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Diff: BreakoutEngine/BreakoutEngine.cpp
- Revision:
- 39:a9bb03bef107
- Parent:
- 37:dd1538ae6534
- Child:
- 40:ac53905346fb
--- a/BreakoutEngine/BreakoutEngine.cpp Thu Apr 25 21:05:18 2019 +0000
+++ b/BreakoutEngine/BreakoutEngine.cpp Thu Apr 25 21:08:34 2019 +0000
@@ -138,8 +138,8 @@
//print_scores(lcd);
- for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
- it->draw(lcd);
+ for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
+ it_R->draw(lcd);
}
for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
it_L->draw(lcd);
@@ -306,23 +306,23 @@
Vector2D ball_pos = _ball.get_pos();
Vector2D ball_velocity = _ball.get_velocity();
- for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
+ for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
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
+ (ball_pos.x >= it_R -> get_x()) && //left
+ (ball_pos.x <= it_R -> get_x() + BRICK_WIDTH) && //right
+ (ball_pos.y >= it_R -> get_y()) && //bottom
+ (ball_pos.y <= it_R -> 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_pos.y = it_R -> get_y() + BRICK_HEIGHT;
ball_velocity.y = -ball_velocity.y;
// audio feedback
pad.tone(1000.0,0.1);
- it -> hit();
- it -> hit();
+ it_R -> hit();
+ it_R -> hit();
//delete _brick11;
- it -> set_posx(-100);
- it -> set_posy(-100);
+ it_R -> set_posx(-100);
+ it_R -> set_posy(-100);
one_less();
}
}
@@ -336,20 +336,20 @@
// read current ball attributes
// check p1 first
for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
- for (it = listofBricks.begin(); it != listofBricks.end(); ++it){
+ for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
if (
- (it_L -> get_x() >= it -> get_x()) && //left
- (it_L -> get_x() <= it -> get_x() + BRICK_WIDTH) && //right
- (it_L -> get_y() >= it -> get_y()) && //bottom
- (it_L -> get_y()<= it -> get_y() + BRICK_HEIGHT) //top
+ (it_L -> get_x() >= it_R -> get_x()) && //left
+ (it_L -> get_x() <= it_R -> get_x() + BRICK_WIDTH) && //right
+ (it_L -> get_y() >= it_R -> get_y()) && //bottom
+ (it_L -> get_y()<= it_R -> 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
it_L -> set_posx(-10);
// audio feedback
pad.tone(1000.0,0.1);
- if(it->hit() == true) {
- it -> set_posx(-100);
- it -> set_posy(-100);
+ if(it_R->hit() == true) {
+ it_R -> set_posx(-100);
+ it_R -> set_posy(-100);
one_less();
}
}