Some random attempts at programming the retro console
Fork of RETRO_Pong_Mod by
Diff: Game.cpp
- Revision:
- 1:cd8a3926f263
- Child:
- 2:6ab46f2e851a
diff -r 21669ea33448 -r cd8a3926f263 Game.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/Game.cpp Mon Nov 17 19:51:24 2014 +0000 @@ -0,0 +1,153 @@ +#include "Game.h" + +const char* Game::LOSE_1 = "You lose."; +const char* Game::LOSE_2 = "Press ship to restart."; +const char* Game::SPLASH = "Press ship to start."; + +Game::Game() : left(P0_14, PullUp), right(P0_11, PullUp), down(P0_12, PullUp), up(P0_13, PullUp), square(P0_16, PullUp), circle(P0_1, PullUp), led1(P0_9), led2(P0_8), pwm(P0_18), ain(P0_15), i2c(P0_5, P0_4) { + srand(this->ain.read_u16()); + + this->initialize(); +} + +void Game::initialize() { + this->initializeBall(); + + this->paddleX = DisplayN18::WIDTH / 2 - Game::PADDLE_WIDTH / 2; + this->pwmTicksLeft = 0; + this->lives = 4; + + this->pwm.period_ms(1); + this->pwm.write(0.00); + + this->disp.clear(); +} + +void Game::initializeBall() { + this->ballX = DisplayN18::WIDTH / 2 - Game::BALL_RADIUS; + this->ballY = DisplayN18::HEIGHT / 4 - Game::BALL_RADIUS; + + this->ballSpeedX = rand() % (Game::MAX_BALL_SPEED * 2); + this->ballSpeedY = rand() % (Game::MAX_BALL_SPEED * 2); + + this->ballSpeedX -= Game::MAX_BALL_SPEED; + this->ballSpeedY -= Game::MAX_BALL_SPEED; + + if (this->ballSpeedX == 0) + this->ballSpeedX++; + + if (this->ballSpeedY == 0) + this->ballSpeedY--; +} + +void Game::tick() { + this->clearPaddle(); + this->clearBall(); + + this->updatePaddle(); + this->updateBall(); + + this->checkCollision(); + + this->drawPaddle(); + this->drawBall(); + + this->checkPwm(); + this->checkLives(); +} + +void Game::drawString(const char* str, int y) { + this->disp.drawString(DisplayN18::WIDTH / 2 - (DisplayN18::CHAR_WIDTH + DisplayN18::CHAR_SPACING) * strlen(str) / 2, y, str, DisplayN18::WHITE, DisplayN18::BLACK); +} + +void Game::showSplashScreen() { + this->drawString(Game::SPLASH, DisplayN18::HEIGHT / 2 - DisplayN18::CHAR_HEIGHT / 2); + + while (this->circle.read()) + wait_ms(1); + + this->disp.clear(); +} + +void Game::clearPaddle() { + this->disp.fillRect(this->paddleX, DisplayN18::HEIGHT - Game::PADDLE_HEIGHT, Game::PADDLE_WIDTH, Game::PADDLE_HEIGHT, DisplayN18::BLACK); +} + +void Game::drawPaddle() { + this->disp.fillRect(this->paddleX, DisplayN18::HEIGHT - Game::PADDLE_HEIGHT, Game::PADDLE_WIDTH, Game::PADDLE_HEIGHT, DisplayN18::BLUE); +} + +void Game::updatePaddle() { + if (this->left.read()) + this->paddleX += Game::PADDLE_SPEED; + + if (this->right.read()) + this->paddleX -= Game::PADDLE_SPEED; +} + +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); +} + +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); +} + +void Game::updateBall() { + this->ballX += this->ballSpeedX; + this->ballY += this->ballSpeedY; +} + +void Game::checkCollision() { + if (this->paddleX < 0) + this->paddleX = 0; + + if (this->paddleX + Game::PADDLE_WIDTH > DisplayN18::WIDTH) + this->paddleX = DisplayN18::WIDTH - Game::PADDLE_WIDTH; + + if ((this->ballX - Game::BALL_RADIUS < 0 && this->ballSpeedX < 0) || (this->ballX + Game::BALL_RADIUS >= DisplayN18::WIDTH && this->ballSpeedX > 0)) + this->ballSpeedX *= -1; + + if (this->ballY - Game::BALL_RADIUS < 0 && this->ballSpeedY < 0) + this->ballSpeedY *= -1; + + if (this->ballY + Game::BALL_RADIUS >= DisplayN18::HEIGHT - Game::PADDLE_HEIGHT && this->ballSpeedY > 0) { + if (this->ballY + Game::BALL_RADIUS >= DisplayN18::HEIGHT) { + this->initializeBall(); + + this->lives--; + } + else if (this->ballX > this->paddleX && this->ballX < this->paddleX + Game::PADDLE_WIDTH) { + this->ballSpeedY *= -1; + + this->pwmTicksLeft = Game::BOUNCE_SOUND_TICKS; + } + } +} + +void Game::checkPwm() { + if (this->pwmTicksLeft == 0) { + this->pwm.write(0.0); + } + else { + this->pwmTicksLeft--; + this->pwm.write(0.5); + } +} + +void Game::checkLives() { + if (this->lives == 0) { + this->disp.clear(); + + this->drawString(Game::LOSE_1, DisplayN18::HEIGHT / 2 - DisplayN18::CHAR_HEIGHT); + this->drawString(Game::LOSE_2, DisplayN18::HEIGHT / 2); + + while (this->circle.read()) + wait_ms(1); + + this->initialize(); + } + else { + this->disp.drawCharacter(0, 0, static_cast<char>(this->lives + '0'), DisplayN18::WHITE, DisplayN18::BLACK); + } +} \ No newline at end of file