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Diff: BreakoutEngine/BreakoutEngine.cpp
- Revision:
- 34:07ded1f83c59
- Parent:
- 33:e47f6fa1d9ce
- Child:
- 35:3a614d539a54
--- a/BreakoutEngine/BreakoutEngine.cpp Thu Apr 25 18:51:59 2019 +0000
+++ b/BreakoutEngine/BreakoutEngine.cpp Thu Apr 25 20:26:50 2019 +0000
@@ -50,30 +50,28 @@
_brick35.init(55,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
_brick36.init(68,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
+ listofBricks.push_back(_brick11); //maybe be able yo iterate through and this.draw(), maybe useful if i figure out how to delete objects aswell
+ listofBricks.push_back(_brick12);
+ listofBricks.push_back(_brick13);
+ listofBricks.push_back(_brick14);
+ listofBricks.push_back(_brick15);
+ listofBricks.push_back(_brick16);
+ listofBricks.push_back(_brick21);
+ listofBricks.push_back(_brick22);
+ listofBricks.push_back(_brick23);
+ listofBricks.push_back(_brick24);
+ listofBricks.push_back(_brick25);
+ listofBricks.push_back(_brick26);
+ listofBricks.push_back(_brick31);
+ listofBricks.push_back(_brick32);
+ listofBricks.push_back(_brick33);
+ listofBricks.push_back(_brick34);
+ listofBricks.push_back(_brick35);
+ listofBricks.push_back(_brick36);
+
_laser1.init(-10);
_laser2.init(-10);
_laser3.init(-10);
-
- //listofBricks.push_back(_brick11); maybe be able yo iterate through and this.draw(), maybe useful if i figure out how to delete objects aswell
- //listofBricks.push_back(_brick12);
- //listofBricks.push_back(_brick13);
- //listofBricks.push_back(_brick14);
- //listofBricks.push_back(_brick15);
- //listofBricks.push_back(_brick16);
-
- //listofBricks.push_back(_brick21);
- //listofBricks.push_back(_brick22);
- //listofBricks.push_back(_brick23);
- //listofBricks.push_back(_brick24);
- //listofBricks.push_back(_brick25);
- //listofBricks.push_back(_brick26);
-
- //listofBricks.push_back(_brick31);
- //listofBricks.push_back(_brick32);
- //listofBricks.push_back(_brick33);
- //listofBricks.push_back(_brick34);
- //listofBricks.push_back(_brick35);
- //listofBricks.push_back(_brick36);
}
void BreakoutEngine::read_input(Gamepad &pad, bool x)
@@ -138,49 +136,14 @@
//print_scores(lcd);
- _brick11.draw(lcd);
- _brick12.draw(lcd);
- _brick13.draw(lcd);
- _brick14.draw(lcd);
- _brick15.draw(lcd);
- _brick16.draw(lcd);
-
- _brick21.draw(lcd);
- _brick22.draw(lcd);
- _brick23.draw(lcd);
- _brick24.draw(lcd);
- _brick25.draw(lcd);
- _brick26.draw(lcd);
-
- _brick31.draw(lcd);
- _brick32.draw(lcd);
- _brick33.draw(lcd);
- _brick34.draw(lcd);
- _brick35.draw(lcd);
- _brick36.draw(lcd);
+ for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
+ it->draw(lcd);
+ }
_laser1.draw(lcd);
_laser2.draw(lcd);
_laser3.draw(lcd);
-
-
-// for (it = listofBricks.begin(); it != listofBricks.end(); it++)
-// {
-// int x = it->_x;
-// int y = it->_y;
-
-// lcd.drawRect(_x,_y,_width,_height,FILL_TRANSPARENT);
-// }
-
-
-
-
-// for(int i = GAP+1; i <= WIDTH; i+= BRICK_WIDTH + 1){
-// for(int j = GAP+1; j <= (BRICK_HEIGHT + 1)*3; j+= BRICK_HEIGHT + 1){
-// Vector2D _grid[i][j]= _brick.init(i, j,BRICK_WIDTH,BRICK_HEIGHT);
-// }
-// }
}
@@ -199,7 +162,7 @@
check_wall_collision(pad);
check_paddle_collisions(pad);
check_brick_collisions(pad);
- check_laser_collisions(pad);
+ //check_laser_collisions(pad);
}
void BreakoutEngine::lives_leds(Gamepad &pad)
@@ -337,439 +300,60 @@
// read current ball attributes
Vector2D ball_pos = _ball.get_pos();
Vector2D ball_velocity = _ball.get_velocity();
-
- // check p1 first
- Vector2D _brick11_pos = _brick11.get_pos();
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick11_pos.x) && //left
- (ball_pos.x <= _brick11_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick11_pos.y) && //bottom
- (ball_pos.y <= _brick11_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick11_pos.y + BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick11.hit();
- _brick11.hit();
- //delete _brick11;
- _brick11_pos.x = -100;
- _brick11_pos.y = -100;
- _brick11.set_pos(_brick11_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick12_pos = _brick12.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick12_pos.x) && //left
- (ball_pos.x <= _brick12_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick12_pos.y) && //bottom
- (ball_pos.y <= _brick12_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick12_pos.y + BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick12.hit();
- _brick12.hit();
- //delete _brick12;
- _brick12_pos.x = -100;
- _brick12_pos.y = -100;
- _brick12.set_pos(_brick12_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick13_pos = _brick13.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick13_pos.x) && //left
- (ball_pos.x <= _brick13_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick13_pos.y) && //bottom
- (ball_pos.y <= _brick13_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick13_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick13.hit();
- _brick13.hit();
- //delete _brick13;
- _brick13_pos.x = -100;
- _brick13_pos.y = -100;
- _brick13.set_pos(_brick13_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick14_pos = _brick14.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick14_pos.x) && //left
- (ball_pos.x <= _brick14_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick14_pos.y) && //bottom
- (ball_pos.y <= _brick14_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick14_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick14.hit();
- _brick14.hit();
- //delete _brick14;
- _brick14_pos.x = -100;
- _brick14_pos.y = -100;
- _brick14.set_pos(_brick14_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick15_pos = _brick15.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick15_pos.x) && //left
- (ball_pos.x <= _brick15_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick15_pos.y) && //bottom
- (ball_pos.y <= _brick15_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick15_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick15.hit();
- _brick15.hit();
- //delete _brick15;
- _brick15_pos.x = -100;
- _brick15_pos.y = -100;
- _brick15.set_pos(_brick15_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick16_pos = _brick16.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick16_pos.x) && //left
- (ball_pos.x <= _brick16_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick16_pos.y) && //bottom
- (ball_pos.y <= _brick16_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick16_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick16.hit();
- _brick16.hit();
- //delete _brick16;
- _brick16_pos.x = -100;
- _brick16_pos.y = -100;
- _brick16.set_pos(_brick16_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick21_pos = _brick21.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick21_pos.x) && //left
- (ball_pos.x <= _brick21_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick21_pos.y) && //bottom
- (ball_pos.y <= _brick21_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick21_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick21.hit();
- _brick21.hit();
- //delete _brick21;
- _brick21_pos.x = -100;
- _brick21_pos.y = -100;
- _brick21.set_pos(_brick21_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick22_pos = _brick22.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick22_pos.x) && //left
- (ball_pos.x <= _brick22_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick22_pos.y) && //bottom
- (ball_pos.y <= _brick22_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick22_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick22.hit();
- _brick22.hit();
- //delete _brick22;
- _brick22_pos.x = -100;
- _brick22_pos.y = -100;
- _brick22.set_pos(_brick22_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick23_pos = _brick23.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick23_pos.x) && //left
- (ball_pos.x <= _brick23_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick23_pos.y) && //bottom
- (ball_pos.y <= _brick23_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick23_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick23.hit();
- _brick23.hit();
- //delete _brick23;
- _brick23_pos.x = -100;
- _brick23_pos.y = -100;
- _brick23.set_pos(_brick23_pos);
- one_less();
+ for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
+ if (
+ (ball_pos.x >= it -> get_x()) && //left
+ (ball_pos.x <= it -> get_x() + BRICK_WIDTH) && //right
+ (ball_pos.y >= it -> get_y()) && //bottom
+ (ball_pos.y <= it -> get_y() + BRICK_HEIGHT) //top
+ ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
+ // if it has, fix position and reflect x velocity
+ ball_pos.y = it -> get_y() + BRICK_HEIGHT;
+ ball_velocity.y = -ball_velocity.y;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ it -> hit();
+ it -> hit();
+ //delete _brick11;
+ it -> set_posx(-100);
+ it -> set_posy(-100);
+ one_less();
+ }
}
- // check p1 first
- Vector2D _brick24_pos = _brick24.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick24_pos.x) && //left
- (ball_pos.x <= _brick24_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick24_pos.y) && //bottom
- (ball_pos.y <= _brick24_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick24_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick24.hit();
- _brick24.hit();
- //delete _brick24;
- _brick24_pos.x = -100;
- _brick24_pos.y = -100;
- _brick24.set_pos(_brick24_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick25_pos = _brick25.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick25_pos.x) && //left
- (ball_pos.x <= _brick25_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick25_pos.y) && //bottom
- (ball_pos.y <= _brick25_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick25_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick25.hit();
- _brick25.hit();
- //delete _brick25;
- _brick25_pos.x = -100;
- _brick25_pos.y = -100;
- _brick25.set_pos(_brick25_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick26_pos = _brick26.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick26_pos.x) && //left
- (ball_pos.x <= _brick26_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick26_pos.y) && //bottom
- (ball_pos.y <= _brick26_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick26_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick26.hit();
- _brick26.hit();
- //delete _brick26;
- _brick26_pos.x = -100;
- _brick26_pos.y = -100;
- _brick26.set_pos(_brick26_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick31_pos = _brick31.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick31_pos.x) && //left
- (ball_pos.x <= _brick31_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick31_pos.y) && //bottom
- (ball_pos.y <= _brick31_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick31_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick31.hit();
- _brick31.hit();
- //delete _brick31;
- _brick31_pos.x = -100;
- _brick31_pos.y = -100;
- _brick31.set_pos(_brick31_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick32_pos = _brick32.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick32_pos.x) && //left
- (ball_pos.x <= _brick32_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick32_pos.y) && //bottom
- (ball_pos.y <= _brick32_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick32_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick32.hit();
- _brick32.hit();
- //delete _brick32;
- _brick32_pos.x = -100;
- _brick32_pos.y = -100;
- _brick32.set_pos(_brick32_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick33_pos = _brick33.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick33_pos.x) && //left
- (ball_pos.x <= _brick33_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick33_pos.y) && //bottom
- (ball_pos.y <= _brick33_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick33_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick33.hit();
- _brick33.hit();
- //delete _brick33;
- _brick33_pos.x = -100;
- _brick33_pos.y = -100;
- _brick33.set_pos(_brick33_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick34_pos = _brick34.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick34_pos.x) && //left
- (ball_pos.x <= _brick34_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick34_pos.y) && //bottom
- (ball_pos.y <= _brick34_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick34_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick34.hit();
- _brick34.hit();
- //delete _brick34;
- _brick34_pos.x = -100;
- _brick34_pos.y = -100;
- _brick34.set_pos(_brick34_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick35_pos = _brick35.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick35_pos.x) && //left
- (ball_pos.x <= _brick35_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick35_pos.y) && //bottom
- (ball_pos.y <= _brick35_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick35_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick35.hit();
- _brick35.hit();
- //delete _brick35;
- _brick35_pos.x = -100;
- _brick35_pos.y = -100;
- _brick35.set_pos(_brick35_pos);
- one_less();
- }
- // check p1 first
- Vector2D _brick36_pos = _brick36.get_pos();
-
- // see if ball has hit the paddle by checking for overlaps
- if (
- (ball_pos.x >= _brick36_pos.x) && //left
- (ball_pos.x <= _brick36_pos.x + BRICK_WIDTH) && //right
- (ball_pos.y >= _brick36_pos.y) && //bottom
- (ball_pos.y <= _brick36_pos.y + BRICK_HEIGHT) //top
- ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
- // if it has, fix position and reflect x velocity
- ball_pos.y = _brick36_pos.y+ BRICK_HEIGHT;
- ball_velocity.y = -ball_velocity.y;
- // audio feedback
- pad.tone(1000.0,0.1);
- _brick36.hit();
- _brick36.hit();
- //delete _brick36;
- _brick36_pos.x = -100;
- _brick36_pos.y = -100;
- _brick36.set_pos(_brick36_pos);
- one_less();
- }
-
// write new attributes
_ball.set_velocity(ball_velocity);
_ball.set_pos(ball_pos);
}
-
-
+/*
void BreakoutEngine::check_laser_collisions(Gamepad &pad)
{
// read current ball attributes
Vector2D laser1_pos = _laser1.get_pos();
Vector2D laser2_pos = _laser2.get_pos();
Vector2D laser3_pos = _laser3.get_pos();
+ // check p1 first
- Vector2D ball_velocity = _ball.get_velocity();
-
- // check p1 first
- Vector2D _brick11_pos = _brick11.get_pos();
+ for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
+ if (
+ (ball_pos.x >= it -> get_x()) && //left
+ (ball_pos.x <= it -> get_x() + BRICK_WIDTH) && //right
+ (ball_pos.y >= it -> get_y()) && //bottom
+ (ball_pos.y <= it -> get_y() + BRICK_HEIGHT) //top
+ ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
+ // if it has, fix position and reflect x velocity
+ ball_pos.y = it -> get_y() + BRICK_HEIGHT;
+ ball_velocity.y = -ball_velocity.y;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ it -> hit();
+ it -> hit();
+ //delete _brick11;
+ it -> set_posx(-100);
+ it -> set_posy(-100);
+ one_less();
+ }
+ }
// see if ball has hit the paddle by checking for overlaps
if (
@@ -1152,7 +736,7 @@
// write new attributes
_laser1.set_pos(laser1_pos);
}
-
+*/
bool BreakoutEngine::check_goal(Gamepad &pad)
{
Vector2D ball_pos = _ball.get_pos();
@@ -1170,27 +754,9 @@
}
}
-//void flash_backlight (N5110 &lcd) {
-// lcd.setBrightness(0);
-// wait(0.1);
-// lcd.setBrightness(1);
-// wait(0.1);
-// lcd.setBrightness(0);
-// wait(0.1);
-// lcd.setBrightness(1);
-// wait(0.1);
-// lcd.setBrightness(0);
-// wait(0.1);
-// lcd.setBrightness(1);
-// wait(0.1);
-// lcd.setBrightness(0);
-// wait(0.1);
-// lcd.setBrightness(1);
-//}
-
-void BreakoutEngine::print_scores(N5110 &lcd)
+void BreakoutEngine::print_scores(N5110 &lcd) //maybe add to oneless
{
// get scores from paddles
int p1_score = _p1.get_lives();