James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

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();