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Diff: BreakoutEngine/BreakoutEngine.cpp
- Revision:
- 32:4dba7a85dbb2
- Parent:
- 31:516d4e27765a
- Child:
- 33:e47f6fa1d9ce
--- a/BreakoutEngine/BreakoutEngine.cpp Wed Apr 24 05:59:02 2019 +0000
+++ b/BreakoutEngine/BreakoutEngine.cpp Wed Apr 24 06:33:04 2019 +0000
@@ -199,6 +199,7 @@
check_wall_collision(pad);
check_paddle_collisions(pad);
check_brick_collisions(pad);
+ //check_laser_collisions(pad);
}
void BreakoutEngine::lives_leds(Gamepad &pad)
@@ -353,6 +354,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick11.hit();
+ _brick11.hit();
//delete _brick11;
_brick11_pos.x = -100;
_brick11_pos.y = -100;
@@ -375,6 +377,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick12.hit();
+ _brick12.hit();
//delete _brick12;
_brick12_pos.x = -100;
_brick12_pos.y = -100;
@@ -397,6 +400,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick13.hit();
+ _brick13.hit();
//delete _brick13;
_brick13_pos.x = -100;
_brick13_pos.y = -100;
@@ -419,6 +423,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick14.hit();
+ _brick14.hit();
//delete _brick14;
_brick14_pos.x = -100;
_brick14_pos.y = -100;
@@ -441,6 +446,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick15.hit();
+ _brick15.hit();
//delete _brick15;
_brick15_pos.x = -100;
_brick15_pos.y = -100;
@@ -463,6 +469,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick16.hit();
+ _brick16.hit();
//delete _brick16;
_brick16_pos.x = -100;
_brick16_pos.y = -100;
@@ -485,6 +492,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick21.hit();
+ _brick21.hit();
//delete _brick21;
_brick21_pos.x = -100;
_brick21_pos.y = -100;
@@ -507,6 +515,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick22.hit();
+ _brick22.hit();
//delete _brick22;
_brick22_pos.x = -100;
_brick22_pos.y = -100;
@@ -529,6 +538,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick23.hit();
+ _brick23.hit();
//delete _brick23;
_brick23_pos.x = -100;
_brick23_pos.y = -100;
@@ -551,6 +561,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick24.hit();
+ _brick24.hit();
//delete _brick24;
_brick24_pos.x = -100;
_brick24_pos.y = -100;
@@ -573,6 +584,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick25.hit();
+ _brick25.hit();
//delete _brick25;
_brick25_pos.x = -100;
_brick25_pos.y = -100;
@@ -595,6 +607,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick26.hit();
+ _brick26.hit();
//delete _brick26;
_brick26_pos.x = -100;
_brick26_pos.y = -100;
@@ -617,6 +630,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick31.hit();
+ _brick31.hit();
//delete _brick31;
_brick31_pos.x = -100;
_brick31_pos.y = -100;
@@ -639,6 +653,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick32.hit();
+ _brick32.hit();
//delete _brick32;
_brick32_pos.x = -100;
_brick32_pos.y = -100;
@@ -661,6 +676,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick33.hit();
+ _brick33.hit();
//delete _brick33;
_brick33_pos.x = -100;
_brick33_pos.y = -100;
@@ -683,6 +699,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick34.hit();
+ _brick34.hit();
//delete _brick34;
_brick34_pos.x = -100;
_brick34_pos.y = -100;
@@ -705,6 +722,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick35.hit();
+ _brick35.hit();
//delete _brick35;
_brick35_pos.x = -100;
_brick35_pos.y = -100;
@@ -727,6 +745,7 @@
// audio feedback
pad.tone(1000.0,0.1);
_brick36.hit();
+ _brick36.hit();
//delete _brick36;
_brick36_pos.x = -100;
_brick36_pos.y = -100;
@@ -739,6 +758,401 @@
_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();
+
+ 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 (
+ (laser1_pos.x >= _brick11_pos.x) && //left
+ (laser1_pos.x <= _brick11_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick11_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick11.hit() == true) {
+ _brick11_pos.x = -100;
+ _brick11_pos.y = -100;
+ _brick11.set_pos(_brick11_pos);
+ one_less();
+ }
+ //delete _brick11;
+
+ }
+ // check p1 first
+ Vector2D _brick12_pos = _brick12.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick12_pos.x) && //left
+ (laser1_pos.x <= _brick12_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick12_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick12.hit() == true) {
+ _brick12_pos.x = -100;
+ _brick12_pos.y = -100;
+ _brick12.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick13_pos = _brick13.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick13_pos.x) && //left
+ (laser1_pos.x <= _brick13_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick13_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick13.hit() == true) {
+ _brick13_pos.x = -100;
+ _brick13_pos.y = -100;
+ _brick13.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick14_pos = _brick14.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick14_pos.x) && //left
+ (laser1_pos.x <= _brick14_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick14_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick14.hit() == true) {
+ _brick14_pos.x = -100;
+ _brick14_pos.y = -100;
+ _brick14.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick15_pos = _brick15.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick15_pos.x) && //left
+ (laser1_pos.x <= _brick15_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick15_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick15.hit() == true) {
+ _brick15_pos.x = -100;
+ _brick15_pos.y = -100;
+ _brick15.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick16_pos = _brick16.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick16_pos.x) && //left
+ (laser1_pos.x <= _brick16_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick16_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick16.hit() == true) {
+ _brick16_pos.x = -100;
+ _brick16_pos.y = -100;
+ _brick16.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick21_pos = _brick21.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick21_pos.x) && //left
+ (laser1_pos.x <= _brick21_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick21_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick21.hit() == true) {
+ _brick21_pos.x = -100;
+ _brick21_pos.y = -100;
+ _brick21.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick22_pos = _brick22.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick22_pos.x) && //left
+ (laser1_pos.x <= _brick22_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick22_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick22.hit() == true) {
+ _brick22_pos.x = -100;
+ _brick22_pos.y = -100;
+ _brick22.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick23_pos = _brick23.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick23_pos.x) && //left
+ (laser1_pos.x <= _brick23_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick23_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick23.hit() == true) {
+ _brick23_pos.x = -100;
+ _brick23_pos.y = -100;
+ _brick23.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick24_pos = _brick24.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick24_pos.x) && //left
+ (laser1_pos.x <= _brick24_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick24_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick24.hit() == true) {
+ _brick24_pos.x = -100;
+ _brick24_pos.y = -100;
+ _brick24.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick25_pos = _brick25.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick25_pos.x) && //left
+ (laser1_pos.x <= _brick25_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick25_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick25.hit() == true) {
+ _brick25_pos.x = -100;
+ _brick25_pos.y = -100;
+ _brick25.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick26_pos = _brick26.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick26_pos.x) && //left
+ (laser1_pos.x <= _brick26_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick26_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick26.hit() == true) {
+ _brick26_pos.x = -100;
+ _brick26_pos.y = -100;
+ _brick26.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick31_pos = _brick31.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick31_pos.x) && //left
+ (laser1_pos.x <= _brick31_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick31_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick31.hit() == true) {
+ _brick31_pos.x = -100;
+ _brick31_pos.y = -100;
+ _brick31.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick32_pos = _brick32.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick32_pos.x) && //left
+ (laser1_pos.x <= _brick32_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick32_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick32.hit() == true) {
+ _brick32_pos.x = -100;
+ _brick32_pos.y = -100;
+ _brick32.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick33_pos = _brick33.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick33_pos.x) && //left
+ (laser1_pos.x <= _brick33_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick33_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick33.hit() == true) {
+ _brick33_pos.x = -100;
+ _brick33_pos.y = -100;
+ _brick33.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick34_pos = _brick34.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick34_pos.x) && //left
+ (laser1_pos.x <= _brick34_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick34_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick34.hit() == true) {
+ _brick34_pos.x = -100;
+ _brick34_pos.y = -100;
+ _brick34.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick35_pos = _brick35.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick35_pos.x) && //left
+ (laser1_pos.x <= _brick35_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick35_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick35.hit() == true) {
+ _brick35_pos.x = -100;
+ _brick35_pos.y = -100;
+ _brick35.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+ // check p1 first
+ Vector2D _brick36_pos = _brick36.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (laser1_pos.x >= _brick36_pos.x) && //left
+ (laser1_pos.x <= _brick36_pos.x + BRICK_WIDTH) && //right
+ (laser1_pos.y >= _brick36_pos.y) && //bottom
+ (laser1_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
+ laser1_pos.x = -10;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ if(_brick36.hit() == true) {
+ _brick36_pos.x = -100;
+ _brick36_pos.y = -100;
+ _brick36.set_pos(_brick11_pos);
+ one_less();
+ }
+ }
+
+ // write new attributes
+ _laser1.set_pos(laser1_pos);
+}
+*/
bool BreakoutEngine::check_goal(Gamepad &pad)
{
Vector2D ball_pos = _ball.get_pos();
@@ -775,6 +1189,7 @@
//}
+
void BreakoutEngine::print_scores(N5110 &lcd)
{
// get scores from paddles