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PongEngine/PongEngine.cpp
- Committer:
- jamesheavey
- Date:
- 2019-04-21
- Revision:
- 7:ef162a6232ca
- Parent:
- 6:7f79f320b827
- Child:
- 8:1ab6d90c4d60
File content as of revision 7:ef162a6232ca:
#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);
_brick11.init(3,GAP+1,HEIGHT_BRICK,WIDTH_BRICK); // need to figure out how to make a list of these
_brick12.init(16,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
_brick13.init(29,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
_brick14.init(42,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
_brick15.init(55,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
_brick16.init(68,GAP+1,HEIGHT_BRICK,WIDTH_BRICK);
_brick21.init(3,GAP+HEIGHT_BRICK+2,HEIGHT_BRICK,WIDTH_BRICK); // need to figure out how to make a list of these
_brick22.init(16,GAP+HEIGHT_BRICK+2,HEIGHT_BRICK,WIDTH_BRICK);
_brick23.init(29,GAP+HEIGHT_BRICK+2,HEIGHT_BRICK,WIDTH_BRICK);
_brick24.init(42,GAP+HEIGHT_BRICK+2,HEIGHT_BRICK,WIDTH_BRICK);
_brick25.init(55,GAP+HEIGHT_BRICK+2,HEIGHT_BRICK,WIDTH_BRICK);
_brick26.init(68,GAP+HEIGHT_BRICK+2,HEIGHT_BRICK,WIDTH_BRICK);
_brick31.init(3,GAP+1+((HEIGHT_BRICK+1)*2),HEIGHT_BRICK,WIDTH_BRICK); // need to figure out how to make a list of these
_brick32.init(16,GAP+1+((HEIGHT_BRICK+1)*2),HEIGHT_BRICK,WIDTH_BRICK);
_brick33.init(29,GAP+1+((HEIGHT_BRICK+1)*2),HEIGHT_BRICK,WIDTH_BRICK);
_brick34.init(42,GAP+1+((HEIGHT_BRICK+1)*2),HEIGHT_BRICK,WIDTH_BRICK);
_brick35.init(55,GAP+1+((HEIGHT_BRICK+1)*2),HEIGHT_BRICK,WIDTH_BRICK);
_brick36.init(68,GAP+1+((HEIGHT_BRICK+1)*2),HEIGHT_BRICK,WIDTH_BRICK);
listofBricks.push_back(_brick11);
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 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);
_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+= WIDTH_BRICK + 1){
// for(int j = GAP+1; j <= (HEIGHT_BRICK + 1)*3; j+= HEIGHT_BRICK + 1){
// Vector2D _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 _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 + WIDTH_BRICK) && //right
(ball_pos.y >= _brick11_pos.y) && //bottom
(ball_pos.y <= _brick11_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 = _brick11_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);
_brick11.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
}