James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

Revision:
82:d1341d632890
Parent:
81:735e5ee2c92a
Child:
84:6483503a72fc
--- a/BreakoutEngine/BreakoutEngine.cpp	Mon May 06 14:23:19 2019 +0000
+++ b/BreakoutEngine/BreakoutEngine.cpp	Mon May 06 14:29:15 2019 +0000
@@ -12,12 +12,6 @@
 
 void BreakoutEngine::init(int paddle_width,int paddle_height,int ball_size,int speed)
 {
-    /*
-    printf("init started /n");
-    listofBricks.clear();
-    listofLasers.clear();
-    */
-    
     // initialise the game parameters
     _paddle_width = paddle_width;
     _paddle_height = paddle_height;
@@ -31,34 +25,34 @@
     _multiplier = 1;
     
     // y position on screen - WIDTH is defined in N5110.h
-    _p1y = HEIGHT - GAP - 1;
+    _paddley = HEIGHT - GAP - 1;
 
     // puts paddles and ball in middle
-    _p1.init(_p1y,_paddle_height,_paddle_width);
-    _ball.init(_ball_size,_speed,_p1.get_pos().x + 7);
+    _paddle.init(_paddley,_paddle_height,_paddle_width);
+    _ball.init(_ball_size,_speed,_paddle.get_pos().x + 7);
     
-    _brick11.init(3,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH,3);                              // need to figure out how to make a list of these
+    _brick11.init(3,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH,3);                           
     _brick12.init(16,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH,3);
     _brick13.init(29,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH,3);
     _brick14.init(42,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH,3);
     _brick15.init(55,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH,3);
     _brick16.init(68,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH,3);
     
-    _brick21.init(3,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH,2);                              // need to figure out how to make a list of these
+    _brick21.init(3,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH,2);                              
     _brick22.init(16,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH,2);
     _brick23.init(29,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH,2);
     _brick24.init(42,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH,2);
     _brick25.init(55,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH,2);
     _brick26.init(68,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH,2);
     
-    _brick31.init(3,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH,1);                              // need to figure out how to make a list of these
+    _brick31.init(3,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH,1);                              
     _brick32.init(16,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH,1);
     _brick33.init(29,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH,1);
     _brick34.init(42,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH,1);
     _brick35.init(55,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH,1);
     _brick36.init(68,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH,1);
     
-    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(_brick11);  
     listofBricks.push_back(_brick12);
     listofBricks.push_back(_brick13);
     listofBricks.push_back(_brick14);
@@ -84,14 +78,13 @@
     listofLasers.push_back(_laser1);
     listofLasers.push_back(_laser2);
     listofLasers.push_back(_laser3);
-    //printf("init ended /n");
 }
 
 void BreakoutEngine::reset_game()  // rename to reset add in ball reset and use to increase the number of balls each time
 {    
     reset_num_left();
-    _ball.init(_ball_size,_speed + _multiplier/2, _p1.get_pos().x + 7); // replace the 1 with a multiplier private variable that tracks the number of times continued from victory
-    _p1.recentre();
+    _ball.init(_ball_size,_speed + _multiplier/2, _paddle.get_pos().x + 7); // replace the 1 with a multiplier private variable that tracks the number of times continued from victory
+    _paddle.recentre();
     int pointer = 0;
     for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
         if (pointer <= 5) {   
@@ -116,17 +109,17 @@
     _mag = pad.get_mag();
     
     if (tilt == true) {
-        _p1.set_tilt();
+        _paddle.set_tilt();
     }
     else {
-        _p1.set_joy();
+        _paddle.set_joy();
     }
     
-    _p1.set_sens(sens);
+    _paddle.set_sens(sens);
     
     if (pad.check_event(Gamepad::B_PRESSED) && _cool_time <= 0) {  // max of 3 lasers on screen at once
         
-        Vector2D p_pos = _p1.get_pos();
+        Vector2D p_pos = _paddle.get_pos();
         it_L = listofLasers.begin();
         switch(_index){
             case 0:
@@ -174,7 +167,7 @@
     //score
     print_scores(lcd);
     // paddles
-    _p1.draw(lcd);
+    _paddle.draw(lcd);
     // ball
     _ball.draw(lcd);
     
@@ -195,7 +188,7 @@
     check_loss(pad);
     // important to update paddles and ball before checking collisions so can
     // correct for it before updating the display
-    _p1.update(_d,_mag);
+    _paddle.update(_d,_mag);
     _ball.update();
     
     for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
@@ -214,24 +207,24 @@
 
 void BreakoutEngine::lives_leds(Gamepad &pad)
 {
-    if (_p1.get_lives() == 0) {
+    if (_paddle.get_lives() == 0) {
         pad.leds_off();
     }
     
-    else if (_p1.get_lives() == 1) {
+    else if (_paddle.get_lives() == 1) {
         //turn leftmost led on
         pad.leds_off();
         pad.led(1,1);
     }
     
-    else if (_p1.get_lives() == 2) {
+    else if (_paddle.get_lives() == 2) {
         //turn leftmost led on
         pad.leds_off();
         pad.led(1,1);
         pad.led(2,1);
     }
     
-    else if (_p1.get_lives() == 3) {
+    else if (_paddle.get_lives() == 3) {
         //turn leftmost led on
         pad.leds_off();
         pad.led(1,1);
@@ -239,24 +232,24 @@
         pad.led(3,1);
     }
 
-    else if (_p1.get_lives() == 4) {
+    else if (_paddle.get_lives() == 4) {
         pad.leds_on();
         pad.led(5,0);
         pad.led(6,0);
     }
     
-    else if (_p1.get_lives() == 5) {
+    else if (_paddle.get_lives() == 5) {
         pad.leds_on();
         pad.led(6,0);
     }
     
-    else if (_p1.get_lives() == 6) {
+    else if (_paddle.get_lives() == 6) {
         pad.leds_on();
     }
 }
 
 int BreakoutEngine::get_lives() {
-    return _p1.get_lives();
+    return _paddle.get_lives();
 }
 
 void BreakoutEngine::check_wall_collisions(Gamepad &pad)
@@ -310,22 +303,22 @@
     Vector2D ball_velocity = _ball.get_velocity();
 
     // check p1 first
-    Vector2D p1_pos = _p1.get_pos();
+    Vector2D p1_pos = _paddle.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
+        (ball_pos.y >= _paddley) && //bottom
+        (ball_pos.y <= _paddley + _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_pos.y = _paddley + _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_pos.y = _paddley + _paddle_height - 1;
 //            ball_velocity.y = -ball_velocity.y;
 //        }
 //        else if (ball_pos.x <= p1_pos.x + PADDLE_WIDTH/2) {
@@ -333,7 +326,7 @@
 //            if (ball_velocity.x > 0) {
 //                ball_velocity.x = -ball_velocity.x;
 //            }
- //           ball_pos.y = _p1y + _paddle_heigh - 1;
+ //           ball_pos.y = _paddley + _paddle_heigh - 1;
  //           ball_velocity.y = -tan(ang);
  //       }
  //       else if (ball_pos.x >= p1_pos.x + PADDLE_WIDTH/2) {
@@ -341,7 +334,7 @@
  //           if (ball_velocity.x < 0) {
  //               ball_velocity.x = -ball_velocity.x;
  //           }
- //           ball_pos.y = _p1y + _paddle_height - 1;
+ //           ball_pos.y = _paddley + _paddle_height - 1;
  //           ball_velocity.y = -tan(ang);
  //       }
     }
@@ -419,10 +412,10 @@
     Vector2D ball_pos = _ball.get_pos();
     // P1 has scored
     if (ball_pos.y > HEIGHT) {
-        _p1.lose_life();
+        _paddle.lose_life();
         //lose_screen(); // go to loss screen then initialise again
         
-        _ball.init(_ball_size,_speed+_multiplier/2,_p1.get_pos().x + 7);
+        _ball.init(_ball_size,_speed+_multiplier/2,_paddle.get_pos().x + 7);
         pad.tone(1500.0,0.5);
         return true;
     }