27:1b5038b0a7a2 | 231 | //turn leftmost led on |
jamesheavey | 27:1b5038b0a7a2 | 232 | pad.leds_off(); |
jamesheavey | 27:1b5038b0a7a2 | 233 | pad.led(1,1); |
jamesheavey | 27:1b5038b0a7a2 | 234 | } |
jamesheavey | 27:1b5038b0a7a2 | 235 | |
jamesheavey | 27:1b5038b0a7a2 | 236 | else if (_p1.get_lives() == 2) { |
jamesheavey | 27:1b5038b0a7a2 | 237 | //turn leftmost led on |
jamesheavey | 27:1b5038b0a7a2 | 238 | pad.leds_off(); |
jamesheavey | 27:1b5038b0a7a2 | 239 | pad.led(1,1); |
jamesheavey | 27:1b5038b0a7a2 | 240 | pad.led(2,1); |
jamesheavey | 27:1b5038b0a7a2 | 241 | } |
jamesheavey | 27:1b5038b0a7a2 | 242 | |
jamesheavey | 27:1b5038b0a7a2 | 243 | else if (_p1.get_lives() == 3) { |
jamesheavey | 27:1b5038b0a7a2 | 244 | //turn leftmost led on |
jamesheavey | 27:1b5038b0a7a2 | 245 | pad.leds_off(); |
jamesheavey | 27:1b5038b0a7a2 | 246 | pad.led(1,1); |
jamesheavey | 27:1b5038b0a7a2 | 247 | pad.led(2,1); |
jamesheavey | 27:1b5038b0a7a2 | 248 | pad.led(3,1); |
jamesheavey | 27:1b5038b0a7a2 | 249 | } |
jamesheavey | 27:1b5038b0a7a2 | 250 | |
jamesheavey | 27:1b5038b0a7a2 | 251 | else if (_p1.get_lives() == 4) { |
jamesheavey | 27:1b5038b0a7a2 | 252 | pad.leds_on(); |
jamesheavey | 27:1b5038b0a7a2 | 253 | pad.led(5,0); |
jamesheavey | 27:1b5038b0a7a2 | 254 | pad.led(6,0); |
jamesheavey | 27:1b5038b0a7a2 | 255 | } |
jamesheavey | 27:1b5038b0a7a2 | 256 | |
jamesheavey | 27:1b5038b0a7a2 | 257 | else if (_p1.get_lives() == 5) { |
jamesheavey | 27:1b5038b0a7a2 | 258 | pad.leds_on(); |
jamesheavey | 27:1b5038b0a7a2 | 259 | pad.led(6,0); |
jamesheavey | 27:1b5038b0a7a2 | 260 | } |
jamesheavey | 27:1b5038b0a7a2 | 261 | |
jamesheavey | 27:1b5038b0a7a2 | 262 | else if (_p1.get_lives() == 6) { |
jamesheavey | 27:1b5038b0a7a2 | 263 | pad.leds_on(); |
jamesheavey | 27:1b5038b0a7a2 | 264 | } |
jamesheavey | 27:1b5038b0a7a2 | 265 | } |
jamesheavey | 27:1b5038b0a7a2 | 266 | |
jamesheavey | 27:1b5038b0a7a2 | 267 | int BreakoutEngine::get_lives() { |
jamesheavey | 27:1b5038b0a7a2 | 268 | return _p1.get_lives(); |
jamesheavey | 27:1b5038b0a7a2 | 269 | } |
jamesheavey | 27:1b5038b0a7a2 | 270 | |
jamesheavey | 27:1b5038b0a7a2 | 271 | void BreakoutEngine::check_wall_collision(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 272 | { |
jamesheavey | 27:1b5038b0a7a2 | 273 | // read current ball attributes |
jamesheavey | 27:1b5038b0a7a2 | 274 | Vector2D ball_pos = _ball.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 275 | Vector2D ball_velocity = _ball.get_velocity(); |
jamesheavey | 27:1b5038b0a7a2 | 276 | |
jamesheavey | 27:1b5038b0a7a2 | 277 | if (ball_pos.y <= 1) { // 1 due to 1 pixel boundary |
jamesheavey | 27:1b5038b0a7a2 | 278 | ball_pos.y = 1; // bounce off ceiling without going off screen |
jamesheavey | 27:1b5038b0a7a2 | 279 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 280 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 281 | pad.tone(750.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 282 | } |
jamesheavey | 27:1b5038b0a7a2 | 283 | |
jamesheavey | 27:1b5038b0a7a2 | 284 | else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary |
jamesheavey | 27:1b5038b0a7a2 | 285 | ball_pos.x = 1; // bounce off ceiling without going off screen |
jamesheavey | 27:1b5038b0a7a2 | 286 | ball_velocity.x = -ball_velocity.x; |
jamesheavey | 27:1b5038b0a7a2 | 287 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 288 | pad.tone(750.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 289 | } |
jamesheavey | 27:1b5038b0a7a2 | 290 | |
jamesheavey | 27:1b5038b0a7a2 | 291 | // check if hit bottom wall |
jamesheavey | 27:1b5038b0a7a2 | 292 | else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47 |
jamesheavey | 27:1b5038b0a7a2 | 293 | // hit bottom |
jamesheavey | 27:1b5038b0a7a2 | 294 | ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen |
jamesheavey | 27:1b5038b0a7a2 | 295 | ball_velocity.x = -ball_velocity.x; |
jamesheavey | 27:1b5038b0a7a2 | 296 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 297 | pad.tone(750.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 298 | } |
jamesheavey | 27:1b5038b0a7a2 | 299 | |
jamesheavey | 27:1b5038b0a7a2 | 300 | // update ball parameters |
jamesheavey | 27:1b5038b0a7a2 | 301 | _ball.set_velocity(ball_velocity); |
jamesheavey | 27:1b5038b0a7a2 | 302 | _ball.set_pos(ball_pos); |
jamesheavey | 27:1b5038b0a7a2 | 303 | |
jamesheavey | 27:1b5038b0a7a2 | 304 | } |
jamesheavey | 27:1b5038b0a7a2 | 305 | |
jamesheavey | 27:1b5038b0a7a2 | 306 | void BreakoutEngine::check_paddle_collisions(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 307 | { |
jamesheavey | 27:1b5038b0a7a2 | 308 | // read current ball attributes |
jamesheavey | 27:1b5038b0a7a2 | 309 | Vector2D ball_pos = _ball.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 310 | Vector2D ball_velocity = _ball.get_velocity(); |
jamesheavey | 27:1b5038b0a7a2 | 311 | |
jamesheavey | 27:1b5038b0a7a2 | 312 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 313 | Vector2D p1_pos = _p1.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 314 | |
jamesheavey | 27:1b5038b0a7a2 | 315 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 316 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 317 | (ball_pos.x >= p1_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 318 | (ball_pos.x <= p1_pos.x + _paddle_width) && //right |
jamesheavey | 27:1b5038b0a7a2 | 319 | (ball_pos.y >= _p1y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 320 | (ball_pos.y <= _p1y + _paddle_height) //top |
jamesheavey | 27:1b5038b0a7a2 | 321 | ) { // 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 | 322 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 323 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 324 | ball_pos.y = _p1y + _paddle_height - 1; |
jamesheavey | 27:1b5038b0a7a2 | 325 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 326 | |
jamesheavey | 27:1b5038b0a7a2 | 327 | // 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 | 328 | // ball_pos.y = _p1y + _paddle_height - 1; |
jamesheavey | 27:1b5038b0a7a2 | 329 | // ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 330 | // } |
jamesheavey | 27:1b5038b0a7a2 | 331 | // else if (ball_pos.x <= p1_pos.x + PADDLE_WIDTH/2) { |
jamesheavey | 27:1b5038b0a7a2 | 332 | // 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 | 333 | // if (ball_velocity.x > 0) { |
jamesheavey | 27:1b5038b0a7a2 | 334 | // ball_velocity.x = -ball_velocity.x; |
jamesheavey | 27:1b5038b0a7a2 | 335 | // } |
jamesheavey | 27:1b5038b0a7a2 | 336 | // ball_pos.y = _p1y + _paddle_heigh - 1; |
jamesheavey | 27:1b5038b0a7a2 | 337 | // ball_velocity.y = -tan(ang); |
jamesheavey | 27:1b5038b0a7a2 | 338 | // } |
jamesheavey | 27:1b5038b0a7a2 | 339 | // else if (ball_pos.x >= p1_pos.x + PADDLE_WIDTH/2) { |
jamesheavey | 27:1b5038b0a7a2 | 340 | // 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 | 341 | // if (ball_velocity.x < 0) { |
jamesheavey | 27:1b5038b0a7a2 | 342 | // ball_velocity.x = -ball_velocity.x; |
jamesheavey | 27:1b5038b0a7a2 | 343 | // } |
jamesheavey | 27:1b5038b0a7a2 | 344 | // ball_pos.y = _p1y + _paddle_height - 1; |
jamesheavey | 27:1b5038b0a7a2 | 345 | // ball_velocity.y = -tan(ang); |
jamesheavey | 27:1b5038b0a7a2 | 346 | // } |
jamesheavey | 27:1b5038b0a7a2 | 347 | } |
jamesheavey | 27:1b5038b0a7a2 | 348 | |
jamesheavey | 27:1b5038b0a7a2 | 349 | // write new attributes |
jamesheavey | 27:1b5038b0a7a2 | 350 | _ball.set_velocity(ball_velocity); |
jamesheavey | 27:1b5038b0a7a2 | 351 | _ball.set_pos(ball_pos); |
jamesheavey | 27:1b5038b0a7a2 | 352 | } |
jamesheavey | 27:1b5038b0a7a2 | 353 | |
jamesheavey | 27:1b5038b0a7a2 | 354 | void BreakoutEngine::check_brick_collisions(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 355 | { |
jamesheavey | 27:1b5038b0a7a2 | 356 | // read current ball attributes |
jamesheavey | 27:1b5038b0a7a2 | 357 | Vector2D ball_pos = _ball.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 358 | Vector2D ball_velocity = _ball.get_velocity(); |
jamesheavey | 27:1b5038b0a7a2 | 359 | |
jamesheavey | 27:1b5038b0a7a2 | 360 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 361 | Vector2D _brick11_pos = _brick11.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 362 | |
jamesheavey | 27:1b5038b0a7a2 | 363 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 364 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 365 | (ball_pos.x >= _brick11_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 366 | (ball_pos.x <= _brick11_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 367 | (ball_pos.y >= _brick11_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 368 | (ball_pos.y <= _brick11_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 369 | ) { // 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 | 370 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 371 | ball_pos.y = _brick11_pos.y + BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 372 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 373 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 374 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 375 | _brick11.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 376 | //delete _brick11; |
jamesheavey | 27:1b5038b0a7a2 | 377 | _brick11_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 378 | _brick11_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 379 | _brick11.set_pos(_brick11_pos); |
jamesheavey | 27:1b5038b0a7a2 | 380 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 381 | } |
jamesheavey | 27:1b5038b0a7a2 | 382 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 383 | Vector2D _brick12_pos = _brick12.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 384 | |
jamesheavey | 27:1b5038b0a7a2 | 385 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 386 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 387 | (ball_pos.x >= _brick12_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 388 | (ball_pos.x <= _brick12_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 389 | (ball_pos.y >= _brick12_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 390 | (ball_pos.y <= _brick12_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 391 | ) { // 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 | 392 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 393 | ball_pos.y = _brick12_pos.y + BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 394 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 395 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 396 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 397 | _brick12.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 398 | //delete _brick12; |
jamesheavey | 27:1b5038b0a7a2 | 399 | _brick12_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 400 | _brick12_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 401 | _brick12.set_pos(_brick12_pos); |
jamesheavey | 27:1b5038b0a7a2 | 402 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 403 | } |
jamesheavey | 27:1b5038b0a7a2 | 404 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 405 | Vector2D _brick13_pos = _brick13.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 406 | |
jamesheavey | 27:1b5038b0a7a2 | 407 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 408 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 409 | (ball_pos.x >= _brick13_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 410 | (ball_pos.x <= _brick13_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 411 | (ball_pos.y >= _brick13_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 412 | (ball_pos.y <= _brick13_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 413 | ) { // 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 | 414 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 415 | ball_pos.y = _brick13_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 416 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 417 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 418 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 419 | _brick13.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 420 | //delete _brick13; |
jamesheavey | 27:1b5038b0a7a2 | 421 | _brick13_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 422 | _brick13_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 423 | _brick13.set_pos(_brick13_pos); |
jamesheavey | 27:1b5038b0a7a2 | 424 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 425 | } |
jamesheavey | 27:1b5038b0a7a2 | 426 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 427 | Vector2D _brick14_pos = _brick14.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 428 | |
jamesheavey | 27:1b5038b0a7a2 | 429 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 430 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 431 | (ball_pos.x >= _brick14_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 432 | (ball_pos.x <= _brick14_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 433 | (ball_pos.y >= _brick14_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 434 | (ball_pos.y <= _brick14_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 435 | ) { // 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 | 436 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 437 | ball_pos.y = _brick14_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 438 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 439 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 440 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 441 | _brick14.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 442 | //delete _brick14; |
jamesheavey | 27:1b5038b0a7a2 | 443 | _brick14_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 444 | _brick14_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 445 | _brick14.set_pos(_brick14_pos); |
jamesheavey | 27:1b5038b0a7a2 | 446 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 447 | } |
jamesheavey | 27:1b5038b0a7a2 | 448 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 449 | Vector2D _brick15_pos = _brick15.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 450 | |
jamesheavey | 27:1b5038b0a7a2 | 451 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 452 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 453 | (ball_pos.x >= _brick15_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 454 | (ball_pos.x <= _brick15_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 455 | (ball_pos.y >= _brick15_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 456 | (ball_pos.y <= _brick15_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 457 | ) { // 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 | 458 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 459 | ball_pos.y = _brick15_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 460 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 461 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 462 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 463 | _brick15.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 464 | //delete _brick15; |
jamesheavey | 27:1b5038b0a7a2 | 465 | _brick15_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 466 | _brick15_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 467 | _brick15.set_pos(_brick15_pos); |
jamesheavey | 27:1b5038b0a7a2 | 468 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 469 | } |
jamesheavey | 27:1b5038b0a7a2 | 470 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 471 | Vector2D _brick16_pos = _brick16.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 472 | |
jamesheavey | 27:1b5038b0a7a2 | 473 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 474 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 475 | (ball_pos.x >= _brick16_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 476 | (ball_pos.x <= _brick16_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 477 | (ball_pos.y >= _brick16_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 478 | (ball_pos.y <= _brick16_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 479 | ) { // 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 | 480 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 481 | ball_pos.y = _brick16_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 482 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 483 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 484 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 485 | _brick16.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 486 | //delete _brick16; |
jamesheavey | 27:1b5038b0a7a2 | 487 | _brick16_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 488 | _brick16_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 489 | _brick16.set_pos(_brick16_pos); |
jamesheavey | 27:1b5038b0a7a2 | 490 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 491 | } |
jamesheavey | 27:1b5038b0a7a2 | 492 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 493 | Vector2D _brick21_pos = _brick21.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 494 | |
jamesheavey | 27:1b5038b0a7a2 | 495 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 496 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 497 | (ball_pos.x >= _brick21_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 498 | (ball_pos.x <= _brick21_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 499 | (ball_pos.y >= _brick21_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 500 | (ball_pos.y <= _brick21_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 501 | ) { // 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 | 502 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 503 | ball_pos.y = _brick21_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 504 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 505 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 506 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 507 | _brick21.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 508 | //delete _brick21; |
jamesheavey | 27:1b5038b0a7a2 | 509 | _brick21_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 510 | _brick21_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 511 | _brick21.set_pos(_brick21_pos); |
jamesheavey | 27:1b5038b0a7a2 | 512 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 513 | } |
jamesheavey | 27:1b5038b0a7a2 | 514 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 515 | Vector2D _brick22_pos = _brick22.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 516 | |
jamesheavey | 27:1b5038b0a7a2 | 517 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 518 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 519 | (ball_pos.x >= _brick22_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 520 | (ball_pos.x <= _brick22_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 521 | (ball_pos.y >= _brick22_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 522 | (ball_pos.y <= _brick22_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 523 | ) { // 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 | 524 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 525 | ball_pos.y = _brick22_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 526 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 527 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 528 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 529 | _brick22.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 530 | //delete _brick22; |
jamesheavey | 27:1b5038b0a7a2 | 531 | _brick22_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 532 | _brick22_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 533 | _brick22.set_pos(_brick22_pos); |
jamesheavey | 27:1b5038b0a7a2 | 534 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 535 | } |
jamesheavey | 27:1b5038b0a7a2 | 536 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 537 | Vector2D _brick23_pos = _brick23.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 538 | |
jamesheavey | 27:1b5038b0a7a2 | 539 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 540 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 541 | (ball_pos.x >= _brick23_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 542 | (ball_pos.x <= _brick23_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 543 | (ball_pos.y >= _brick23_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 544 | (ball_pos.y <= _brick23_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 545 | ) { // 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 | 546 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 547 | ball_pos.y = _brick23_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 548 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 549 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 550 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 551 | _brick23.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 552 | //delete _brick23; |
jamesheavey | 27:1b5038b0a7a2 | 553 | _brick23_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 554 | _brick23_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 555 | _brick23.set_pos(_brick23_pos); |
jamesheavey | 27:1b5038b0a7a2 | 556 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 557 | } |
jamesheavey | 27:1b5038b0a7a2 | 558 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 559 | Vector2D _brick24_pos = _brick24.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 560 | |
jamesheavey | 27:1b5038b0a7a2 | 561 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 562 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 563 | (ball_pos.x >= _brick24_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 564 | (ball_pos.x <= _brick24_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 565 | (ball_pos.y >= _brick24_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 566 | (ball_pos.y <= _brick24_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 567 | ) { // 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 | 568 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 569 | ball_pos.y = _brick24_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 570 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 571 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 572 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 573 | _brick24.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 574 | //delete _brick24; |
jamesheavey | 27:1b5038b0a7a2 | 575 | _brick24_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 576 | _brick24_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 577 | _brick24.set_pos(_brick24_pos); |
jamesheavey | 27:1b5038b0a7a2 | 578 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 579 | } |
jamesheavey | 27:1b5038b0a7a2 | 580 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 581 | Vector2D _brick25_pos = _brick25.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 582 | |
jamesheavey | 27:1b5038b0a7a2 | 583 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 584 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 585 | (ball_pos.x >= _brick25_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 586 | (ball_pos.x <= _brick25_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 587 | (ball_pos.y >= _brick25_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 588 | (ball_pos.y <= _brick25_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 589 | ) { // 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 | 590 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 591 | ball_pos.y = _brick25_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 592 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 593 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 594 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 595 | _brick25.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 596 | //delete _brick25; |
jamesheavey | 27:1b5038b0a7a2 | 597 | _brick25_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 598 | _brick25_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 599 | _brick25.set_pos(_brick25_pos); |
jamesheavey | 27:1b5038b0a7a2 | 600 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 601 | } |
jamesheavey | 27:1b5038b0a7a2 | 602 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 603 | Vector2D _brick26_pos = _brick26.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 604 | |
jamesheavey | 27:1b5038b0a7a2 | 605 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 606 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 607 | (ball_pos.x >= _brick26_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 608 | (ball_pos.x <= _brick26_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 609 | (ball_pos.y >= _brick26_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 610 | (ball_pos.y <= _brick26_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 611 | ) { // 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 | 612 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 613 | ball_pos.y = _brick26_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 614 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 615 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 616 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 617 | _brick26.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 618 | //delete _brick26; |
jamesheavey | 27:1b5038b0a7a2 | 619 | _brick26_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 620 | _brick26_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 621 | _brick26.set_pos(_brick26_pos); |
jamesheavey | 27:1b5038b0a7a2 | 622 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 623 | } |
jamesheavey | 27:1b5038b0a7a2 | 624 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 625 | Vector2D _brick31_pos = _brick31.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 626 | |
jamesheavey | 27:1b5038b0a7a2 | 627 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 628 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 629 | (ball_pos.x >= _brick31_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 630 | (ball_pos.x <= _brick31_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 631 | (ball_pos.y >= _brick31_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 632 | (ball_pos.y <= _brick31_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 633 | ) { // 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 | 634 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 635 | ball_pos.y = _brick31_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 636 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 637 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 638 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 639 | _brick31.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 640 | //delete _brick31; |
jamesheavey | 27:1b5038b0a7a2 | 641 | _brick31_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 642 | _brick31_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 643 | _brick31.set_pos(_brick31_pos); |
jamesheavey | 27:1b5038b0a7a2 | 644 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 645 | } |
jamesheavey | 27:1b5038b0a7a2 | 646 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 647 | Vector2D _brick32_pos = _brick32.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 648 | |
jamesheavey | 27:1b5038b0a7a2 | 649 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 650 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 651 | (ball_pos.x >= _brick32_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 652 | (ball_pos.x <= _brick32_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 653 | (ball_pos.y >= _brick32_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 654 | (ball_pos.y <= _brick32_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 655 | ) { // 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 | 656 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 657 | ball_pos.y = _brick32_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 658 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 659 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 660 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 661 | _brick32.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 662 | //delete _brick32; |
jamesheavey | 27:1b5038b0a7a2 | 663 | _brick32_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 664 | _brick32_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 665 | _brick32.set_pos(_brick32_pos); |
jamesheavey | 27:1b5038b0a7a2 | 666 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 667 | } |
jamesheavey | 27:1b5038b0a7a2 | 668 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 669 | Vector2D _brick33_pos = _brick33.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 670 | |
jamesheavey | 27:1b5038b0a7a2 | 671 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 672 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 673 | (ball_pos.x >= _brick33_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 674 | (ball_pos.x <= _brick33_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 675 | (ball_pos.y >= _brick33_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 676 | (ball_pos.y <= _brick33_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 677 | ) { // 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 | 678 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 679 | ball_pos.y = _brick33_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 680 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 681 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 682 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 683 | _brick33.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 684 | //delete _brick33; |
jamesheavey | 27:1b5038b0a7a2 | 685 | _brick33_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 686 | _brick33_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 687 | _brick33.set_pos(_brick33_pos); |
jamesheavey | 27:1b5038b0a7a2 | 688 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 689 | } |
jamesheavey | 27:1b5038b0a7a2 | 690 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 691 | Vector2D _brick34_pos = _brick34.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 692 | |
jamesheavey | 27:1b5038b0a7a2 | 693 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 694 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 695 | (ball_pos.x >= _brick34_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 696 | (ball_pos.x <= _brick34_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 697 | (ball_pos.y >= _brick34_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 698 | (ball_pos.y <= _brick34_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 699 | ) { // 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 | 700 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 701 | ball_pos.y = _brick34_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 702 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 703 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 704 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 705 | _brick34.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 706 | //delete _brick34; |
jamesheavey | 27:1b5038b0a7a2 | 707 | _brick34_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 708 | _brick34_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 709 | _brick34.set_pos(_brick34_pos); |
jamesheavey | 27:1b5038b0a7a2 | 710 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 711 | } |
jamesheavey | 27:1b5038b0a7a2 | 712 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 713 | Vector2D _brick35_pos = _brick35.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 714 | |
jamesheavey | 27:1b5038b0a7a2 | 715 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 716 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 717 | (ball_pos.x >= _brick35_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 718 | (ball_pos.x <= _brick35_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 719 | (ball_pos.y >= _brick35_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 720 | (ball_pos.y <= _brick35_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 721 | ) { // 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 | 722 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 723 | ball_pos.y = _brick35_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 724 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 725 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 726 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 727 | _brick35.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 728 | //delete _brick35; |
jamesheavey | 27:1b5038b0a7a2 | 729 | _brick35_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 730 | _brick35_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 731 | _brick35.set_pos(_brick35_pos); |
jamesheavey | 27:1b5038b0a7a2 | 732 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 733 | } |
jamesheavey | 27:1b5038b0a7a2 | 734 | // check p1 first |
jamesheavey | 27:1b5038b0a7a2 | 735 | Vector2D _brick36_pos = _brick36.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 736 | |
jamesheavey | 27:1b5038b0a7a2 | 737 | // see if ball has hit the paddle by checking for overlaps |
jamesheavey | 27:1b5038b0a7a2 | 738 | if ( |
jamesheavey | 27:1b5038b0a7a2 | 739 | (ball_pos.x >= _brick36_pos.x) && //left |
jamesheavey | 27:1b5038b0a7a2 | 740 | (ball_pos.x <= _brick36_pos.x + BRICK_WIDTH) && //right |
jamesheavey | 27:1b5038b0a7a2 | 741 | (ball_pos.y >= _brick36_pos.y) && //bottom |
jamesheavey | 27:1b5038b0a7a2 | 742 | (ball_pos.y <= _brick36_pos.y + BRICK_HEIGHT) //top |
jamesheavey | 27:1b5038b0a7a2 | 743 | ) { // 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 | 744 | // if it has, fix position and reflect x velocity |
jamesheavey | 27:1b5038b0a7a2 | 745 | ball_pos.y = _brick36_pos.y+ BRICK_HEIGHT; |
jamesheavey | 27:1b5038b0a7a2 | 746 | ball_velocity.y = -ball_velocity.y; |
jamesheavey | 27:1b5038b0a7a2 | 747 | // audio feedback |
jamesheavey | 27:1b5038b0a7a2 | 748 | pad.tone(1000.0,0.1); |
jamesheavey | 27:1b5038b0a7a2 | 749 | _brick36.hit(); |
jamesheavey | 27:1b5038b0a7a2 | 750 | //delete _brick36; |
jamesheavey | 27:1b5038b0a7a2 | 751 | _brick36_pos.x = -100; |
jamesheavey | 27:1b5038b0a7a2 | 752 | _brick36_pos.y = -100; |
jamesheavey | 27:1b5038b0a7a2 | 753 | _brick36.set_pos(_brick36_pos); |
jamesheavey | 27:1b5038b0a7a2 | 754 | one_less(); |
jamesheavey | 27:1b5038b0a7a2 | 755 | } |
jamesheavey | 27:1b5038b0a7a2 | 756 | |
jamesheavey | 27:1b5038b0a7a2 | 757 | // write new attributes |
jamesheavey | 27:1b5038b0a7a2 | 758 | _ball.set_velocity(ball_velocity); |
jamesheavey | 27:1b5038b0a7a2 | 759 | _ball.set_pos(ball_pos); |
jamesheavey | 27:1b5038b0a7a2 | 760 | } |
jamesheavey | 27:1b5038b0a7a2 | 761 | |
jamesheavey | 27:1b5038b0a7a2 | 762 | bool BreakoutEngine::check_goal(Gamepad &pad) |
jamesheavey | 27:1b5038b0a7a2 | 763 | { |
jamesheavey | 27:1b5038b0a7a2 | 764 | Vector2D ball_pos = _ball.get_pos(); |
jamesheavey | 27:1b5038b0a7a2 | 765 | // P1 has scored |
jamesheavey | 27:1b5038b0a7a2 | 766 | if (ball_pos.y > HEIGHT) { |
jamesheavey | 27:1b5038b0a7a2 | 767 | _p1.lose_life(); |
jamesheavey | 27:1b5038b0a7a2 | 768 | //lose_screen(); // go to loss screen then initialise again |
jamesheavey | 27:1b5038b0a7a2 | 769 | |
jamesheavey | 27:1b5038b0a7a2 | 770 | _ball.init(_ball_size,_speed); |
jamesheavey | 27:1b5038b0a7a2 | 771 | pad.tone(1500.0,0.5); |
jamesheavey | 27:1b5038b0a7a2 | 772 | return true; |
jamesheavey | 27:1b5038b0a7a2 | 773 | } |
jamesheavey | 27:1b5038b0a7a2 | 774 | else { |
jamesheavey | 27:1b5038b0a7a2 | 775 | return false; |
jamesheavey | 27:1b5038b0a7a2 | 776 | } |
jamesheavey | 27:1b5038b0a7a2 | 777 | } |
jamesheavey | 27:1b5038b0a7a2 | 778 | |
jamesheavey | 27:1b5038b0a7a2 | 779 | //void flash_backlight (N5110 &lcd) { |
jamesheavey | 27:1b5038b0a7a2 | 780 | // lcd.setBrightness(0); |
jamesheavey | 27:1b5038b0a7a2 | 781 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 782 | // lcd.setBrightness(1); |
jamesheavey | 27:1b5038b0a7a2 | 783 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 784 | // lcd.setBrightness(0); |
jamesheavey | 27:1b5038b0a7a2 | 785 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 786 | // lcd.setBrightness(1); |
jamesheavey | 27:1b5038b0a7a2 | 787 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 788 | // lcd.setBrightness(0); |
jamesheavey | 27:1b5038b0a7a2 | 789 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 790 | // lcd.setBrightness(1); |
jamesheavey | 27:1b5038b0a7a2 | 791 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 792 | // lcd.setBrightness(0); |
jamesheavey | 27:1b5038b0a7a2 | 793 | // wait(0.1); |
jamesheavey | 27:1b5038b0a7a2 | 794 | // lcd.setBrightness(1); |
jamesheavey | 27:1b5038b0a7a2 | 795 | //} |
jamesheavey | 27:1b5038b0a7a2 | 796 | |
jamesheavey | 27:1b5038b0a7a2 | 797 | |
jamesheavey | 27:1b5038b0a7a2 | 798 | void BreakoutEngine::print_scores(N5110 &lcd) |
jamesheavey | 27:1b5038b0a7a2 | 799 | { |
jamesheavey | 27:1b5038b0a7a2 | 800 | // get scores from paddles |
jamesheavey | 27:1b5038b0a7a2 | 801 | int p1_score = _p1.get_lives(); |
jamesheavey | 27:1b5038b0a7a2 | 802 | |
jamesheavey | 27:1b5038b0a7a2 | 803 | // print to LCD i |
jamesheavey | 27:1b5038b0a7a2 | 804 | char buffer1[14]; |
jamesheavey | 27:1b5038b0a7a2 | 805 | sprintf(buffer1,"%2d",p1_score); |
jamesheavey | 27:1b5038b0a7a2 | 806 | lcd.printString(buffer1,WIDTH/2 -8,4); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits |
jamesheavey | 27:1b5038b0a7a2 | 807 | } |
jamesheavey | 27:1b5038b0a7a2 | 808 | |
jamesheavey | 27:1b5038b0a7a2 | 809 | int BreakoutEngine::get_num_left(){ |
jamesheavey | 27:1b5038b0a7a2 | 810 | return _number_left; |
jamesheavey | 27:1b5038b0a7a2 | 811 | } |
jamesheavey | 27:1b5038b0a7a2 | 812 | void BreakoutEngine::one_less() { |
jamesheavey | 27:1b5038b0a7a2 | 813 | _number_left -= 1; |
jamesheavey | 27:1b5038b0a7a2 | 814 | } |