James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

PongEngine/PongEngine.cpp

Committer:
jamesheavey
Date:
2019-04-20
Revision:
6:7f79f320b827
Parent:
4:6bd488b5b31a
Child:
7:ef162a6232ca

File content as of revision 6:7f79f320b827:

#include "PongEngine.h"

PongEngine::PongEngine()
{

}

PongEngine::~PongEngine()
{

}

void PongEngine::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;

    // 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);
    
    _brick1.init(3,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);                              // need to figure out how to make a list of these
    _brick2.init(16,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
    _brick3.init(29,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
    _brick4.init(42,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
    _brick5.init(55,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
    _brick6.init(68,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
}

void PongEngine::read_input(Gamepad &pad)
{
    _d = pad.get_direction();
    _mag = pad.get_mag();
    //_pause = pad.check_event(Gamepad::START_PRESSED);   // == false then system("PAUSE") or cin.get()
}

void PongEngine::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);
    
    _brick1.draw(lcd);
    _brick2.draw(lcd);
    _brick3.draw(lcd);
    _brick4.draw(lcd);
    _brick5.draw(lcd);
    _brick6.draw(lcd);
    
    

    
    
//    for(int i = GAP+1; i <= WIDTH; i+= WIDTH_BRICK + 1){
//        for(int j = GAP+1; j <= (HEIGHT_BRICK + 1)*3; j+= HEIGHT_BRICK + 1){
//            Vector3d grid[i][j]= _brick.init(i, j,WIDTH_BRICK,HEIGHT_BRICK);
//        }
//    }
}


void PongEngine::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();

    check_wall_collision(pad);
    check_paddle_collisions(pad);
    check_brick_collisions(pad);
}

void PongEngine::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 PongEngine::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  
        ball_pos.y = _p1y + _paddle_height;
        ball_velocity.y = -ball_velocity.y;
        // audio feedback
        pad.tone(1000.0,0.1);
    }

    // write new attributes
    _ball.set_velocity(ball_velocity);
    _ball.set_pos(ball_pos);
}

void PongEngine::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 _brick1_pos = _brick1.get_pos();

    // see if ball has hit the paddle by checking for overlaps
    if (
        (ball_pos.x >= _brick1_pos.x) && //left
        (ball_pos.x <= _brick1_pos.x + WIDTH_BRICK) && //right
        (ball_pos.y >= _brick1_pos.y) && //bottom
        (ball_pos.y <= _brick1_pos.y + HEIGHT_BRICK)  //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 = _brick1_pos.y;
        ball_velocity.y = -ball_velocity.y;
        // audio feedback
        pad.tone(1000.0,0.1);
    }

    // write new attributes
    _ball.set_velocity(ball_velocity);
    _ball.set_pos(ball_pos);
    _brick1.hit();
}

void PongEngine::check_goal(Gamepad &pad)
{
    Vector2D ball_pos = _ball.get_pos();
    // P1 has scored
    if (ball_pos.y > HEIGHT) {
        //lose_screen(); // go to loss screen then initialise again
        _ball.init(_ball_size,_speed);
        pad.tone(1500.0,0.5);
        pad.leds_on();
        wait(0.5);
        pad.leds_off();
    }
}

void PongEngine::print_scores(N5110 &lcd)
{
    // get scores from paddles
    int p1_score = _p1.get_score();

    // print to LCD i
    char buffer1[14];
    sprintf(buffer1,"%2d",p1_score);
    //lcd.printString(buffer1,WIDTH/2 - 20,1);  // font is 8 wide, so leave 4 pixel gape from middle assuming two digits
}