James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

Committer:
jamesheavey
Date:
Fri Apr 26 08:11:02 2019 +0000
Revision:
41:fe383cbb51b2
Parent:
40:ac53905346fb
Child:
42:347c20a16ee6
laser ceiling collision fixed

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 40:ac53905346fb 26 _p1y = HEIGHT - GAP - 1;
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 40:ac53905346fb 32 _brick11.init(3,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH); // need to figure out how to make a list of these
jamesheavey 40:ac53905346fb 33 _brick12.init(16,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 34 _brick13.init(29,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 35 _brick14.init(42,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 36 _brick15.init(55,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 37 _brick16.init(68,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 38
jamesheavey 40:ac53905346fb 39 _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 40 _brick22.init(16,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 41 _brick23.init(29,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 42 _brick24.init(42,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 43 _brick25.init(55,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 44 _brick26.init(68,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 27:1b5038b0a7a2 45
jamesheavey 40:ac53905346fb 46 _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 47 _brick32.init(16,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 48 _brick33.init(29,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 49 _brick34.init(42,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 50 _brick35.init(55,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
jamesheavey 40:ac53905346fb 51 _brick36.init(68,GAP_TOP+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 37:dd1538ae6534 95 it_L = listofLasers.begin();
jamesheavey 30:e3d2f0ca416f 96 switch(_index){
jamesheavey 30:e3d2f0ca416f 97 case 0:
jamesheavey 37:dd1538ae6534 98 advance(it_L, 0);
jamesheavey 37:dd1538ae6534 99 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 100 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 101 inc_index();
jamesheavey 30:e3d2f0ca416f 102 break;
jamesheavey 30:e3d2f0ca416f 103 case 1:
jamesheavey 37:dd1538ae6534 104 advance(it_L, 1);
jamesheavey 37:dd1538ae6534 105 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 106 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 107 inc_index();
jamesheavey 30:e3d2f0ca416f 108 break;
jamesheavey 30:e3d2f0ca416f 109 case 2:
jamesheavey 37:dd1538ae6534 110 advance(it_L, 2);
jamesheavey 37:dd1538ae6534 111 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 112 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 113 reset_index();
jamesheavey 30:e3d2f0ca416f 114 break;
jamesheavey 30:e3d2f0ca416f 115 }
jamesheavey 29:5168318d3e88 116 }
jamesheavey 27:1b5038b0a7a2 117 }
jamesheavey 27:1b5038b0a7a2 118
jamesheavey 30:e3d2f0ca416f 119 void BreakoutEngine::inc_index() {
jamesheavey 30:e3d2f0ca416f 120 _index ++;
jamesheavey 30:e3d2f0ca416f 121 }
jamesheavey 30:e3d2f0ca416f 122
jamesheavey 30:e3d2f0ca416f 123 void BreakoutEngine::reset_index() {
jamesheavey 30:e3d2f0ca416f 124 _index = 0;
jamesheavey 30:e3d2f0ca416f 125 }
jamesheavey 30:e3d2f0ca416f 126
jamesheavey 27:1b5038b0a7a2 127 void BreakoutEngine::draw(N5110 &lcd)
jamesheavey 27:1b5038b0a7a2 128 {
jamesheavey 27:1b5038b0a7a2 129 // draw the elements in the LCD buffer
jamesheavey 27:1b5038b0a7a2 130 // pitch
jamesheavey 40:ac53905346fb 131 lcd.drawRect(0,GAP_TOP - 2,WIDTH,HEIGHT - GAP_TOP + 2,FILL_TRANSPARENT);
jamesheavey 27:1b5038b0a7a2 132 //score
jamesheavey 40:ac53905346fb 133 print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 134 // paddles
jamesheavey 27:1b5038b0a7a2 135 _p1.draw(lcd);
jamesheavey 27:1b5038b0a7a2 136 // ball
jamesheavey 27:1b5038b0a7a2 137 _ball.draw(lcd);
jamesheavey 27:1b5038b0a7a2 138
jamesheavey 27:1b5038b0a7a2 139 //print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 140
jamesheavey 39:a9bb03bef107 141 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 39:a9bb03bef107 142 it_R->draw(lcd);
jamesheavey 34:07ded1f83c59 143 }
jamesheavey 35:3a614d539a54 144 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 35:3a614d539a54 145 it_L->draw(lcd);
jamesheavey 35:3a614d539a54 146 }
jamesheavey 27:1b5038b0a7a2 147
jamesheavey 27:1b5038b0a7a2 148 }
jamesheavey 27:1b5038b0a7a2 149
jamesheavey 27:1b5038b0a7a2 150
jamesheavey 27:1b5038b0a7a2 151 void BreakoutEngine::update(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 152 {
jamesheavey 27:1b5038b0a7a2 153 check_goal(pad);
jamesheavey 27:1b5038b0a7a2 154 // important to update paddles and ball before checking collisions so can
jamesheavey 27:1b5038b0a7a2 155 // correct for it before updating the display
jamesheavey 27:1b5038b0a7a2 156 _p1.update(_d,_mag);
jamesheavey 27:1b5038b0a7a2 157 _ball.update();
jamesheavey 35:3a614d539a54 158
jamesheavey 35:3a614d539a54 159 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 35:3a614d539a54 160 it_L->update();
jamesheavey 35:3a614d539a54 161 }
jamesheavey 35:3a614d539a54 162
jamesheavey 27:1b5038b0a7a2 163 lives_leds(pad);
jamesheavey 27:1b5038b0a7a2 164
jamesheavey 27:1b5038b0a7a2 165 check_wall_collision(pad);
jamesheavey 27:1b5038b0a7a2 166 check_paddle_collisions(pad);
jamesheavey 27:1b5038b0a7a2 167 check_brick_collisions(pad);
jamesheavey 36:cb73014d3a99 168 check_laser_collisions(pad);
jamesheavey 41:fe383cbb51b2 169 check_laser_ceiling_collision();
jamesheavey 35:3a614d539a54 170
jamesheavey 35:3a614d539a54 171
jamesheavey 27:1b5038b0a7a2 172 }
jamesheavey 27:1b5038b0a7a2 173
jamesheavey 27:1b5038b0a7a2 174 void BreakoutEngine::lives_leds(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 175 {
jamesheavey 27:1b5038b0a7a2 176 if (_p1.get_lives() == 0) {
jamesheavey 27:1b5038b0a7a2 177 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 178 }
jamesheavey 27:1b5038b0a7a2 179
jamesheavey 27:1b5038b0a7a2 180 else if (_p1.get_lives() == 1) {
jamesheavey 27:1b5038b0a7a2 181 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 182 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 183 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 184 }
jamesheavey 27:1b5038b0a7a2 185
jamesheavey 27:1b5038b0a7a2 186 else if (_p1.get_lives() == 2) {
jamesheavey 27:1b5038b0a7a2 187 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 188 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 189 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 190 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 191 }
jamesheavey 27:1b5038b0a7a2 192
jamesheavey 27:1b5038b0a7a2 193 else if (_p1.get_lives() == 3) {
jamesheavey 27:1b5038b0a7a2 194 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 195 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 196 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 197 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 198 pad.led(3,1);
jamesheavey 27:1b5038b0a7a2 199 }
jamesheavey 27:1b5038b0a7a2 200
jamesheavey 27:1b5038b0a7a2 201 else if (_p1.get_lives() == 4) {
jamesheavey 27:1b5038b0a7a2 202 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 203 pad.led(5,0);
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() == 5) {
jamesheavey 27:1b5038b0a7a2 208 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 209 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 210 }
jamesheavey 27:1b5038b0a7a2 211
jamesheavey 27:1b5038b0a7a2 212 else if (_p1.get_lives() == 6) {
jamesheavey 27:1b5038b0a7a2 213 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 214 }
jamesheavey 27:1b5038b0a7a2 215 }
jamesheavey 27:1b5038b0a7a2 216
jamesheavey 27:1b5038b0a7a2 217 int BreakoutEngine::get_lives() {
jamesheavey 27:1b5038b0a7a2 218 return _p1.get_lives();
jamesheavey 27:1b5038b0a7a2 219 }
jamesheavey 27:1b5038b0a7a2 220
jamesheavey 27:1b5038b0a7a2 221 void BreakoutEngine::check_wall_collision(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 222 {
jamesheavey 27:1b5038b0a7a2 223 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 224 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 225 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 226
jamesheavey 40:ac53905346fb 227 if (ball_pos.y <= GAP_TOP - 1) { // 1 due to 1 pixel boundary
jamesheavey 40:ac53905346fb 228 ball_pos.y = GAP_TOP - 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 229 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 230 // audio feedback
jamesheavey 27:1b5038b0a7a2 231 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 232 }
jamesheavey 27:1b5038b0a7a2 233
jamesheavey 27:1b5038b0a7a2 234 else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary
jamesheavey 27:1b5038b0a7a2 235 ball_pos.x = 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 236 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 237 // audio feedback
jamesheavey 27:1b5038b0a7a2 238 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 239 }
jamesheavey 27:1b5038b0a7a2 240
jamesheavey 27:1b5038b0a7a2 241 // check if hit bottom wall
jamesheavey 27:1b5038b0a7a2 242 else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47
jamesheavey 27:1b5038b0a7a2 243 // hit bottom
jamesheavey 27:1b5038b0a7a2 244 ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen
jamesheavey 27:1b5038b0a7a2 245 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 246 // audio feedback
jamesheavey 27:1b5038b0a7a2 247 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 248 }
jamesheavey 27:1b5038b0a7a2 249
jamesheavey 27:1b5038b0a7a2 250 // update ball parameters
jamesheavey 27:1b5038b0a7a2 251 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 252 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 253
jamesheavey 27:1b5038b0a7a2 254 }
jamesheavey 27:1b5038b0a7a2 255
jamesheavey 41:fe383cbb51b2 256 void BreakoutEngine::check_laser_ceiling_collision()
jamesheavey 41:fe383cbb51b2 257 {
jamesheavey 41:fe383cbb51b2 258 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 41:fe383cbb51b2 259 if (
jamesheavey 41:fe383cbb51b2 260 (it_L -> get_y() <= GAP_TOP - 1)
jamesheavey 41:fe383cbb51b2 261 ) { // 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 262 // if it has, fix position and reflect x velocity
jamesheavey 41:fe383cbb51b2 263 it_L -> set_posx(-10);
jamesheavey 41:fe383cbb51b2 264 }
jamesheavey 41:fe383cbb51b2 265 }
jamesheavey 41:fe383cbb51b2 266 }
jamesheavey 41:fe383cbb51b2 267
jamesheavey 27:1b5038b0a7a2 268 void BreakoutEngine::check_paddle_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 269 {
jamesheavey 27:1b5038b0a7a2 270 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 271 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 272 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 273
jamesheavey 27:1b5038b0a7a2 274 // check p1 first
jamesheavey 27:1b5038b0a7a2 275 Vector2D p1_pos = _p1.get_pos();
jamesheavey 27:1b5038b0a7a2 276
jamesheavey 27:1b5038b0a7a2 277 // see if ball has hit the paddle by checking for overlaps
jamesheavey 27:1b5038b0a7a2 278 if (
jamesheavey 27:1b5038b0a7a2 279 (ball_pos.x >= p1_pos.x) && //left
jamesheavey 27:1b5038b0a7a2 280 (ball_pos.x <= p1_pos.x + _paddle_width) && //right
jamesheavey 27:1b5038b0a7a2 281 (ball_pos.y >= _p1y) && //bottom
jamesheavey 27:1b5038b0a7a2 282 (ball_pos.y <= _p1y + _paddle_height) //top
jamesheavey 27:1b5038b0a7a2 283 ) { // 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 284 // if it has, fix position and reflect x velocity
jamesheavey 27:1b5038b0a7a2 285 pad.tone(1000.0,0.1);
jamesheavey 27:1b5038b0a7a2 286 ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 287 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 288
jamesheavey 27:1b5038b0a7a2 289 // 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 290 // ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 291 // ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 292 // }
jamesheavey 27:1b5038b0a7a2 293 // else if (ball_pos.x <= p1_pos.x + PADDLE_WIDTH/2) {
jamesheavey 27:1b5038b0a7a2 294 // 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 295 // if (ball_velocity.x > 0) {
jamesheavey 27:1b5038b0a7a2 296 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 297 // }
jamesheavey 27:1b5038b0a7a2 298 // ball_pos.y = _p1y + _paddle_heigh - 1;
jamesheavey 27:1b5038b0a7a2 299 // ball_velocity.y = -tan(ang);
jamesheavey 27:1b5038b0a7a2 300 // }
jamesheavey 27:1b5038b0a7a2 301 // else if (ball_pos.x >= p1_pos.x + PADDLE_WIDTH/2) {
jamesheavey 27:1b5038b0a7a2 302 // 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 303 // if (ball_velocity.x < 0) {
jamesheavey 27:1b5038b0a7a2 304 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 305 // }
jamesheavey 27:1b5038b0a7a2 306 // ball_pos.y = _p1y + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 307 // ball_velocity.y = -tan(ang);
jamesheavey 27:1b5038b0a7a2 308 // }
jamesheavey 27:1b5038b0a7a2 309 }
jamesheavey 27:1b5038b0a7a2 310
jamesheavey 27:1b5038b0a7a2 311 // write new attributes
jamesheavey 27:1b5038b0a7a2 312 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 313 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 314 }
jamesheavey 27:1b5038b0a7a2 315
jamesheavey 27:1b5038b0a7a2 316 void BreakoutEngine::check_brick_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 317 {
jamesheavey 27:1b5038b0a7a2 318 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 319 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 320 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 321
jamesheavey 39:a9bb03bef107 322 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 34:07ded1f83c59 323 if (
jamesheavey 39:a9bb03bef107 324 (ball_pos.x >= it_R -> get_x()) && //left
jamesheavey 39:a9bb03bef107 325 (ball_pos.x <= it_R -> get_x() + BRICK_WIDTH) && //right
jamesheavey 39:a9bb03bef107 326 (ball_pos.y >= it_R -> get_y()) && //bottom
jamesheavey 39:a9bb03bef107 327 (ball_pos.y <= it_R -> get_y() + BRICK_HEIGHT) //top
jamesheavey 34:07ded1f83c59 328 ) { // 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 329 // if it has, fix position and reflect x velocity
jamesheavey 39:a9bb03bef107 330 ball_pos.y = it_R -> get_y() + BRICK_HEIGHT;
jamesheavey 34:07ded1f83c59 331 ball_velocity.y = -ball_velocity.y;
jamesheavey 34:07ded1f83c59 332 // audio feedback
jamesheavey 34:07ded1f83c59 333 pad.tone(1000.0,0.1);
jamesheavey 39:a9bb03bef107 334 it_R -> hit();
jamesheavey 39:a9bb03bef107 335 it_R -> hit();
jamesheavey 34:07ded1f83c59 336 //delete _brick11;
jamesheavey 39:a9bb03bef107 337 it_R -> set_posx(-100);
jamesheavey 39:a9bb03bef107 338 it_R -> set_posy(-100);
jamesheavey 34:07ded1f83c59 339 one_less();
jamesheavey 34:07ded1f83c59 340 }
jamesheavey 27:1b5038b0a7a2 341 }
jamesheavey 27:1b5038b0a7a2 342 // write new attributes
jamesheavey 27:1b5038b0a7a2 343 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 344 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 345 }
jamesheavey 36:cb73014d3a99 346
jamesheavey 32:4dba7a85dbb2 347 void BreakoutEngine::check_laser_collisions(Gamepad &pad)
jamesheavey 32:4dba7a85dbb2 348 {
jamesheavey 32:4dba7a85dbb2 349 // read current ball attributes
jamesheavey 34:07ded1f83c59 350 // check p1 first
jamesheavey 36:cb73014d3a99 351 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
jamesheavey 39:a9bb03bef107 352 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
jamesheavey 36:cb73014d3a99 353 if (
jamesheavey 39:a9bb03bef107 354 (it_L -> get_x() >= it_R -> get_x()) && //left
jamesheavey 39:a9bb03bef107 355 (it_L -> get_x() <= it_R -> get_x() + BRICK_WIDTH) && //right
jamesheavey 39:a9bb03bef107 356 (it_L -> get_y() >= it_R -> get_y()) && //bottom
jamesheavey 39:a9bb03bef107 357 (it_L -> get_y()<= it_R -> get_y() + BRICK_HEIGHT) //top
jamesheavey 36:cb73014d3a99 358 ) { // 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 359 // if it has, fix position and reflect x velocity
jamesheavey 37:dd1538ae6534 360 it_L -> set_posx(-10);
jamesheavey 36:cb73014d3a99 361 // audio feedback
jamesheavey 36:cb73014d3a99 362 pad.tone(1000.0,0.1);
jamesheavey 39:a9bb03bef107 363 if(it_R->hit() == true) {
jamesheavey 39:a9bb03bef107 364 it_R -> set_posx(-100);
jamesheavey 39:a9bb03bef107 365 it_R -> set_posy(-100);
jamesheavey 36:cb73014d3a99 366 one_less();
jamesheavey 36:cb73014d3a99 367 }
jamesheavey 36:cb73014d3a99 368 }
jamesheavey 34:07ded1f83c59 369 }
jamesheavey 34:07ded1f83c59 370 }
jamesheavey 36:cb73014d3a99 371 }
jamesheavey 32:4dba7a85dbb2 372
jamesheavey 27:1b5038b0a7a2 373 bool BreakoutEngine::check_goal(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 374 {
jamesheavey 27:1b5038b0a7a2 375 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 376 // P1 has scored
jamesheavey 27:1b5038b0a7a2 377 if (ball_pos.y > HEIGHT) {
jamesheavey 27:1b5038b0a7a2 378 _p1.lose_life();
jamesheavey 27:1b5038b0a7a2 379 //lose_screen(); // go to loss screen then initialise again
jamesheavey 27:1b5038b0a7a2 380
jamesheavey 27:1b5038b0a7a2 381 _ball.init(_ball_size,_speed);
jamesheavey 27:1b5038b0a7a2 382 pad.tone(1500.0,0.5);
jamesheavey 27:1b5038b0a7a2 383 return true;
jamesheavey 27:1b5038b0a7a2 384 }
jamesheavey 27:1b5038b0a7a2 385 else {
jamesheavey 27:1b5038b0a7a2 386 return false;
jamesheavey 27:1b5038b0a7a2 387 }
jamesheavey 27:1b5038b0a7a2 388 }
jamesheavey 27:1b5038b0a7a2 389
jamesheavey 27:1b5038b0a7a2 390
jamesheavey 27:1b5038b0a7a2 391
jamesheavey 34:07ded1f83c59 392 void BreakoutEngine::print_scores(N5110 &lcd) //maybe add to oneless
jamesheavey 27:1b5038b0a7a2 393 {
jamesheavey 27:1b5038b0a7a2 394 // get scores from paddles
jamesheavey 40:ac53905346fb 395 int p1_score = (18 - get_num_left())*100; //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 396 // also, add a multiplier of 2 for every contiue on victory
jamesheavey 27:1b5038b0a7a2 397 // print to LCD i
jamesheavey 27:1b5038b0a7a2 398 char buffer1[14];
jamesheavey 27:1b5038b0a7a2 399 sprintf(buffer1,"%2d",p1_score);
jamesheavey 40:ac53905346fb 400 lcd.printString("SCORE: ",2 ,0);
jamesheavey 40:ac53905346fb 401 lcd.printString(buffer1,WIDTH/2 -2,0); // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
jamesheavey 27:1b5038b0a7a2 402 }
jamesheavey 27:1b5038b0a7a2 403
jamesheavey 27:1b5038b0a7a2 404 int BreakoutEngine::get_num_left(){
jamesheavey 27:1b5038b0a7a2 405 return _number_left;
jamesheavey 27:1b5038b0a7a2 406 }
jamesheavey 27:1b5038b0a7a2 407 void BreakoutEngine::one_less() {
jamesheavey 27:1b5038b0a7a2 408 _number_left -= 1;
jamesheavey 27:1b5038b0a7a2 409 }