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Diff: BreakoutEngine/BreakoutEngine.cpp
- 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