FINAL VERSION

Dependencies:   mbed

BreakoutEngine/BreakoutEngine.cpp

Committer:
jamesheavey
Date:
2019-05-04
Revision:
62:64559062e0ec
Parent:
61:0a8b3ffedc40
Child:
63:2de6fb2de428

File content as of revision 62:64559062e0ec:

#include "BreakoutEngine.h"

#include <iostream>
    
BreakoutEngine::BreakoutEngine()
{

}

BreakoutEngine::~BreakoutEngine()
{

}

void BreakoutEngine::init(int paddle_width,int paddle_height,int ball_size,int speed, int prev_score)
{
    /*
    printf("init started /n");
    listofBricks.clear();
    listofLasers.clear();
    */
    
    // initialise the game parameters
    _paddle_width = paddle_width;
    _paddle_height = paddle_height;
    _ball_size = ball_size;
    _speed = speed;
    _number_left = 18;
    _index = 0;
    _cool_time = 0.0f;
    _prev_score = prev_score;
    _multiplier = 1;
    
    // y position on screen - WIDTH is defined in N5110.h
    _p1y = HEIGHT - GAP - 1;

    // puts paddles and ball in middle
    _p1.init(_p1y,_paddle_height,_paddle_width);
    _ball.init(_ball_size,_speed);
    
    _brick11.init(3,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);                              // need to figure out how to make a list of these
    _brick12.init(16,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
    _brick13.init(29,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
    _brick14.init(42,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
    _brick15.init(55,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
    _brick16.init(68,GAP_TOP+1,BRICK_HEIGHT,BRICK_WIDTH);
    
    _brick21.init(3,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);                              // need to figure out how to make a list of these
    _brick22.init(16,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
    _brick23.init(29,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
    _brick24.init(42,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
    _brick25.init(55,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
    _brick26.init(68,GAP_TOP+BRICK_HEIGHT+2,BRICK_HEIGHT,BRICK_WIDTH);
    
    _brick31.init(3,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);                              // need to figure out how to make a list of these
    _brick32.init(16,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
    _brick33.init(29,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
    _brick34.init(42,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
    _brick35.init(55,GAP_TOP+1+((BRICK_HEIGHT+1)*2),BRICK_HEIGHT,BRICK_WIDTH);
    _brick36.init(68,GAP_TOP+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);
    
    _laser1.init(-10);
    _laser2.init(-10);
    _laser3.init(-10);
    
    listofLasers.push_back(_laser1);
    listofLasers.push_back(_laser2);
    listofLasers.push_back(_laser3);
    //printf("init ended /n");
}

void BreakoutEngine::moveback_bricks()  // 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); // replace the 1 with a multiplier private variable that tracks the number of times continued from victory
    int pointer = 0;
    for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
        if (pointer <= 5) {   
            it_R -> set_posx((pointer * 13) + 3);
        }
        else if (pointer <= 11) {   
            it_R -> set_posx(((pointer-6) * 13) + 3);
        }
        else if (pointer <= 17) {   
            it_R -> set_posx(((pointer-12) * 13) + 3);
        }
        
        it_R -> reset_lives();   
        pointer ++;
    }
}
    

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();
    }
    
    if (pad.check_event(Gamepad::B_PRESSED) && _cool_time <= 0) {  // max of 3 lasers on screen at once
        
        Vector2D p_pos = _p1.get_pos();
        it_L = listofLasers.begin();
        switch(_index){
            case 0:
                advance(it_L, 0);
                it_L -> set_posx(p_pos.x+7);
                it_L -> set_posy(p_pos.y);
                inc_index();
                break;
            case 1:
                advance(it_L, 1);
                it_L -> set_posx(p_pos.x+7);
                it_L -> set_posy(p_pos.y);
                inc_index();
                break;
            case 2:
                advance(it_L, 2);
                it_L -> set_posx(p_pos.x+7);
                it_L -> set_posy(p_pos.y);
                reset_index();
                break;
        }
        
        
        _cool_time = 0.75f;
    }
    else {
        _cool_time -= 0.125; // 1/8 as fps is 8
    }
    
}

void BreakoutEngine::inc_index() {
    _index ++;
}

void BreakoutEngine::reset_index() {
    _index = 0;
}

void BreakoutEngine::draw(N5110 &lcd)
{
    // draw the elements in the LCD buffer
    // pitch
    lcd.drawRect(0,GAP_TOP - 2,WIDTH,HEIGHT - GAP_TOP + 2,FILL_TRANSPARENT);
    //score
    print_scores(lcd);
    // paddles
    _p1.draw(lcd);
    // ball
    _ball.draw(lcd);
    
    //print_scores(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);
    }

}


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();
    
    for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
        it_L->update();
    }
    
    lives_leds(pad);
    
    check_wall_collisions(pad);
    check_paddle_collisions(pad);
    check_brick_collisions(pad);
    check_laser_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_collisions(Gamepad &pad)
{
    // read current ball attributes
    Vector2D ball_pos = _ball.get_pos();
    Vector2D ball_velocity = _ball.get_velocity();

    if (ball_pos.y <= GAP_TOP - 1) {  //  1 due to 1 pixel boundary
        ball_pos.y = GAP_TOP - 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);
    
     for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
        if (
            (it_L -> get_y() <= GAP_TOP - 2)
        ) {    // 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);
        }
    }
    
}

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();
    
    for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
        if (
            (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  
            if (ball_velocity.y < 0) 
            {   
                ball_pos.y = it_R -> get_y() + BRICK_HEIGHT;
            }
            else 
            {
                ball_pos.y = it_R -> get_y();
            }
            ball_velocity.y = -ball_velocity.y;
            // audio feedback
            pad.tone(1000.0,0.1);
            it_R -> hit();
            it_R -> hit();
            //delete _brick11;
            it_R -> set_posx(-100);
            one_less();
        }
    }
    // write new attributes
    _ball.set_velocity(ball_velocity);
    _ball.set_pos(ball_pos);
}

void BreakoutEngine::check_laser_collisions(Gamepad &pad)
{
    // read current ball attributes
    // check p1 first
    for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L){
        for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R){
            if (
                (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_R->hit() == true) {
                    it_R -> set_posx(-100);
                    one_less();
                }
            }
        }
    }
}

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+_multiplier/2);
        pad.tone(1500.0,0.5);
        return true;
    }
    else {
        return false;
    }
}



void BreakoutEngine::print_scores(N5110 &lcd) //maybe add to oneless
{
    // get scores from paddles
    int p1_score = get_prev_score() + (18 - get_num_left())*100 * _multiplier;     //maybe add a previous score so the score carries over through victory screens. add hi score fix so restart restarts from 321
                                // also, add a multiplier of 2 for every contiue on victory
    // print to LCD i
    char buffer1[14];
    sprintf(buffer1,"%2d",p1_score);
    lcd.printString("SCORE: ",2 ,0);
    lcd.printString(buffer1,WIDTH/2 -2,0);  // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
}


int BreakoutEngine::get_prev_score(){
    return _prev_score;
}
int BreakoutEngine::get_num_left(){
    return _number_left;
}
void BreakoutEngine::one_less() {
    _number_left -= 1;
}
void BreakoutEngine::reset_num_left() {
    _number_left = 18;
}
int BreakoutEngine::get_mult() {
    return _multiplier;
}
void BreakoutEngine::inc_mult() {
    _multiplier ++;
}
void BreakoutEngine::set_mult_zero() {
    _multiplier = 0;
}