Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Diff: PongEngine/PongEngine.cpp
- Revision:
- 0:7d4d2023ed9c
- Child:
- 1:e18615d46071
diff -r 000000000000 -r 7d4d2023ed9c PongEngine/PongEngine.cpp
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/PongEngine/PongEngine.cpp Tue Apr 16 18:58:18 2019 +0000
@@ -0,0 +1,170 @@
+#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;
+
+ // x position on screen - WIDTH is defined in N5110.h
+ _p1x = GAP;
+ _p2x = WIDTH - GAP - _paddle_width;
+
+ // puts paddles and ball in middle
+ _p1.init(_p1x,_paddle_height,_paddle_width);
+ _p2.init(_p2x,_paddle_height,_paddle_width);
+ _ball.init(_ball_size,_speed);
+}
+
+void PongEngine::read_input(Gamepad &pad)
+{
+ _d = pad.get_direction();
+ _mag = pad.get_mag();
+}
+
+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);
+ _p2.draw(lcd);
+ // ball
+ _ball.draw(lcd);
+}
+
+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);
+ _p2.update(_d,_mag);
+ _ball.update();
+
+ check_wall_collision(pad);
+ check_paddle_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.y >= p1_pos.y) && //top
+ (ball_pos.y <= p1_pos.y + _paddle_height) && //bottom
+ (ball_pos.x >= _p1x) && //left
+ (ball_pos.x <= _p1x + _paddle_width) //right
+ ) {
+ // if it has, fix position and reflect x velocity
+ ball_pos.x = _p1x + _paddle_width;
+ ball_velocity.x = -ball_velocity.x;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ }
+
+ // check p2 next
+ Vector2D p2_pos = _p2.get_pos();
+
+ // see if ball has hit the paddle by checking for overlaps
+ if (
+ (ball_pos.y >= p2_pos.y) && //top
+ (ball_pos.y <= p2_pos.y + _paddle_height) && //bottom
+ (ball_pos.x + _ball_size >= _p2x) && //left
+ (ball_pos.x + _ball_size <= _p2x + _paddle_width) //right
+ ) {
+ // if it has, fix position and reflect x velocity
+ ball_pos.x = _p2x - _ball_size;
+ ball_velocity.x = -ball_velocity.x;
+ // audio feedback
+ pad.tone(1000.0,0.1);
+ }
+
+ // write new attributes
+ _ball.set_velocity(ball_velocity);
+ _ball.set_pos(ball_pos);
+}
+
+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();
+ int p2_score = _p2.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
+ char buffer2[14];
+ sprintf(buffer2,"%2d",p2_score);
+ lcd.printString(buffer2,WIDTH/2 + 4,1);
+}
\ No newline at end of file