Retro game that let's the player steer a ball through a hole filled maze. Has multiple levels of increasing difficulty.

Dependencies:   LCD_ST7735 MusicEngine RETRO_BallsAndThings mbed

Ball and Holes

In this game I attempted to create somewhat natural movement of the ball by implementing gravity and friction which combined over time determine the speed of the ball. Playing with the settings (aka. the magic numbers) that are spread out all over game.cpp, gives different effects, such as an icy, rough or liquid-like surface.

It took some time to figure out how to post my very first youtube video. Sorry for the shaky recording. Trying to record the video with my phone while playing the game in one hand was quite challenging, but here it is;

The left and right buttons are used to cheat: restart the current or go to the next level. Up and down control the game-tick. During game-play the robot-button shows the accelerator graph and the ship-button mutes the sound.

BTW. If your ball happens to get stuck, tilting the console in the opposite direction will set it free. For sake of argument: these magnetic wall-ends are in the words of Bob Ross "a happy accident". Since there is no specific code for it, others might call it a bug. As it results in more interesting game-play, I didn't attempt to fix it, but left a comment for those who dare to look at the mess I call code.

Revision:
2:d4de5a5866fe
Parent:
1:c1ee4c699517
Child:
3:ca8b21da67dc
--- a/Game.cpp	Sun Feb 01 16:21:24 2015 +0000
+++ b/Game.cpp	Tue Feb 03 19:02:27 2015 +0000
@@ -2,9 +2,9 @@
 
 const char* Game::LOSE_1 = "You lose.";
 const char* Game::LOSE_2 = "Press ship to restart.";
-const char* Game::SPLASH_1 = "Press ship to start.";
-const char* Game::SPLASH_2 = "Press robot to switch.";
-const char* Game::SPLASH_3 = "mod:Tilt by Maxint.";
+const char* Game::SPLASH_1 = "-*- Balls and paddle -*-";
+const char* Game::SPLASH_2 = "Press ship to start.";
+const char* Game::SPLASH_3 = "Made by Maxint";
 
 
 #define WHITE Color565::White
@@ -21,7 +21,7 @@
 
 
 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), disp(P0_19, P0_20, P0_7, P0_21, P0_22, P1_15, P0_2, LCD_ST7735::RGB), accel(this->I2C_ADDR, &disp), vGravity(0, 0.1), ball(&disp), paddle(&disp)
+    ain(P0_15), i2c(P0_5, P0_4), disp(P0_19, P0_20, P0_7, P0_21, P0_22, P1_15, P0_2, LCD_ST7735::RGB), accel(this->I2C_ADDR, &disp), vGravity(0, 0.1), ball(&disp), paddle(&disp)
 {
     this->disp.setOrientation(LCD_ST7735::Rotate270, false);
     this->disp.setForegroundColor(WHITE);
@@ -34,10 +34,16 @@
     this->lastDown = false;
     this->mode = true;
 
-    this->initialize();
+
+    //this->aBalls[2]={ Ball(&disp),  Ball(&disp) };
+    for(int i=0; i<NUM_BALLS; i++)
+        this->aBalls[i]=Ball(&(this->disp));
+
+    //this->initialize();
 }
 
-void Game::printDouble(double value, int x, int y) {
+void Game::printDouble(double value, int x, int y)
+{
     char buffer[10];
     int len = sprintf(buffer, "%.1f ", value);
     
@@ -48,33 +54,145 @@
 {
     this->disp.clearScreen();
 
-    this->initializeBall();     // start first ball
+//    this->initializeBall();     // start first ball
+//    this->initializeBalls();     // start first ball
+
+    this->setNoBalls();     // reset all balls
+    this->newBall();     // start first ball
     this->initializePaddle();
+    //this->paddle.draw();
+
        
 //    this->paddleX = WIDTH / 2 - Game::PADDLE_WIDTH / 2;
-    this->pwmTicksLeft = 0;
+    this->snd.reset();
     this->nLives = 4;
     this->nScore = 0;
     
-    this->pwm.period_ms(1);
-    this->pwm.write(0.00);
-
     this->tWait.start();      // start the timer
     
 }
-    
+
+
+void Game::initializePaddle()
+{
+    this->paddle.initialize(WIDTH / 2 - Game::PADDLE_WIDTH/2, HEIGHT - Game::PADDLE_HEIGHT, Game::PADDLE_WIDTH, Game::PADDLE_HEIGHT);
+    this->paddle.draw();
+}
+
+
+void Game::updatePaddle()
+{
+    if (!this->left.read())  // note: read is LOW (0) when button pressed
+        this->paddle.move(Vector(-1 * Game::PADDLE_SPEED, 0));
+    else if (!this->right.read())
+        this->paddle.move(Vector(Game::PADDLE_SPEED, 0));
+    else
+    {
+        int i=this->checkTilt();
+        if(i>0)
+            this->paddle.move(Vector(Game::PADDLE_SPEED, 0));
+        else if(i<0)
+            this->paddle.move(Vector(-1 * Game::PADDLE_SPEED, 0));
+        else if(this->paddle.hasChanged())
+            paddle.move(Vector(0, 0));  // move to same place to restrict redraws
+    }
+}
+
+
+
+
+/*
 void Game::initializeBall()
 {
     this->ball.initialize(WIDTH / 2 - Game::BALL_RADIUS, HEIGHT / 4 - Game::BALL_RADIUS, Game::BALL_RADIUS, Color565::fromRGB(0xFF, 0x33, 0x33));
     this->ball.setSpeed(rand() % 2 ? 1 : -1, rand() % 2 ? 1 : -1);
 }
+*/
 
-void Game::initializePaddle()
+/*
+void Game::initializeBalls()
+{
+    for(int i=0; i<NUM_BALLS; i++)
+    {
+        this->aBalls[i].initialize(WIDTH / 2 - Game::BALL_RADIUS, HEIGHT / 4 - Game::BALL_RADIUS, Game::BALL_RADIUS, Color565::fromRGB(i==0?0xFF:0x33, i==1?0xFF:0x33, i==2?0xFF:0x33));
+        //float ftRandX=rand() % 2 ? 1 : -1;
+        float ftRandX=((rand() % 20) - 10)/10 ;
+        float ftRandY=rand() % 2 ? 1 : -1;
+        this->aBalls[i].setSpeed(ftRandX, ftRandY);
+    }
+}
+*/
+
+void Game::setNoBalls()
 {
-    this->paddle.initialize(WIDTH / 2 - Game::PADDLE_WIDTH/2, HEIGHT - Game::PADDLE_HEIGHT, Game::PADDLE_WIDTH, Game::PADDLE_HEIGHT);
+    for(int i=0; i<NUM_BALLS; i++)
+        this->aBalls[i].fActive=false;
+}
+
+void Game::newBall()
+{
+    for(int i=0; i<NUM_BALLS; i++)
+    {
+        if(this->aBalls[i].fActive)
+            continue;
+        else
+        {
+            this->aBalls[i].initialize(WIDTH / 2 - Game::BALL_RADIUS, HEIGHT / 4 - Game::BALL_RADIUS, Game::BALL_RADIUS, Color565::fromRGB(i==0?0xFF:0x33, i==1?0xFF:0x33, i==2?0xFF:0x33));
+            //float ftRandX=rand() % 2 ? 1 : -1;
+            //float ftRandY=rand() % 2 ? 1 : -1;
+            float ftRandX=((rand() % 20) - 10)/5.0;
+            float ftRandY=((rand() % 10) - 10)/5.0;
+            //this->aBalls[i].setSpeed(ftRandX, ftRandY);
+            this->aBalls[i].vSpeed.set(ftRandX, ftRandY);
+            this->aBalls[i].fActive=true;
+            break;
+        }
+    }
 }
 
-void Game::tick() {  
+void Game::updateBalls()
+{
+    for(int i=0; i<NUM_BALLS; i++)
+    {
+        if(!this->aBalls[i].fActive)
+            continue;
+
+        this->aBalls[i].update();                    // update the ball position 
+
+        // add downward gravity
+        if(this->aBalls[i].vSpeed.getSize() != 0 && this->aBalls[i].vSpeed.getSize()<10.0)            // TODO: added if statement to allow zero speed pause of ball
+            this->aBalls[i].vSpeed.add(this->vGravity);    // add some gravity
+
+    }
+}
+
+void Game::redrawBalls()
+{
+    for(int i=0; i<NUM_BALLS; i++)
+    {
+        if(!this->aBalls[i].fActive)
+            continue;
+        this->aBalls[i].redraw();                    // update the ball position 
+    }
+}
+
+int Game::countBalls()
+{
+    int nResult=0;
+    for(int i=0; i<NUM_BALLS; i++)
+    {
+        if(this->aBalls[i].fActive)
+            nResult++;
+    }
+    return(nResult);
+}
+
+
+
+
+
+void Game::tick()
+{  
     this->checkButtons();
     
     if (this->mode) {
@@ -85,15 +203,26 @@
             this->tWait.reset();
         }
 */
+
+/*
+        if(this->ball.vSpeed.getSize() != 0)            // TODO: added if statement to allow zero speed pause of ball
+            this->ball.vSpeed.add(this->vGravity);    // add some gravity
+            //this->ball.vSpeed.add(Vector(0, 0.1));    // add some gravity
+        this->ball.update();                    // update the ball position 
+*/
+
+        this->updateBalls();                    // update the ball positions
+
         this->updatePaddle();
-        this->ball.vSpeed.add(Vector(0, 0.1));    // add some gravity
-        this->ball.update();                    // update the ball position 
     
-        this->checkCollision();
+//        this->checkCollision();
+        this->checkPaddle();
+        this->checkBallsCollision();
+//        this->ball.redraw();
+        this->redrawBalls();
         this->paddle.redraw();
-        this->ball.redraw();
         
-        this->checkPwm();
+        this->snd.checkPwm();
         //this->checkScore(); 
         this->checkLives(); 
         
@@ -192,25 +321,101 @@
         wait_ms(1);
     }
         
-    this->disp.clearScreen();
+    //this->disp.clearScreen();
+    this->initialize();     // start a new game
 }
 
 
-void Game::updatePaddle() {
-    if (!this->left.read())  // note: read is LOW (0) when button pressed
-        this->paddle.move(Vector(-1 * Game::PADDLE_SPEED, 0));
-    else if (!this->right.read())
-        this->paddle.move(Vector(Game::PADDLE_SPEED, 0));
-    else
+
+void Game::checkBallsCollision()
+{
+    Rectangle rTop=Rectangle(0, -10, WIDTH, 0);                // Rectangle(0, 0, WIDTH, 1);       // top wall
+    Rectangle rBottom=Rectangle(0, HEIGHT, WIDTH, HEIGHT+10);  // Rectangle(0, HEIGHT, WIDTH, HEIGHT);       // bottom gap
+    Rectangle rLeft=Rectangle(-10, 0, 0, HEIGHT);              // Rectangle(0, 0, 0, HEIGHT);       // left wall
+    Rectangle rRight=Rectangle(WIDTH, 0, WIDTH+10, HEIGHT);       // Rectangle(WIDTH, 0, WIDTH, HEIGHT);       // right wall
+    Rectangle rPaddle=Rectangle(paddle.pos.getX(), paddle.pos.getY(), paddle.pos.getX() + Game::PADDLE_WIDTH, HEIGHT+10);       // Rectangle(this->paddleX, HEIGHT - Game::PADDLE_HEIGHT, this->paddleX + Game::PADDLE_WIDTH, HEIGHT);       // paddle
+    Rectangle rPaddleLeft=Rectangle(paddle.pos.getX(), paddle.pos.getY(), paddle.pos.getX() + Game::PADDLE_WIDTH/3, HEIGHT+10);      // paddle left part
+    Rectangle rPaddleRight=Rectangle(paddle.pos.getX()+ Game::PADDLE_WIDTH/3 + Game::PADDLE_WIDTH/3, paddle.pos.getY(), paddle.pos.getX() + Game::PADDLE_WIDTH, HEIGHT+10);      // paddle right part
+    //Rectangle rScreen=Rectangle(0,0, WIDTH, HEIGHT);            // screen boundary
+
+    Ball* pBall;
+    for(int i=0; i<NUM_BALLS; i++)
     {
-        int i=this->checkTilt();        // don't call too often as this I2C is slow and will delay the game
-        if(i>0)
-            this->paddle.move(Vector(Game::PADDLE_SPEED, 0));
-        else if(i<0)
-            this->paddle.move(Vector(-1 * Game::PADDLE_SPEED, 0));
+        if(!this->aBalls[i].fActive)
+            continue;
+
+        pBall=&(this->aBalls[i]);
+
+        if(pBall->collides(rTop) && pBall->vSpeed.isUp())      // top wall
+        {
+            pBall->Bounce(Vector(1,-1));        // bounce vertical
+            this->snd.beepShort();
+        }
+        if(pBall->collides(rRight) && pBall->vSpeed.isRight())      // right wall
+        {
+            pBall->Bounce(Vector(-1,1));        // bounce horizontal
+            this->snd.beepShort();
+        }
+        if(pBall->collides(rLeft) && pBall->vSpeed.isLeft())      // left wall
+        {
+            pBall->Bounce(Vector(-1,1));        // bounce horizontal
+            this->snd.beepShort();
+        }
+        if(pBall->collides(rPaddle) && pBall->vSpeed.isDown())      // paddle
+        {
+            if(pBall->collides(rPaddleLeft))   pBall->vSpeed.add(Vector(-1,0));       // left side of paddle has bias to the left
+            if(pBall->collides(rPaddleRight))  pBall->vSpeed.add(Vector(1,0));       // right side of paddle has bias to the right
+    
+            
+            // increase the speed of the ball when hitting the paddle to increase difficulty
+            //pBall->Bounce(Vector(1,-1));        // bounce vertical at same speed
+            float ftSpeedMax=3.0;
+            if(this->nScore>50)
+                ftSpeedMax=5.0;
+            if(this->nScore>100)
+                ftSpeedMax=10.0;
+            if(this->nScore>150)
+                ftSpeedMax=999.0;
+            if(pBall->vSpeed.getSize()<ftSpeedMax)            // TODO: added if statement to allow zero speed pause of ball
+                pBall->Bounce(Vector(1,-1.02));        // bounce from paddle at higher speed
+            else
+                pBall->Bounce(Vector(1,-1));        // bounce vertical at same speed
+    
+            this->snd.beepLong();
+            this->nScore++;
+            this->printf(100, 0, "Score: %d ", this->nScore);   
+
+            if(this->nScore>0 && this->nScore%10==0)
+            {
+                this->newBall();
+                this->nLives++;
+            }
+        }
+        if(pBall->collides(rBottom) && pBall->vSpeed.isDown())      // bottom gap
+        {
+            pBall->clearPrev();   // clear the ball from its previous position
+            pBall->clear();   // clear the ball from its current position
+            pBall->vSpeed.set(0,0);
+            pBall->fActive=false;
+            this->nLives--;
+            //this->initializeBall();     // start a new ball
+            if(countBalls()==0)
+            {
+                this->newBall();     // start a new ball
+                this->snd.beepLow();
+            }
+        }
     }
 }
 
+void Game::checkPaddle()
+{
+    Rectangle rScreen=Rectangle(0,0, WIDTH, HEIGHT);            // screen boundary
+
+    this->paddle.checkBoundary(rScreen);
+}
+
+/*
 void Game::checkCollision()
 {
     Rectangle rTop=Rectangle(0, -10, WIDTH, 0);                // Rectangle(0, 0, WIDTH, 1);       // top wall
@@ -222,38 +427,32 @@
     Rectangle rPaddleRight=Rectangle(paddle.pos.getX()+ Game::PADDLE_WIDTH/3 + Game::PADDLE_WIDTH/3, paddle.pos.getY(), paddle.pos.getX() + Game::PADDLE_WIDTH, HEIGHT+10);      // paddle right part
     Rectangle rScreen=Rectangle(0,0, WIDTH, HEIGHT);            // screen boundary
 
-/*
-    if (this->paddle.pos.getX() < 0)
-        this->paddle.pos.setX(0);
-    if (this->paddle.pos.getX() + Game::PADDLE_WIDTH > WIDTH)
-        this->paddle.pos.setX(WIDTH - Game::PADDLE_WIDTH);
-*/
     this->paddle.checkBoundary(rScreen);
    
     if(ball.collides(rTop) && this->ball.vSpeed.isUp())      // top wall
     {
         this->ball.Bounce(Vector(1,-1));        // bounce vertical
-        this->pwmTicksLeft = Game::BOUNCE1_SOUND_TICKS;
+        this->snd.beepShort();
     }
     if(ball.collides(rRight) && this->ball.vSpeed.isRight())      // right wall
     {
         this->ball.Bounce(Vector(-1,1));        // bounce horizontal
-        this->pwmTicksLeft = Game::BOUNCE1_SOUND_TICKS;
+        this->snd.beepShort();
     }
     if(ball.collides(rLeft) && this->ball.vSpeed.isLeft())      // left wall
     {
         this->ball.Bounce(Vector(-1,1));        // bounce horizontal
-        this->pwmTicksLeft = Game::BOUNCE1_SOUND_TICKS;
+        this->snd.beepShort();
     }
     if(ball.collides(rPaddle) && this->ball.vSpeed.isDown())      // paddle
     {
         if(ball.collides(rPaddleLeft))   ball.vSpeed.add(Vector(-1,0));       // left side of paddle has bias to the left
         if(ball.collides(rPaddleRight))  ball.vSpeed.add(Vector(1,0));       // right side of paddle has bias to the right
 
-        //this->ball.Bounce(Vector(1,-1));        // bounce vertical at same speed
-        ball.Bounce(Vector(1,-1.1));        // bounce from paddle at higher speed
+        ball.Bounce(Vector(1,-1));        // bounce vertical at same speed
+        //ball.Bounce(Vector(1,-1.05));        // bounce from paddle at higher speed
 
-        this->pwmTicksLeft = Game::BOUNCE2_SOUND_TICKS;
+        this->snd.beepLong();
         this->nScore++;
         this->printf(100, 0, "Score: %d ", this->nScore);   
     }
@@ -264,16 +463,7 @@
         this->initializeBall();     // start a new ball
     }
 }
-
-void Game::checkPwm() {
-    if (this->pwmTicksLeft == 0) {
-        this->pwm.write(0.0);
-    }
-    else {
-        this->pwmTicksLeft--;
-        this->pwm.write(0.5); 
-    }
-}
+*/
 
 void Game::printf(int x, int y, const char *szFormat, ...)
 {
@@ -294,6 +484,7 @@
         this->drawString(Game::LOSE_1, HEIGHT / 2 - CHAR_HEIGHT); 
         this->drawString(Game::LOSE_2, HEIGHT / 2);  
         
+        this->snd.playTune();
         while (this->circle.read())
             wait_ms(1);