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BreakoutEngine/BreakoutEngine.cpp
- Committer:
- jamesheavey
- Date:
- 2019-04-24
- Revision:
- 27:1b5038b0a7a2
- Child:
- 29:5168318d3e88
File content as of revision 27:1b5038b0a7a2:
#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;
}