James Heavey / Mbed 2 deprecated EL17JH

Dependencies:   mbed

Committer:
jamesheavey
Date:
Tue May 07 16:56:39 2019 +0000
Revision:
99:d8f1570faa05
Parent:
94:8fa117200f6b
Child:
105:4e7585d8e5e2
bonus score based on time

Who changed what in which revision?

UserRevisionLine numberNew contents of line
jamesheavey 27:1b5038b0a7a2 1 #include "BreakoutEngine.h"
jamesheavey 91:c01a736fb0d9 2
jamesheavey 27:1b5038b0a7a2 3 BreakoutEngine::BreakoutEngine()
jamesheavey 27:1b5038b0a7a2 4 {
jamesheavey 27:1b5038b0a7a2 5
jamesheavey 27:1b5038b0a7a2 6 }
jamesheavey 27:1b5038b0a7a2 7
jamesheavey 27:1b5038b0a7a2 8 BreakoutEngine::~BreakoutEngine()
jamesheavey 27:1b5038b0a7a2 9 {
jamesheavey 27:1b5038b0a7a2 10
jamesheavey 27:1b5038b0a7a2 11 }
jamesheavey 27:1b5038b0a7a2 12
jamesheavey 64:c3426b417ad9 13 void BreakoutEngine::init(int paddle_width,int paddle_height,int ball_size,int speed)
jamesheavey 27:1b5038b0a7a2 14 {
jamesheavey 27:1b5038b0a7a2 15 // initialise the game parameters
jamesheavey 27:1b5038b0a7a2 16 _paddle_width = paddle_width;
jamesheavey 93:18f81996ea89 17 _paddle_height = paddle_height;
jamesheavey 93:18f81996ea89 18 _ball_size = ball_size; // size of the ball
jamesheavey 93:18f81996ea89 19 _speed = speed; // speed of the ball
jamesheavey 93:18f81996ea89 20 _number_left = 18; // number of bricks that remain on screen
jamesheavey 93:18f81996ea89 21 _index = 0; // index of which laser to move on screen at any time, starts at 0
jamesheavey 93:18f81996ea89 22 _cool_time = 0.0f; // time remaining before laser can be fired again, starts at 0
jamesheavey 93:18f81996ea89 23 _score = 0; // initialised as 0
jamesheavey 93:18f81996ea89 24 _prev_score = 0; // initialised as 0 for the first round
jamesheavey 93:18f81996ea89 25 _multiplier = 1; // initialised as 1 for the first round
jamesheavey 91:c01a736fb0d9 26
jamesheavey 93:18f81996ea89 27 // y position of the paddle on screen - HEIGHT is defined in N5110.h
jamesheavey 82:d1341d632890 28 _paddley = HEIGHT - GAP - 1;
jamesheavey 27:1b5038b0a7a2 29
jamesheavey 93:18f81996ea89 30 // initialises paddles and ball in middle
jamesheavey 82:d1341d632890 31 _paddle.init(_paddley,_paddle_height,_paddle_width);
jamesheavey 93:18f81996ea89 32 _ball.init(_ball_size,_speed,_paddle.get_pos().x + (PADDLE_WIDTH/2));
jamesheavey 93:18f81996ea89 33
jamesheavey 93:18f81996ea89 34 // initialises all the bricks in their set x/y positions
jamesheavey 91:c01a736fb0d9 35 _brick11.init(3,GAP_TOP+1,3);
jamesheavey 86:01f33d94e496 36 _brick12.init(16,GAP_TOP+1,3);
jamesheavey 86:01f33d94e496 37 _brick13.init(29,GAP_TOP+1,3);
jamesheavey 86:01f33d94e496 38 _brick14.init(42,GAP_TOP+1,3);
jamesheavey 86:01f33d94e496 39 _brick15.init(55,GAP_TOP+1,3);
jamesheavey 86:01f33d94e496 40 _brick16.init(68,GAP_TOP+1,3);
jamesheavey 91:c01a736fb0d9 41
jamesheavey 91:c01a736fb0d9 42 _brick21.init(3,GAP_TOP+BRICK_HEIGHT+2,2);
jamesheavey 86:01f33d94e496 43 _brick22.init(16,GAP_TOP+BRICK_HEIGHT+2,2);
jamesheavey 86:01f33d94e496 44 _brick23.init(29,GAP_TOP+BRICK_HEIGHT+2,2);
jamesheavey 86:01f33d94e496 45 _brick24.init(42,GAP_TOP+BRICK_HEIGHT+2,2);
jamesheavey 86:01f33d94e496 46 _brick25.init(55,GAP_TOP+BRICK_HEIGHT+2,2);
jamesheavey 86:01f33d94e496 47 _brick26.init(68,GAP_TOP+BRICK_HEIGHT+2,2);
jamesheavey 91:c01a736fb0d9 48
jamesheavey 91:c01a736fb0d9 49 _brick31.init(3,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
jamesheavey 86:01f33d94e496 50 _brick32.init(16,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
jamesheavey 86:01f33d94e496 51 _brick33.init(29,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
jamesheavey 86:01f33d94e496 52 _brick34.init(42,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
jamesheavey 86:01f33d94e496 53 _brick35.init(55,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
jamesheavey 86:01f33d94e496 54 _brick36.init(68,GAP_TOP+1+((BRICK_HEIGHT+1)*2),1);
jamesheavey 93:18f81996ea89 55
jamesheavey 93:18f81996ea89 56 // appends all bricks to a list so that they are easier to check for collisions
jamesheavey 91:c01a736fb0d9 57 listofBricks.push_back(_brick11);
jamesheavey 34:07ded1f83c59 58 listofBricks.push_back(_brick12);
jamesheavey 34:07ded1f83c59 59 listofBricks.push_back(_brick13);
jamesheavey 34:07ded1f83c59 60 listofBricks.push_back(_brick14);
jamesheavey 34:07ded1f83c59 61 listofBricks.push_back(_brick15);
jamesheavey 34:07ded1f83c59 62 listofBricks.push_back(_brick16);
jamesheavey 34:07ded1f83c59 63 listofBricks.push_back(_brick21);
jamesheavey 34:07ded1f83c59 64 listofBricks.push_back(_brick22);
jamesheavey 34:07ded1f83c59 65 listofBricks.push_back(_brick23);
jamesheavey 34:07ded1f83c59 66 listofBricks.push_back(_brick24);
jamesheavey 34:07ded1f83c59 67 listofBricks.push_back(_brick25);
jamesheavey 34:07ded1f83c59 68 listofBricks.push_back(_brick26);
jamesheavey 34:07ded1f83c59 69 listofBricks.push_back(_brick31);
jamesheavey 34:07ded1f83c59 70 listofBricks.push_back(_brick32);
jamesheavey 34:07ded1f83c59 71 listofBricks.push_back(_brick33);
jamesheavey 34:07ded1f83c59 72 listofBricks.push_back(_brick34);
jamesheavey 34:07ded1f83c59 73 listofBricks.push_back(_brick35);
jamesheavey 34:07ded1f83c59 74 listofBricks.push_back(_brick36);
jamesheavey 93:18f81996ea89 75
jamesheavey 93:18f81996ea89 76 // initialises lasers off screen
jamesheavey 93:18f81996ea89 77 _laser1.init();
jamesheavey 93:18f81996ea89 78 _laser2.init();
jamesheavey 93:18f81996ea89 79 _laser3.init();
jamesheavey 93:18f81996ea89 80
jamesheavey 93:18f81996ea89 81 // appends lasers to a list so that they are easier to check for collisions
jamesheavey 35:3a614d539a54 82 listofLasers.push_back(_laser1);
jamesheavey 35:3a614d539a54 83 listofLasers.push_back(_laser2);
jamesheavey 35:3a614d539a54 84 listofLasers.push_back(_laser3);
jamesheavey 27:1b5038b0a7a2 85 }
jamesheavey 27:1b5038b0a7a2 86
jamesheavey 93:18f81996ea89 87 void BreakoutEngine::reset_game() // resets the game after victory screen
jamesheavey 91:c01a736fb0d9 88 {
jamesheavey 93:18f81996ea89 89 reset_num_left(); // resets _number_left to 18
jamesheavey 93:18f81996ea89 90 _paddle.recentre(); // recentres the paddle on screen
jamesheavey 93:18f81996ea89 91 _ball.init(_ball_size,_speed + _multiplier/2, _paddle.get_pos().x + (PADDLE_WIDTH/2)); // resets the ball position to above the paddle, and increases its speed depending on the _multiplier
jamesheavey 93:18f81996ea89 92
jamesheavey 93:18f81996ea89 93 int pointer = 0; // tracks the rows, if 6 bricks are placed, it moves to the next row
jamesheavey 91:c01a736fb0d9 94 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R) {
jamesheavey 93:18f81996ea89 95 if (pointer <= 5) { // 6 bricks in the first row
jamesheavey 60:63d69184ec0a 96 it_R -> set_posx((pointer * 13) + 3);
jamesheavey 91:c01a736fb0d9 97 } else if (pointer <= 11) {
jamesheavey 93:18f81996ea89 98 it_R -> set_posx(((pointer-6) * 13) + 3); // pointer - 6 to offset it back to the first column of bricks
jamesheavey 91:c01a736fb0d9 99 } else if (pointer <= 17) {
jamesheavey 93:18f81996ea89 100 it_R -> set_posx(((pointer-12) * 13) + 3); // pointer - 12 to offset it back to the first column of bricks
jamesheavey 60:63d69184ec0a 101 }
jamesheavey 91:c01a736fb0d9 102
jamesheavey 93:18f81996ea89 103 it_R -> reset_lives(_multiplier); // increases the bricks number of lives by the multiplier + their _base_lives
jamesheavey 93:18f81996ea89 104 pointer ++; // increment the pointer
jamesheavey 60:63d69184ec0a 105 }
jamesheavey 91:c01a736fb0d9 106 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
jamesheavey 93:18f81996ea89 107 it_L -> set_posx(-10); // moves all the lasers off screen
jamesheavey 84:6483503a72fc 108 }
jamesheavey 60:63d69184ec0a 109 }
jamesheavey 91:c01a736fb0d9 110
jamesheavey 60:63d69184ec0a 111
jamesheavey 72:7254d2a8a1cd 112 void BreakoutEngine::read_input(Gamepad &pad, bool tilt, float sens)
jamesheavey 27:1b5038b0a7a2 113 {
jamesheavey 27:1b5038b0a7a2 114 _d = pad.get_direction();
jamesheavey 27:1b5038b0a7a2 115 _mag = pad.get_mag();
jamesheavey 91:c01a736fb0d9 116
jamesheavey 72:7254d2a8a1cd 117 if (tilt == true) {
jamesheavey 82:d1341d632890 118 _paddle.set_tilt();
jamesheavey 91:c01a736fb0d9 119 } else {
jamesheavey 82:d1341d632890 120 _paddle.set_joy();
jamesheavey 27:1b5038b0a7a2 121 }
jamesheavey 91:c01a736fb0d9 122
jamesheavey 82:d1341d632890 123 _paddle.set_sens(sens);
jamesheavey 91:c01a736fb0d9 124
jamesheavey 45:b1ac80481d4f 125 if (pad.check_event(Gamepad::B_PRESSED) && _cool_time <= 0) { // max of 3 lasers on screen at once
jamesheavey 91:c01a736fb0d9 126
jamesheavey 82:d1341d632890 127 Vector2D p_pos = _paddle.get_pos();
jamesheavey 37:dd1538ae6534 128 it_L = listofLasers.begin();
jamesheavey 91:c01a736fb0d9 129 switch(_index) {
jamesheavey 30:e3d2f0ca416f 130 case 0:
jamesheavey 37:dd1538ae6534 131 advance(it_L, 0);
jamesheavey 37:dd1538ae6534 132 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 133 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 134 inc_index();
jamesheavey 30:e3d2f0ca416f 135 break;
jamesheavey 30:e3d2f0ca416f 136 case 1:
jamesheavey 37:dd1538ae6534 137 advance(it_L, 1);
jamesheavey 37:dd1538ae6534 138 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 139 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 140 inc_index();
jamesheavey 30:e3d2f0ca416f 141 break;
jamesheavey 30:e3d2f0ca416f 142 case 2:
jamesheavey 37:dd1538ae6534 143 advance(it_L, 2);
jamesheavey 37:dd1538ae6534 144 it_L -> set_posx(p_pos.x+7);
jamesheavey 37:dd1538ae6534 145 it_L -> set_posy(p_pos.y);
jamesheavey 30:e3d2f0ca416f 146 reset_index();
jamesheavey 30:e3d2f0ca416f 147 break;
jamesheavey 30:e3d2f0ca416f 148 }
jamesheavey 94:8fa117200f6b 149
jamesheavey 94:8fa117200f6b 150 it_L = listofLasers.end();
jamesheavey 91:c01a736fb0d9 151
jamesheavey 46:810b3a7fc387 152 _cool_time = 0.75f;
jamesheavey 91:c01a736fb0d9 153 } else {
jamesheavey 45:b1ac80481d4f 154 _cool_time -= 0.125; // 1/8 as fps is 8
jamesheavey 45:b1ac80481d4f 155 }
jamesheavey 91:c01a736fb0d9 156
jamesheavey 27:1b5038b0a7a2 157 }
jamesheavey 27:1b5038b0a7a2 158
jamesheavey 27:1b5038b0a7a2 159 void BreakoutEngine::draw(N5110 &lcd)
jamesheavey 27:1b5038b0a7a2 160 {
jamesheavey 27:1b5038b0a7a2 161 // draw the elements in the LCD buffer
jamesheavey 27:1b5038b0a7a2 162 // pitch
jamesheavey 40:ac53905346fb 163 lcd.drawRect(0,GAP_TOP - 2,WIDTH,HEIGHT - GAP_TOP + 2,FILL_TRANSPARENT);
jamesheavey 27:1b5038b0a7a2 164 //score
jamesheavey 40:ac53905346fb 165 print_scores(lcd);
jamesheavey 27:1b5038b0a7a2 166 // paddles
jamesheavey 82:d1341d632890 167 _paddle.draw(lcd);
jamesheavey 27:1b5038b0a7a2 168 // ball
jamesheavey 27:1b5038b0a7a2 169 _ball.draw(lcd);
jamesheavey 91:c01a736fb0d9 170
jamesheavey 27:1b5038b0a7a2 171 //print_scores(lcd);
jamesheavey 91:c01a736fb0d9 172
jamesheavey 91:c01a736fb0d9 173 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R) {
jamesheavey 39:a9bb03bef107 174 it_R->draw(lcd);
jamesheavey 34:07ded1f83c59 175 }
jamesheavey 91:c01a736fb0d9 176 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
jamesheavey 35:3a614d539a54 177 it_L->draw(lcd);
jamesheavey 35:3a614d539a54 178 }
jamesheavey 27:1b5038b0a7a2 179
jamesheavey 27:1b5038b0a7a2 180 }
jamesheavey 27:1b5038b0a7a2 181
jamesheavey 27:1b5038b0a7a2 182 void BreakoutEngine::update(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 183 {
jamesheavey 81:735e5ee2c92a 184 check_loss(pad);
jamesheavey 27:1b5038b0a7a2 185 // important to update paddles and ball before checking collisions so can
jamesheavey 27:1b5038b0a7a2 186 // correct for it before updating the display
jamesheavey 82:d1341d632890 187 _paddle.update(_d,_mag);
jamesheavey 27:1b5038b0a7a2 188 _ball.update();
jamesheavey 91:c01a736fb0d9 189
jamesheavey 91:c01a736fb0d9 190 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
jamesheavey 35:3a614d539a54 191 it_L->update();
jamesheavey 35:3a614d539a54 192 }
jamesheavey 91:c01a736fb0d9 193
jamesheavey 27:1b5038b0a7a2 194 lives_leds(pad);
jamesheavey 91:c01a736fb0d9 195
jamesheavey 42:347c20a16ee6 196 check_wall_collisions(pad);
jamesheavey 27:1b5038b0a7a2 197 check_paddle_collisions(pad);
jamesheavey 27:1b5038b0a7a2 198 check_brick_collisions(pad);
jamesheavey 36:cb73014d3a99 199 check_laser_collisions(pad);
jamesheavey 91:c01a736fb0d9 200
jamesheavey 91:c01a736fb0d9 201
jamesheavey 27:1b5038b0a7a2 202 }
jamesheavey 27:1b5038b0a7a2 203
jamesheavey 27:1b5038b0a7a2 204 void BreakoutEngine::lives_leds(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 205 {
jamesheavey 82:d1341d632890 206 if (_paddle.get_lives() == 0) {
jamesheavey 27:1b5038b0a7a2 207 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 208 }
jamesheavey 91:c01a736fb0d9 209
jamesheavey 82:d1341d632890 210 else if (_paddle.get_lives() == 1) {
jamesheavey 27:1b5038b0a7a2 211 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 212 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 213 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 214 }
jamesheavey 91:c01a736fb0d9 215
jamesheavey 82:d1341d632890 216 else if (_paddle.get_lives() == 2) {
jamesheavey 27:1b5038b0a7a2 217 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 218 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 219 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 220 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 221 }
jamesheavey 91:c01a736fb0d9 222
jamesheavey 82:d1341d632890 223 else if (_paddle.get_lives() == 3) {
jamesheavey 27:1b5038b0a7a2 224 //turn leftmost led on
jamesheavey 27:1b5038b0a7a2 225 pad.leds_off();
jamesheavey 27:1b5038b0a7a2 226 pad.led(1,1);
jamesheavey 27:1b5038b0a7a2 227 pad.led(2,1);
jamesheavey 27:1b5038b0a7a2 228 pad.led(3,1);
jamesheavey 27:1b5038b0a7a2 229 }
jamesheavey 27:1b5038b0a7a2 230
jamesheavey 82:d1341d632890 231 else if (_paddle.get_lives() == 4) {
jamesheavey 27:1b5038b0a7a2 232 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 233 pad.led(5,0);
jamesheavey 27:1b5038b0a7a2 234 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 235 }
jamesheavey 91:c01a736fb0d9 236
jamesheavey 82:d1341d632890 237 else if (_paddle.get_lives() == 5) {
jamesheavey 27:1b5038b0a7a2 238 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 239 pad.led(6,0);
jamesheavey 27:1b5038b0a7a2 240 }
jamesheavey 91:c01a736fb0d9 241
jamesheavey 82:d1341d632890 242 else if (_paddle.get_lives() == 6) {
jamesheavey 27:1b5038b0a7a2 243 pad.leds_on();
jamesheavey 27:1b5038b0a7a2 244 }
jamesheavey 27:1b5038b0a7a2 245 }
jamesheavey 27:1b5038b0a7a2 246
jamesheavey 42:347c20a16ee6 247 void BreakoutEngine::check_wall_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 248 {
jamesheavey 27:1b5038b0a7a2 249 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 250 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 251 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 252
jamesheavey 40:ac53905346fb 253 if (ball_pos.y <= GAP_TOP - 1) { // 1 due to 1 pixel boundary
jamesheavey 40:ac53905346fb 254 ball_pos.y = GAP_TOP - 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 255 ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 256 // audio feedback
jamesheavey 27:1b5038b0a7a2 257 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 258 }
jamesheavey 91:c01a736fb0d9 259
jamesheavey 27:1b5038b0a7a2 260 else if (ball_pos.x <= 1) { // 1 due to 1 pixel boundary
jamesheavey 27:1b5038b0a7a2 261 ball_pos.x = 1; // bounce off ceiling without going off screen
jamesheavey 27:1b5038b0a7a2 262 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 263 // audio feedback
jamesheavey 27:1b5038b0a7a2 264 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 265 }
jamesheavey 91:c01a736fb0d9 266
jamesheavey 27:1b5038b0a7a2 267 // check if hit bottom wall
jamesheavey 27:1b5038b0a7a2 268 else if (ball_pos.x + _ball_size >= (WIDTH-1) ) { // bottom pixel is 47
jamesheavey 27:1b5038b0a7a2 269 // hit bottom
jamesheavey 27:1b5038b0a7a2 270 ball_pos.x = (WIDTH-1) - _ball_size; // stops ball going off screen
jamesheavey 27:1b5038b0a7a2 271 ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 272 // audio feedback
jamesheavey 27:1b5038b0a7a2 273 pad.tone(750.0,0.1);
jamesheavey 27:1b5038b0a7a2 274 }
jamesheavey 27:1b5038b0a7a2 275
jamesheavey 27:1b5038b0a7a2 276 // update ball parameters
jamesheavey 27:1b5038b0a7a2 277 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 278 _ball.set_pos(ball_pos);
jamesheavey 91:c01a736fb0d9 279
jamesheavey 91:c01a736fb0d9 280 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
jamesheavey 41:fe383cbb51b2 281 if (
jamesheavey 42:347c20a16ee6 282 (it_L -> get_y() <= GAP_TOP - 2)
jamesheavey 41:fe383cbb51b2 283 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 91:c01a736fb0d9 284 // if it has, fix position and reflect x velocity
jamesheavey 41:fe383cbb51b2 285 it_L -> set_posx(-10);
jamesheavey 41:fe383cbb51b2 286 }
jamesheavey 41:fe383cbb51b2 287 }
jamesheavey 91:c01a736fb0d9 288
jamesheavey 41:fe383cbb51b2 289 }
jamesheavey 41:fe383cbb51b2 290
jamesheavey 27:1b5038b0a7a2 291 void BreakoutEngine::check_paddle_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 292 {
jamesheavey 27:1b5038b0a7a2 293 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 294 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 295 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 27:1b5038b0a7a2 296
jamesheavey 92:2e6d88e44f56 297 // check paddle first
jamesheavey 92:2e6d88e44f56 298 Vector2D paddle_pos = _paddle.get_pos();
jamesheavey 27:1b5038b0a7a2 299
jamesheavey 27:1b5038b0a7a2 300 // see if ball has hit the paddle by checking for overlaps
jamesheavey 27:1b5038b0a7a2 301 if (
jamesheavey 92:2e6d88e44f56 302 (ball_pos.x >= paddle_pos.x) && //left
jamesheavey 92:2e6d88e44f56 303 (ball_pos.x <= paddle_pos.x + _paddle_width) && //right
jamesheavey 82:d1341d632890 304 (ball_pos.y >= _paddley) && //bottom
jamesheavey 82:d1341d632890 305 (ball_pos.y <= _paddley + _paddle_height) //top
jamesheavey 27:1b5038b0a7a2 306 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 91:c01a736fb0d9 307 // if it has, fix position and reflect x velocity
jamesheavey 27:1b5038b0a7a2 308 pad.tone(1000.0,0.1);
jamesheavey 82:d1341d632890 309 ball_pos.y = _paddley + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 310 ball_velocity.y = -ball_velocity.y;
jamesheavey 91:c01a736fb0d9 311
jamesheavey 92:2e6d88e44f56 312 // if (ball_pos.x == paddle_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
jamesheavey 82:d1341d632890 313 // ball_pos.y = _paddley + _paddle_height - 1;
jamesheavey 27:1b5038b0a7a2 314 // ball_velocity.y = -ball_velocity.y;
jamesheavey 27:1b5038b0a7a2 315 // }
jamesheavey 92:2e6d88e44f56 316 // else if (ball_pos.x <= paddle_pos.x + PADDLE_WIDTH/2) {
jamesheavey 92:2e6d88e44f56 317 // float ang = 40*(((paddle_pos.x + PADDLE_WIDTH/2)-ball_pos.x)/(PADDLE_WIDTH/2 - paddle_pos.x)) + 30; //converts the distance from the centre to an angle between 30 and 60
jamesheavey 27:1b5038b0a7a2 318 // if (ball_velocity.x > 0) {
jamesheavey 27:1b5038b0a7a2 319 // ball_velocity.x = -ball_velocity.x;
jamesheavey 27:1b5038b0a7a2 320 // }
jamesheavey 91:c01a736fb0d9 321 // ball_pos.y = _paddley + _paddle_heigh - 1;
jamesheavey 91:c01a736fb0d9 322 // ball_velocity.y = -tan(ang);
jamesheavey 91:c01a736fb0d9 323 // }
jamesheavey 92:2e6d88e44f56 324 // else if (ball_pos.x >= paddle_pos.x + PADDLE_WIDTH/2) {
jamesheavey 92:2e6d88e44f56 325 // float ang = 40*(((paddle_pos.x + PADDLE_WIDTH/2)-ball_pos.x)/(PADDLE_WIDTH/2 - paddle_pos.x)) + 30; //converts the distance from the centre to an angle between 30 and 60
jamesheavey 91:c01a736fb0d9 326 // if (ball_velocity.x < 0) {
jamesheavey 91:c01a736fb0d9 327 // ball_velocity.x = -ball_velocity.x;
jamesheavey 91:c01a736fb0d9 328 // }
jamesheavey 91:c01a736fb0d9 329 // ball_pos.y = _paddley + _paddle_height - 1;
jamesheavey 91:c01a736fb0d9 330 // ball_velocity.y = -tan(ang);
jamesheavey 91:c01a736fb0d9 331 // }
jamesheavey 27:1b5038b0a7a2 332 }
jamesheavey 27:1b5038b0a7a2 333
jamesheavey 27:1b5038b0a7a2 334 // write new attributes
jamesheavey 27:1b5038b0a7a2 335 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 336 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 337 }
jamesheavey 27:1b5038b0a7a2 338
jamesheavey 27:1b5038b0a7a2 339 void BreakoutEngine::check_brick_collisions(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 340 {
jamesheavey 27:1b5038b0a7a2 341 // read current ball attributes
jamesheavey 27:1b5038b0a7a2 342 Vector2D ball_pos = _ball.get_pos();
jamesheavey 27:1b5038b0a7a2 343 Vector2D ball_velocity = _ball.get_velocity();
jamesheavey 91:c01a736fb0d9 344
jamesheavey 91:c01a736fb0d9 345 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R) {
jamesheavey 34:07ded1f83c59 346 if (
jamesheavey 39:a9bb03bef107 347 (ball_pos.x >= it_R -> get_x()) && //left
jamesheavey 39:a9bb03bef107 348 (ball_pos.x <= it_R -> get_x() + BRICK_WIDTH) && //right
jamesheavey 39:a9bb03bef107 349 (ball_pos.y >= it_R -> get_y()) && //bottom
jamesheavey 39:a9bb03bef107 350 (ball_pos.y <= it_R -> get_y() + BRICK_HEIGHT) //top
jamesheavey 34:07ded1f83c59 351 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 91:c01a736fb0d9 352 // if it has, fix position and reflect x velocity
jamesheavey 91:c01a736fb0d9 353 if (ball_velocity.y < 0) {
jamesheavey 48:966f2cf803ec 354 ball_pos.y = it_R -> get_y() + BRICK_HEIGHT;
jamesheavey 91:c01a736fb0d9 355 } else {
jamesheavey 48:966f2cf803ec 356 ball_pos.y = it_R -> get_y();
jamesheavey 48:966f2cf803ec 357 }
jamesheavey 34:07ded1f83c59 358 ball_velocity.y = -ball_velocity.y;
jamesheavey 34:07ded1f83c59 359 // audio feedback
jamesheavey 34:07ded1f83c59 360 pad.tone(1000.0,0.1);
jamesheavey 39:a9bb03bef107 361 it_R -> hit();
jamesheavey 34:07ded1f83c59 362 //delete _brick11;
jamesheavey 69:db1354676fde 363 if(it_R-> hit() == true) {
jamesheavey 67:c362df66fac9 364 it_R -> set_posx(-100);
jamesheavey 92:2e6d88e44f56 365 dec_num_left();
jamesheavey 67:c362df66fac9 366 }
jamesheavey 34:07ded1f83c59 367 }
jamesheavey 27:1b5038b0a7a2 368 }
jamesheavey 27:1b5038b0a7a2 369 // write new attributes
jamesheavey 27:1b5038b0a7a2 370 _ball.set_velocity(ball_velocity);
jamesheavey 27:1b5038b0a7a2 371 _ball.set_pos(ball_pos);
jamesheavey 27:1b5038b0a7a2 372 }
jamesheavey 36:cb73014d3a99 373
jamesheavey 32:4dba7a85dbb2 374 void BreakoutEngine::check_laser_collisions(Gamepad &pad)
jamesheavey 32:4dba7a85dbb2 375 {
jamesheavey 32:4dba7a85dbb2 376 // read current ball attributes
jamesheavey 92:2e6d88e44f56 377 // check paddle first
jamesheavey 91:c01a736fb0d9 378 for (it_L = listofLasers.begin(); it_L != listofLasers.end(); ++it_L) {
jamesheavey 91:c01a736fb0d9 379 for (it_R = listofBricks.begin(); it_R != listofBricks.end(); ++it_R) {
jamesheavey 36:cb73014d3a99 380 if (
jamesheavey 39:a9bb03bef107 381 (it_L -> get_x() >= it_R -> get_x()) && //left
jamesheavey 39:a9bb03bef107 382 (it_L -> get_x() <= it_R -> get_x() + BRICK_WIDTH) && //right
jamesheavey 39:a9bb03bef107 383 (it_L -> get_y() >= it_R -> get_y()) && //bottom
jamesheavey 39:a9bb03bef107 384 (it_L -> get_y()<= it_R -> get_y() + BRICK_HEIGHT) //top
jamesheavey 36:cb73014d3a99 385 ) { // edit this so that if it hits the middle, reflect, else change angle depending on how far off centre (add angle to ball)
jamesheavey 91:c01a736fb0d9 386 // if it has, fix position and reflect x velocity
jamesheavey 37:dd1538ae6534 387 it_L -> set_posx(-10);
jamesheavey 36:cb73014d3a99 388 // audio feedback
jamesheavey 36:cb73014d3a99 389 pad.tone(1000.0,0.1);
jamesheavey 69:db1354676fde 390 if(it_R-> hit() == true) {
jamesheavey 39:a9bb03bef107 391 it_R -> set_posx(-100);
jamesheavey 92:2e6d88e44f56 392 dec_num_left();
jamesheavey 36:cb73014d3a99 393 }
jamesheavey 36:cb73014d3a99 394 }
jamesheavey 34:07ded1f83c59 395 }
jamesheavey 34:07ded1f83c59 396 }
jamesheavey 36:cb73014d3a99 397 }
jamesheavey 32:4dba7a85dbb2 398
jamesheavey 81:735e5ee2c92a 399 bool BreakoutEngine::check_loss(Gamepad &pad)
jamesheavey 27:1b5038b0a7a2 400 {
jamesheavey 27:1b5038b0a7a2 401 Vector2D ball_pos = _ball.get_pos();
jamesheavey 92:2e6d88e44f56 402 // paddle has scored
jamesheavey 27:1b5038b0a7a2 403 if (ball_pos.y > HEIGHT) {
jamesheavey 82:d1341d632890 404 _paddle.lose_life();
jamesheavey 27:1b5038b0a7a2 405 //lose_screen(); // go to loss screen then initialise again
jamesheavey 91:c01a736fb0d9 406
jamesheavey 93:18f81996ea89 407 _ball.init(_ball_size,_speed+_multiplier/2,_paddle.get_pos().x + (PADDLE_WIDTH/2));
jamesheavey 27:1b5038b0a7a2 408 pad.tone(1500.0,0.5);
jamesheavey 27:1b5038b0a7a2 409 return true;
jamesheavey 91:c01a736fb0d9 410 } else {
jamesheavey 27:1b5038b0a7a2 411 return false;
jamesheavey 27:1b5038b0a7a2 412 }
jamesheavey 27:1b5038b0a7a2 413 }
jamesheavey 27:1b5038b0a7a2 414
jamesheavey 34:07ded1f83c59 415 void BreakoutEngine::print_scores(N5110 &lcd) //maybe add to oneless
jamesheavey 27:1b5038b0a7a2 416 {
jamesheavey 27:1b5038b0a7a2 417 // get scores from paddles
jamesheavey 64:c3426b417ad9 418 int score = _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
jamesheavey 91:c01a736fb0d9 419 // also, add a multiplier of 2 for every contiue on victory
jamesheavey 91:c01a736fb0d9 420 _score = score;
jamesheavey 91:c01a736fb0d9 421
jamesheavey 27:1b5038b0a7a2 422 // print to LCD i
jamesheavey 27:1b5038b0a7a2 423 char buffer1[14];
jamesheavey 64:c3426b417ad9 424 sprintf(buffer1,"%2d",score);
jamesheavey 91:c01a736fb0d9 425 lcd.printString("SCORE: ",2,0);
jamesheavey 64:c3426b417ad9 426 lcd.printString(buffer1,WIDTH/2 -2,0); // font is 8 wide, so leave 4 pixel gap from middle assuming two digits
jamesheavey 27:1b5038b0a7a2 427 }
jamesheavey 62:64559062e0ec 428
jamesheavey 93:18f81996ea89 429 int BreakoutEngine::get_lives()
jamesheavey 93:18f81996ea89 430 {
jamesheavey 93:18f81996ea89 431 return _paddle.get_lives();
jamesheavey 93:18f81996ea89 432 }
jamesheavey 62:64559062e0ec 433
jamesheavey 91:c01a736fb0d9 434 int BreakoutEngine::get_prev_score()
jamesheavey 91:c01a736fb0d9 435 {
jamesheavey 47:1d1a827be81b 436 return _prev_score;
jamesheavey 47:1d1a827be81b 437 }
jamesheavey 93:18f81996ea89 438
jamesheavey 91:c01a736fb0d9 439 void BreakoutEngine::set_prev_score(int prev_score)
jamesheavey 91:c01a736fb0d9 440 {
jamesheavey 64:c3426b417ad9 441 _prev_score = prev_score;
jamesheavey 64:c3426b417ad9 442 }
jamesheavey 93:18f81996ea89 443
jamesheavey 91:c01a736fb0d9 444 int BreakoutEngine::get_num_left()
jamesheavey 91:c01a736fb0d9 445 {
jamesheavey 27:1b5038b0a7a2 446 return _number_left;
jamesheavey 27:1b5038b0a7a2 447 }
jamesheavey 93:18f81996ea89 448
jamesheavey 92:2e6d88e44f56 449 void BreakoutEngine::dec_num_left()
jamesheavey 91:c01a736fb0d9 450 {
jamesheavey 27:1b5038b0a7a2 451 _number_left -= 1;
jamesheavey 60:63d69184ec0a 452 }
jamesheavey 93:18f81996ea89 453
jamesheavey 91:c01a736fb0d9 454 void BreakoutEngine::reset_num_left()
jamesheavey 91:c01a736fb0d9 455 {
jamesheavey 60:63d69184ec0a 456 _number_left = 18;
jamesheavey 62:64559062e0ec 457 }
jamesheavey 93:18f81996ea89 458
jamesheavey 91:c01a736fb0d9 459 int BreakoutEngine::get_score()
jamesheavey 91:c01a736fb0d9 460 {
jamesheavey 64:c3426b417ad9 461 return _score;
jamesheavey 62:64559062e0ec 462 }
jamesheavey 93:18f81996ea89 463
jamesheavey 91:c01a736fb0d9 464 void BreakoutEngine::inc_mult()
jamesheavey 91:c01a736fb0d9 465 {
jamesheavey 62:64559062e0ec 466 _multiplier ++;
jamesheavey 62:64559062e0ec 467 }
jamesheavey 93:18f81996ea89 468
jamesheavey 99:d8f1570faa05 469 int BreakoutEngine::get_mult()
jamesheavey 91:c01a736fb0d9 470 {
jamesheavey 99:d8f1570faa05 471 return _multiplier;
jamesheavey 99:d8f1570faa05 472 }
jamesheavey 99:d8f1570faa05 473
jamesheavey 99:d8f1570faa05 474 void BreakoutEngine::set_mult_one()
jamesheavey 99:d8f1570faa05 475 {
jamesheavey 99:d8f1570faa05 476 _multiplier = 1;
jamesheavey 62:64559062e0ec 477 }
jamesheavey 93:18f81996ea89 478
jamesheavey 92:2e6d88e44f56 479 void BreakoutEngine::inc_index()
jamesheavey 92:2e6d88e44f56 480 {
jamesheavey 92:2e6d88e44f56 481 _index ++;
jamesheavey 92:2e6d88e44f56 482 }
jamesheavey 93:18f81996ea89 483
jamesheavey 92:2e6d88e44f56 484 void BreakoutEngine::reset_index()
jamesheavey 92:2e6d88e44f56 485 {
jamesheavey 92:2e6d88e44f56 486 _index = 0;
jamesheavey 92:2e6d88e44f56 487 }