Kostadin Chakarov / Mbed 2 deprecated el17kec

Dependencies:   mbed

Revision:
12:b3ec47d606a5
Parent:
10:da5743dfb137
Child:
13:3585d2ea4ff4
--- a/Ball/Ball.cpp	Thu May 09 11:24:12 2019 +0000
+++ b/Ball/Ball.cpp	Thu May 09 11:41:58 2019 +0000
@@ -5,7 +5,7 @@
 /** Constructor */
 Ball::Ball()
 {
-    reset(); /** initial parameters of ball */
+    reset(); // initial parameters of ball 
 }
 
 /** Destructor - nothing happens here */
@@ -18,22 +18,22 @@
 {
     GameObject::move();
     
-    /** Right edge */
+    // Right edge 
     if (pos.x > WIDTH-1) {
         velocity.x = -velocity.x;
         pos.x = WIDTH-1;
     } 
-    /** Left edge */
+    // Left edge 
     else if(pos.x < 1) {
         velocity.x = -velocity.x;
         pos.x = 1;
     }
-    /** Top edge */
+    // Top edge 
     if (pos.y < 1) {
         velocity.y = -velocity.y;
         pos.y = 1;
     }
-    /** Bottom edge */ 
+    // Bottom edge  
     else if (pos.y > HEIGHT-1) {
         velocity.y = -velocity.y;
         pos.y = HEIGHT-1;
@@ -45,23 +45,23 @@
 float Deg2Rad = PI / 180;
 float Rad2Deg = 180 / PI;
 
-/** NOTE: This is how our coordinate system is setup. */
-/** angles go clock-wise, right is zero, up is -pi/2, down is pi/2 */
-/** printf("angle of down: %.02f\n", atan2(1.f, 0)); */
-/** printf("angle of right: %.02f\n", atan2(0.f, 1)); */
-/** printf("angle of up: %.02f\n", atan2(-1.f, 0)); */
+// NOTE: This is how our coordinate system is setup. 
+// angles go clock-wise, right is zero, up is -pi/2, down is pi/2 
+// printf("angle of down: %.02f\n", atan2(1.f, 0)); 
+// printf("angle of right: %.02f\n", atan2(0.f, 1)); 
+// printf("angle of up: %.02f\n", atan2(-1.f, 0)); 
 
-/** Standard rotation of a vector by given degrees */
-/** Example of this function to play around with: https://repl.it/repls/HopefulTrimWordprocessing */
+// Standard rotation of a vector by given degrees */
+// Example of this function to play around with: https://repl.it/repls/HopefulTrimWordprocessing */
 void Rotate(Vector2D& v, float degrees) 
 {
-    float s = (float)sin(degrees * Deg2Rad); /** stores sin value betweem -1 and 1 */
-    float c = (float)cos(degrees * Deg2Rad); /** stores cos value betweem -1 and 1 */
+    float s = (float)sin(degrees * Deg2Rad); // stores sin value betweem -1 and 1 
+    float c = (float)cos(degrees * Deg2Rad); // stores cos value betweem -1 and 1 
      
-    float tx = v.x;     /** 2D Vector (tx, ty) for the velocity */
+    float tx = v.x;     // 2D Vector (tx, ty) for the velocity 
     float ty = v.y;
     
-    /** Rotation: Multiply vector by rotation matrix */
+    // Rotation: Multiply vector by rotation matrix
     v.x = (c * tx) - (s * ty);
     v.y = (s * tx) + (c * ty);
 }
@@ -81,28 +81,28 @@
 {
     const Vector2D& posPad = paddle.getPos();
     if (pos.y >= posPad.y - 1 && (pos.x >= posPad.x && pos.x <= posPad.x + paddle.getW())) {
-        /** We hit the pad */
+        // We hit the pad 
         
-        /** First: rotate about paddle's surface normal (flip upward) */
+        // First: rotate about paddle's surface normal (flip upward) 
         velocity.y = -velocity.y;
         
-        /** Change angle based on distance to center */
-        float distanceSensitivity = 120;            /** Add at most this many degrees */
-        float maxDx = paddle.getW()/2;              /** Maximum distance from centre */
-        float cx = posPad.x + paddle.getW()/2.0f;   /** Maximum distance from current paddle centre */
-        float dx = pos.x - cx;                      /** Positive dx means right of center, 0 means at center */
+        // Change angle based on distance to center
+        float distanceSensitivity = 120;            // Add at most this many degrees 
+        float maxDx = paddle.getW()/2;              // Maximum distance from centre 
+        float cx = posPad.x + paddle.getW()/2.0f;   // Maximum distance from current paddle centre 
+        float dx = pos.x - cx;                      // Positive dx means right of center, 0 means at center 
         
-        float dangle = dx/maxDx * distanceSensitivity; /** Delta angle, meaning change in angle */
-        float currentAngle = atan2(velocity.y, velocity.x)*Rad2Deg; /** Angle of our original outgoing velocity vector */
-        float newAngle = currentAngle + dangle; /** The current angle + the change in the angle */
+        float dangle = dx/maxDx * distanceSensitivity; // Delta angle, meaning change in angle 
+        float currentAngle = atan2(velocity.y, velocity.x)*Rad2Deg; // Angle of our original outgoing velocity vector 
+        float newAngle = currentAngle + dangle; // The current angle + the change in the angle 
         
         //printf("angle: %.02f %.02f, %.02f\n", dx, currentAngle, newAngle);
         
         
-        /** Always clamp angle in sane boundaries */
-        newAngle = clamp(newAngle, -160, -20); /** Clamp to the range of an upward facing cone (NOTE: -90 degrees is up) */
+        // Always clamp angle in sane boundaries 
+        newAngle = clamp(newAngle, -160, -20); // Clamp to the range of an upward facing cone (NOTE: -90 degrees is up) 
         
-        /** Rotate the outgoing vector by the clamped dangle */
+        // Rotate the outgoing vector by the clamped dangle 
         dangle = newAngle - currentAngle;
         Rotate(velocity, dangle);
         
@@ -113,10 +113,10 @@
 /** Randomizes the initial x-direction of the ball  */
 int Ball::randomize()
 {
-    AnalogIn noisy(PTB0);           /** Disconnected pin so will have random noise */
-    srand(1000000*noisy.read());    /** Read the random noise and seed */
-    int direction = rand() % 2;     /** Randomise initial direction */
-    int movement;                   /** Int to store the x-direction */
+    AnalogIn noisy(PTB0);           // Disconnected pin so will have random noise 
+    srand(1000000*noisy.read());    // Read the random noise and seed 
+    int direction = rand() % 2;     // Randomise initial direction 
+    int movement;                   // Int to store the x-direction 
     if (direction == 0) {
         movement = -1;
     } else if (direction == 1) {
@@ -128,10 +128,10 @@
 /** Resets ball's initial parameters when game is over / lost */
 void Ball::reset()
 {
-    pos.x = WIDTH/2;                /** initial position of ball on x-axis */
-    pos.y = HEIGHT - GAP - 2;       /** initial position of ball on y-axis */
-    velocity.x = randomize();       /** initial x-velocity of ball */
-    velocity.y = -1;                /** initial y-velocity of ball */
-    w = 1;                          /** width of the ball */
-    h = 1;                          /** height of the ball */
+    pos.x = WIDTH/2;                // initial position of ball on x-axis 
+    pos.y = HEIGHT - GAP - 2;       // initial position of ball on y-axis 
+    velocity.x = randomize();       // initial x-velocity of ball 
+    velocity.y = -1;                // initial y-velocity of ball 
+    w = 1;                          // width of the ball 
+    h = 1;                          // height of the ball
 }
\ No newline at end of file