James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

Revision:
27:1b5038b0a7a2
Child:
29:5168318d3e88
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/BreakoutEngine/BreakoutEngine.cpp	Wed Apr 24 05:04:01 2019 +0000
@@ -0,0 +1,749 @@
+#include "BreakoutEngine.h"
+
+
+    
+BreakoutEngine::BreakoutEngine()
+{
+
+}
+
+BreakoutEngine::~BreakoutEngine()
+{
+
+}
+
+void BreakoutEngine::init(int paddle_width,int paddle_height,int ball_size,int speed)
+{
+    // initialise the game parameters
+    _paddle_width = paddle_width;
+    _paddle_height = paddle_height;
+    _ball_size = ball_size;
+    _speed = speed;
+    _number_left = 18;
+
+    // y position on screen - WIDTH is defined in N5110.h
+    _p1y = HEIGHT - GAP;
+
+    // puts paddles and ball in middle
+    _p1.init(_p1y,_paddle_height,_paddle_width);
+    _ball.init(_ball_size,_speed);
+    
+    _brick11.init(3,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);                              // need to figure out how to make a list of these
+    _brick12.init(16,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
+    _brick13.init(29,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
+    _brick14.init(42,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
+    _brick15.init(55,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
+    _brick16.init(68,GAP+1,BRICK_HEIGHT,BRICK_WIDTH);
+    
+    _brick21.init(3,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);                              // need to figure out how to make a list of these
+    _brick22.init(16,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
+    _brick23.init(29,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
+    _brick24.init(42,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
+    _brick25.init(55,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
+    _brick26.init(68,GAP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
+    
+    _brick31.init(3,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);                              // need to figure out how to make a list of these
+    _brick32.init(16,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
+    _brick33.init(29,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
+    _brick34.init(42,GAP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
+    _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);
+}
+
+void BreakoutEngine::read_input(Gamepad &pad, bool x)
+{
+    _d = pad.get_direction();
+    _mag = pad.get_mag();
+    
+    if (x == true) {
+        _p1.set_tilt();
+    }
+    else {
+        _p1.set_joy();
+    }
+    //_pause = pad.check_event(Gamepad::START_PRESSED);   // == false then system("PAUSE") or cin.get()
+}
+
+void BreakoutEngine::draw(N5110 &lcd)
+{
+    // draw the elements in the LCD buffer
+    // pitch
+    lcd.drawRect(0,0,WIDTH,HEIGHT,FILL_TRANSPARENT);
+    //score
+    //print_scores(lcd);
+    // paddles
+    _p1.draw(lcd);
+    // ball
+    _ball.draw(lcd);
+    
+    //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++)
+//    {
+//       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);
+//        }
+//    }
+}
+
+
+void BreakoutEngine::update(Gamepad &pad)
+{
+    check_goal(pad);
+    // important to update paddles and ball before checking collisions so can
+    // correct for it before updating the display
+    _p1.update(_d,_mag);
+    _ball.update();
+    lives_leds(pad);
+    
+    check_wall_collision(pad);
+    check_paddle_collisions(pad);
+    check_brick_collisions(pad);
+}
+
+void BreakoutEngine::lives_leds(Gamepad &pad)
+{
+    if (_p1.get_lives() == 0) {
+        pad.leds_off();
+    }
+    
+    else if (_p1.get_lives() == 1) {
+        //turn leftmost led on
+        pad.leds_off();
+        pad.led(1,1);
+    }
+    
+    else if (_p1.get_lives() == 2) {
+        //turn leftmost led on
+        pad.leds_off();
+        pad.led(1,1);
+        pad.led(2,1);
+    }
+    
+    else if (_p1.get_lives() == 3) {
+        //turn leftmost led on
+        pad.leds_off();
+        pad.led(1,1);
+        pad.led(2,1);
+        pad.led(3,1);
+    }
+
+    else if (_p1.get_lives() == 4) {
+        pad.leds_on();
+        pad.led(5,0);
+        pad.led(6,0);
+    }
+    
+    else if (_p1.get_lives() == 5) {
+        pad.leds_on();
+        pad.led(6,0);
+    }
+    
+    else if (_p1.get_lives() == 6) {
+        pad.leds_on();
+    }
+}
+
+int BreakoutEngine::get_lives() {
+    return _p1.get_lives();
+}
+
+void BreakoutEngine::check_wall_collision(Gamepad &pad)
+{
+    // read current ball attributes
+    Vector2D ball_pos = _ball.get_pos();
+    Vector2D ball_velocity = _ball.get_velocity();
+
+    if (ball_pos.y <= 1) {  //  1 due to 1 pixel boundary
+        ball_pos.y = 1;  // bounce off ceiling without going off screen
+        ball_velocity.y = -ball_velocity.y;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+    
+    else if (ball_pos.x <= 1) {  //  1 due to 1 pixel boundary
+        ball_pos.x = 1;  // bounce off ceiling without going off screen
+        ball_velocity.x = -ball_velocity.x;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+        
+    // check if hit bottom wall
+    else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47
+        // hit bottom
+        ball_pos.x = (WIDTH-1) - _ball_size;  // stops ball going off screen
+        ball_velocity.x = -ball_velocity.x;
+        // audio feedback
+        pad.tone(750.0,0.1);
+    }
+
+    // update ball parameters
+    _ball.set_velocity(ball_velocity);
+    _ball.set_pos(ball_pos);
+    
+}
+
+void BreakoutEngine::check_paddle_collisions(Gamepad &pad)
+{
+    // read current ball attributes
+    Vector2D ball_pos = _ball.get_pos();
+    Vector2D ball_velocity = _ball.get_velocity();
+
+    // check p1 first
+    Vector2D p1_pos = _p1.get_pos();
+
+    // see if ball has hit the paddle by checking for overlaps
+    if (
+        (ball_pos.x >= p1_pos.x) && //left 
+        (ball_pos.x <= p1_pos.x + _paddle_width) && //right
+        (ball_pos.y >= _p1y) && //bottom
+        (ball_pos.y <= _p1y + _paddle_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  
+        pad.tone(1000.0,0.1);
+        ball_pos.y = _p1y + _paddle_height - 1;
+        ball_velocity.y = -ball_velocity.y;
+    
+//        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
+//            ball_pos.y = _p1y + _paddle_height - 1;
+//            ball_velocity.y = -ball_velocity.y;
+//        }
+//        else if (ball_pos.x <= p1_pos.x + PADDLE_WIDTH/2) {
+//            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
+//            if (ball_velocity.x > 0) {
+//                ball_velocity.x = -ball_velocity.x;
+//            }
+ //           ball_pos.y = _p1y + _paddle_heigh - 1;
+ //           ball_velocity.y = -tan(ang);
+ //       }
+ //       else if (ball_pos.x >= p1_pos.x + PADDLE_WIDTH/2) {
+ //           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
+ //           if (ball_velocity.x < 0) {
+ //               ball_velocity.x = -ball_velocity.x;
+ //           }
+ //           ball_pos.y = _p1y + _paddle_height - 1;
+ //           ball_velocity.y = -tan(ang);
+ //       }
+    }
+
+    // write new attributes
+    _ball.set_velocity(ball_velocity);
+    _ball.set_pos(ball_pos);
+}
+
+void BreakoutEngine::check_brick_collisions(Gamepad &pad)
+{
+    // 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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //delete _brick23;
+        _brick23_pos.x = -100;
+        _brick23_pos.y = -100;
+        _brick23.set_pos(_brick23_pos);
+        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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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();
+        //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);
+}
+
+bool BreakoutEngine::check_goal(Gamepad &pad)
+{
+    Vector2D ball_pos = _ball.get_pos();
+    // P1 has scored
+    if (ball_pos.y > HEIGHT) {
+        _p1.lose_life();
+        //lose_screen(); // go to loss screen then initialise again
+        
+        _ball.init(_ball_size,_speed);
+        pad.tone(1500.0,0.5);
+        return true;
+    }
+    else {
+        return false;
+    }
+}
+
+//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)
+{
+    // get scores from paddles
+    int p1_score = _p1.get_lives();
+
+    // print to LCD i
+    char buffer1[14];
+    sprintf(buffer1,"%2d",p1_score);
+    lcd.printString(buffer1,WIDTH/2 -8,4);  // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
+}
+
+int BreakoutEngine::get_num_left(){
+    return _number_left;
+}
+void BreakoutEngine::one_less() {
+    _number_left -= 1;
+}
\ No newline at end of file