James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

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