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.
Game.cpp
- Committer:
- maxint
- Date:
- 2015-02-03
- Revision:
- 2:d4de5a5866fe
- Parent:
- 1:c1ee4c699517
- Child:
- 3:ca8b21da67dc
File content as of revision 2:d4de5a5866fe:
#include "Game.h" const char* Game::LOSE_1 = "You lose."; const char* Game::LOSE_2 = "Press ship to restart."; 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 #define BLACK Color565::Black #define BLUE Color565::Blue #define RED Color565::Red #define YELLOW Color565::Yellow #define CHAR_WIDTH 8 #define CHAR_HEIGHT 8 #define HEIGHT this->disp.getHeight() #define WIDTH this->disp.getWidth() 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), 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); this->disp.setBackgroundColor(BLACK); this->disp.clearScreen(); srand(this->ain.read_u16()); this->lastUp = false; this->lastDown = false; this->mode = true; //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) { char buffer[10]; int len = sprintf(buffer, "%.1f ", value); this->disp.drawString(font_oem, x, y, buffer); } void Game::initialize() { this->disp.clearScreen(); // 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->snd.reset(); this->nLives = 4; this->nScore = 0; 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::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() { 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::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) { /* if(this->tWait.read_ms()>100) { this->updatePaddle(); 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->checkCollision(); this->checkPaddle(); this->checkBallsCollision(); // this->ball.redraw(); this->redrawBalls(); this->paddle.redraw(); this->snd.checkPwm(); //this->checkScore(); this->checkLives(); wait_ms(25); } else { this->accel.updateGraph(); wait_ms(100); } } int Game::checkTilt() { // move the paddle by tilting the board left or righr double x, y, z; //int nStart=this->tWait.read_ms(); this->accel.getXYZ(x, y, z); //printDouble((double)this->tWait.read_ms()-nStart, 10, 10); /* printDouble(x, 0, 0); char buf[256]; sprintf(buf,"tilt:%0.1f", x); this->drawString(buf, DisplayN18::HEIGHT / 2 - DisplayN18::CHAR_HEIGHT / 2 + 4*DisplayN18::CHAR_HEIGHT ); */ if(x<-0.1) return(-1); else if(x>0.1) return(1); else return(0); } void Game::checkButtons() { if (!this->square.read()) { this->mode = !this->mode; //this->disp.clear(); this->disp.clearScreen(); if (!this->mode) { this->accel.resetGraph(); } this->led1.write(this->mode); this->led2.write(!this->mode); } else { bool isUp = !this->up.read(); bool isDown = !this->down.read(); if (isUp && isDown) goto end; if (!isUp && !isDown) goto end; if (isUp && this->lastUp) goto end; if (isDown && this->lastDown) goto end; if (isUp) { this->ball.changeSpeed(true); } else if (isDown) { this->ball.changeSpeed(false); } end: this->lastUp = isUp; this->lastDown = isDown; } } void Game::drawString(const char* str, int y) { uint8_t width; uint8_t height; this->disp.measureString(font_oem, str, width, height); this->disp.drawString(font_oem, WIDTH / 2 - width / 2, y, str); } void Game::showSplashScreen() { this->drawString(Game::SPLASH_1, HEIGHT / 2 - CHAR_HEIGHT / 2); this->drawString(Game::SPLASH_2, HEIGHT / 2 + CHAR_HEIGHT / 2); this->drawString(Game::SPLASH_3, HEIGHT / 2 + CHAR_HEIGHT / 2 + 2*(8)); while (this->circle.read()) { int i=this->checkTilt(); char buf[256]; sprintf(buf," tilt:%d ", i); this->drawString(buf, HEIGHT / 2 - CHAR_HEIGHT / 2 + (4*CHAR_HEIGHT) ); wait_ms(1); } //this->disp.clearScreen(); this->initialize(); // start a new game } 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++) { 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 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 this->paddle.checkBoundary(rScreen); if(ball.collides(rTop) && this->ball.vSpeed.isUp()) // top wall { this->ball.Bounce(Vector(1,-1)); // bounce vertical this->snd.beepShort(); } if(ball.collides(rRight) && this->ball.vSpeed.isRight()) // right wall { this->ball.Bounce(Vector(-1,1)); // bounce horizontal this->snd.beepShort(); } if(ball.collides(rLeft) && this->ball.vSpeed.isLeft()) // left wall { this->ball.Bounce(Vector(-1,1)); // bounce horizontal 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 ball.Bounce(Vector(1,-1)); // bounce vertical at same speed //ball.Bounce(Vector(1,-1.05)); // bounce from paddle at higher speed this->snd.beepLong(); this->nScore++; this->printf(100, 0, "Score: %d ", this->nScore); } if(ball.collides(rBottom) && this->ball.vSpeed.isDown()) // bottom gap { ball.clearPrev(); // clear the ball from its previous position this->nLives--; this->initializeBall(); // start a new ball } } */ void Game::printf(int x, int y, const char *szFormat, ...) { char szBuffer[256]; va_list args; va_start(args, szFormat); vsprintf(szBuffer, szFormat, args); va_end(args); this->disp.drawString(font_oem, x, y, szBuffer); } void Game::checkLives() { if (this->nLives == 0) { this->disp.clearScreen(); 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); this->initialize(); } else { this->printf(0, 0, "%d", this->nLives); } }