Some random attempts at programming the retro console
Fork of RETRO_Pong_Mod by
Diff: Game.cpp
- Revision:
- 6:20788dfdb7b8
- Parent:
- 5:8a26ad9d9ea1
- Child:
- 7:c0f12f624832
diff -r 8a26ad9d9ea1 -r 20788dfdb7b8 Game.cpp --- a/Game.cpp Wed Feb 25 23:28:49 2015 +0000 +++ b/Game.cpp Thu Feb 26 20:29:02 2015 +0000 @@ -116,8 +116,8 @@ void Game::initializeBall() { this->ballX = DisplayN18::WIDTH / 2 - Game::BALL_RADIUS; this->ballY = DisplayN18::HEIGHT / 4 - Game::BALL_RADIUS; - this->ballSpeedX = 3; - this->ballSpeedY = 5; + this->ballSpeedX = 0; + this->ballSpeedY = 0; this->ballAccelX = 0; this->ballAccelY = 0; } @@ -125,22 +125,31 @@ void Game::readAccel() { double x, y, z; this->getXYZ(x, y, z); - this->ballAccelX = floor(x); - this->ballAccelY = floor(y); + x = x * 8; + y = y * 8; + this->ballAccelX = (int)x; + this->ballAccelY = (int)y; +// this->printDouble(x, 20, 15); +// this->printDouble(y, 20, 25); } -void Game::tick() { +void Game::tick() { + int tcount = 0; this->checkButtons(); if (this->mode) { + if ((tcount % 10) == 0) { + this->readAccel(); + }; this->clearBall(); - this->readAccel(); this->updateBall(); this->checkCollision(); this->drawBall(); this->checkPwm(); this->checkLives(); - wait_ms(25); + tcount++; + //wait_ms(1); + } else { double x, y, z; @@ -220,17 +229,17 @@ } void Game::clearBall() { - //this->disp.fillRect(this->ballX - Game::BALL_RADIUS, ballY - Game::BALL_RADIUS, Game::BALL_RADIUS * 2, Game::BALL_RADIUS * 2, DisplayN18::BLACK); + this->disp.fillRect(this->ballX - Game::BALL_RADIUS, ballY - Game::BALL_RADIUS, Game::BALL_RADIUS * 2, Game::BALL_RADIUS * 2, DisplayN18::GREY); //this->disp.fillCircle(this->ballX - Game::BALL_RADIUS, this->ballY - Game::BALL_RADIUS, Game::BALL_RADIUS, DisplayN18::BLACK); - this->disp.fillCircle(this->ballX, this->ballY, Game::BALL_RADIUS, DisplayN18::BLACK); - this->disp.setPixel(this->ballX, this->ballY, DisplayN18::BLACK); + //this->disp.fillCircle(this->ballX, this->ballY, Game::BALL_RADIUS, DisplayN18::GREY); + //this->disp.setPixel(this->ballX, this->ballY, DisplayN18::GREY); } void Game::drawBall() { - //this->disp.fillRect(this->ballX - Game::BALL_RADIUS, ballY - Game::BALL_RADIUS, Game::BALL_RADIUS * 2, Game::BALL_RADIUS * 2, DisplayN18::RED); + this->disp.fillRect(this->ballX - Game::BALL_RADIUS, ballY - Game::BALL_RADIUS, Game::BALL_RADIUS * 2, Game::BALL_RADIUS * 2, DisplayN18::RED); //this->disp.fillCircle(this->ballX - Game::BALL_RADIUS, ballY - Game::BALL_RADIUS, Game::BALL_RADIUS, DisplayN18::RED); - this->disp.fillCircle(this->ballX, ballY, Game::BALL_RADIUS, DisplayN18::RED); - this->disp.setPixel(this->ballX, this->ballY, DisplayN18::GREEN); + //this->disp.fillCircle(this->ballX, ballY, Game::BALL_RADIUS, DisplayN18::RED); + //this->disp.setPixel(this->ballX, this->ballY, DisplayN18::GREEN); } void Game::updateBall() {