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Diff: blobConfig.cpp
- Revision:
- 31:5f039cbddee8
- Parent:
- 30:d8af03f01cd4
- Child:
- 32:52273c3291fe
--- a/blobConfig.cpp	Fri Sep 21 10:02:35 2012 +0000
+++ b/blobConfig.cpp	Sun Sep 23 10:11:43 2012 +0000
@@ -19,9 +19,9 @@
     numBlobs=0;// this is just equal to blobArray.size()
 }
 
-void blobConfig::initConfig(configType cfType,  unsigned char numblobs) {
+void blobConfig::initConfig(configType cfType,  int numblobs) {
     myConfigType=cfType;
-    numBlobs=numblobs;
+    int i;
     switch(myConfigType) {
         case ONE_ELASTIC_FOLLOWING:
             // computeBoundingBox();
@@ -41,47 +41,77 @@
         case BOUNCING_SPOTS:
             // computeBoundingBox();
            clearConfig();
-           for (int i=0; i<numBlobs ; i++) addOneRigidLoopBouncing();
+           for (i=0; i<numblobs ; i++) addOneRigidLoopBouncing();
         break;
         case LORENTZ_SPOTS:
          // computeBoundingBox();
             clearConfig();
-            for (int i=0; i<numBlobs ; i++) addOneRigidLoopLorentz();
+            for (i=0; i<numblobs ; i++) addOneRigidLoopLorentz();
         break;
         case FOLLOWING_SPOTS:
          // computeBoundingBox();
             clearConfig();
-            for (int i=0; i<numBlobs ; i++) addOneRigidLoopFollowing();
+            for (i=0; i<numblobs ; i++) addOneRigidLoopFollowing(vector2Df(CENTER_AD_MIRROR_X+i*200, CENTER_AD_MIRROR_Y+i*200), vector2Df(20,0));
+        break;
+        case ONE_TRACKING_SPOT:
+           clearConfig();
+           addOneRigidTrackingSpot();
+        break;
+         case ONE_TRACKING_SPOT_DOT:
+           clearConfig();
+           addOneRigidTrackingSpotDot();
         break;
         case AIR_HOCKEY_GAME: 
             // computeBoundingBox();
             clearConfig();
-            for (int i=0; i<numBlobs ; i++) addOneRigidLoopAirHockey();
+            for (i=0; i<numblobs ; i++) addOneRigidLoopAirHockey();
         break;
         case CIRCULAR_PONG_GAME:
             // computeBoundingBox();
             clearConfig();
             // (1) One SPOT_TRACK to track the background. It will be the number 0 in the config. 
-            addOneRigidTrackingSpot();
-
+            addOneRigidTrackingSpotDot();
             // (2) Add bouncing spots:
-            for (int i=0; i<numBlobs ; i++) addOneRigidLoopBouncing();
+            for (i=0; i<numblobs ; i++) {
+                float anglaux=1.0*i/numblobs*2*PI;
+                addOneRigidLoopBouncing(vector2Df(CENTER_AD_MIRROR_X+200*cos(anglaux), CENTER_AD_MIRROR_Y+200*sin(anglaux)), 
+                                        vector2Df(cos(anglaux),sin(anglaux))*10);
+            }
         break;
         case VERTICAL_PINBALL_GAME:
          clearConfig();
-         // (1) One SPOT_TRACK to track the background - It will be the number 0 in the config. 
-          addOneRigidTrackingSpot();
+         // (1) one (or two9 SPOT_TRACK_DOT to track the background - It will be the number 0 (and 1) in the config. 
+          addOneRigidTrackingSpotDot(vector2Df(CENTER_AD_MIRROR_X, CENTER_AD_MIRROR_Y+600), 
+                                     vector2Df(0,0));
+         // (2) one bouncing spot with gravity:
+         addOneRigidLoopBouncingGravity(vector2Df(CENTER_AD_MIRROR_X, CENTER_AD_MIRROR_Y-600), 
+                                 vector2Df(0,0));                      
 
         break; 
+        case FISH_NET_GAME:
+        clearConfig();
+         // (1) one SPOT_TRACK_DOT to track the background - It will be the number 0  
+          addOneRigidTrackingSpotDot(vector2Df(CENTER_AD_MIRROR_X, CENTER_AD_MIRROR_Y),  // CENTERED
+                                     vector2Df(0,0));
+        // (2) Add bouncing spots without gravity:
+            for (i=0; i<numblobs ; i++) {
+                float anglaux=1.0*i/numblobs*2*PI;
+                addOneRigidLoopBouncing(vector2Df(CENTER_AD_MIRROR_X+400*cos(anglaux), CENTER_AD_MIRROR_Y+400*sin(anglaux)), 
+                                        vector2Df(cos(anglaux),sin(anglaux))*10);
+            }                      
+        break;
         case PAC_MAN_GAME:
             clearConfig();
             //(1) add one very slowly slidind-bouncing spot, the PACMAN (number 0 in the config)
-            addOneRigidLoopPacman(vector2Df(CENTER_AD_MIRROR_X, CENTER_AD_MIRROR_Y), vector2Df(2,0));
-     
+           // addOneRigidLoopPacman(vector2Df(CENTER_AD_MIRROR_X, CENTER_AD_MIRROR_Y), vector2Df(20,0));
+           // addOneRigidTrackingSpot(vector2Df(CENTER_AD_MIRROR_X, CENTER_AD_MIRROR_Y), vector2Df(0,0));
+            addOneRigidLoopFollowing(vector2Df(CENTER_AD_MIRROR_X, CENTER_AD_MIRROR_Y), vector2Df(10,0));
+            
             // (2) Add some initial SPOT_FOLLOWING or SPOT_GHOST spots (the ghosts):
             //for (int i=0; i<numBlobs; i++) 
-            addOneRigidLoopFollowing(vector2Df(CENTER_AD_MIRROR_X-200, CENTER_AD_MIRROR_Y-200), vector2Df(2,0));
-            addOneRigidLoopGhost(vector2Df(CENTER_AD_MIRROR_X+200, CENTER_AD_MIRROR_Y-200), vector2Df(2,0));
+            //addOneRigidLoopFollowing(vector2Df(CENTER_AD_MIRROR_X-200, CENTER_AD_MIRROR_Y-200), vector2Df(0,0));
+            addOneRigidLoopGhost(vector2Df(CENTER_AD_MIRROR_X+500, CENTER_AD_MIRROR_Y-500), vector2Df(10,0));
+            addOneRigidLoopGhost(vector2Df(CENTER_AD_MIRROR_X-500, CENTER_AD_MIRROR_Y-500), vector2Df(10,0));
         break;
         default:
         break;
@@ -163,7 +193,20 @@
     // update auxiliary variable numBlobs (just for easy reference):
     numBlobs=blobArray.size();
 }
+void blobConfig::addOneRigidLoopBouncingGravity(vector2Df initpos, vector2Df initspeed) {
+    rigidLoop* pBlob= new rigidLoop();
+    pBlob->createBlob(blobArray.size(), SPOT_BOUNCING,  initpos, initspeed);
+    // (We can use here methods of the child class, even if these are not declared virtual on the base class, because we are doing this BEFORE
+    // adding this to the blobArray as a pointer). This is good to set parameters...
+    pBlob->gravity.set(0,2.0);  
+    pBlob->centerMass.dampMotion = 0.002;
+   
+    // add this relaxing loop to the present config:
+    blobArray.push_back(pBlob);
 
+    // update auxiliary variable numBlobs (just for easy reference):
+    numBlobs=blobArray.size();
+}
 void blobConfig::addOneRigidLoopBouncing(vector2Df initpos, vector2Df initspeed) {
     rigidLoop* pBlob= new rigidLoop();
     pBlob->createBlob(blobArray.size(), SPOT_BOUNCING, initpos, initspeed);
@@ -244,6 +287,15 @@
     numBlobs=blobArray.size();
 }
 
+void blobConfig::addOneRigidTrackingSpotDot(vector2Df initpos, vector2Df initspeed) {
+   rigidLoop* pBlob= new rigidLoop();
+    pBlob->createBlob(blobArray.size(), SPOT_TRACK_DOT, initpos, initspeed);
+    // add this relaxing loop to the present config:
+    blobArray.push_back(pBlob);
+
+    // update auxiliary variable numBlobs (just for easy reference):
+    numBlobs=blobArray.size();
+}
 // ==================================================================================================================================================
 
 
@@ -281,34 +333,107 @@
  }
 
 void blobConfig::update() { // update dynamics of the blob configuration:
-
-    // (1) First, update dynamics of each blob independently:
-    for (int i=0; i<blobArray.size(); i++) {
-        if (blobArray[i]->standByMode==false) blobArray[i]->update();
-    }
-    // (2) Then, depending on the config type, perform some special test and updates: 
+int i;
+float minDist=5000, dist;
+bool win;
+    // Depending on the config type, perform some special test and updates: 
    switch(myConfigType) {
         // simple behaviours:
         case ONE_ELASTIC_FOLLOWING:
-        break;
         case ONE_ELASTIC_MOUTH:
-        break;
         case ONE_ELASTIC_MOUTH_SMALL:
-        break;
         case BOUNCING_SPOTS:
-        break;
         case LORENTZ_SPOTS:
-        break;
         case FOLLOWING_SPOTS:
-        break;
+        case ONE_TRACKING_SPOT:
+        case AIR_HOCKEY_GAME:
+            // In all these simple cases, update dynamics of each blob independently:
+            for (i=0; i<blobArray.size(); i++) {
+                 if (blobArray[i]->standByMode==false) blobArray[i]->update();
+            }
+        break; 
         // more game-like:
-        case AIR_HOCKEY_GAME: 
-        break;
         case CIRCULAR_PONG_GAME:
+          // spot index 0 is a tracking spot, the background "anchor":
+         if (blobArray[0]->standByMode==false) blobArray[0]->update();
+         // all the other spots are bouncing spots:
+        for (i=1; i<blobArray.size(); i++) {
+            if (blobArray[i]->standByMode==false) blobArray[i]->update();
+        }
+        // GAME CHECK: is some bouncing spot too far from the anchor? if so, make it "explode" (and then dissapear, but leave this for now):
+        for (i=1; i<blobArray.size(); i++) {
+            dist=(blobArray[0]->getCenter()).distance(blobArray[i]->getCenter());
+            if (dist>1000) {
+                blobArray[i]->explosion();
+                float anglaux=1.0*(i-1)/(blobArray.size()-1)*2*PI;
+                 blobArray[i]->setPositionSpeed(vector2Df(CENTER_AD_MIRROR_X+200*cos(anglaux), CENTER_AD_MIRROR_Y+200*sin(anglaux)), 
+                                                vector2Df(cos(anglaux),sin(anglaux))*10);
+            }
+        }
         break;
         case VERTICAL_PINBALL_GAME:
+          // spot index 0 is a tracking spot, the background "anchor":
+         if (blobArray[0]->standByMode==false) blobArray[0]->update();
+         // others are bouncing with gravity:
+        for (i=1; i<blobArray.size(); i++) {
+            if (blobArray[i]->standByMode==false) blobArray[i]->update();
+        }
+        // GAME CHECKS:
+         for (i=1; i<blobArray.size(); i++) {
+            dist=(blobArray[0]->getCenter()).distance(blobArray[i]->getCenter());
+            //(1) win (meaning bouncing spot very close to anchor):
+            if (dist<60) {
+                blobArray[i]->explosion();
+                blobArray[i]->setPositionSpeed(vector2Df(blobArray[0]->getCenter().x-400+rand()%800, blobArray[0]->getCenter().y-1200), 
+                                                        vector2Df(0, 0));
+            }
+            //(2) loose (meaning spot went outside range):
+            if (blobArray[i]->getCenter().y>blobArray[0]->getCenter().y) {
+                blobArray[i]->setPositionSpeed(vector2Df(blobArray[0]->getCenter().x-400+rand()%800, blobArray[0]->getCenter().y-1200), 
+                                                        vector2Df(0, 0));
+                }
+            }
         break; 
+        case FISH_NET_GAME:
+         // spot index 0 is a tracking spot, the background "anchor":
+         if (blobArray[0]->standByMode==false) blobArray[0]->update();
+         // all the other spots are bouncing spots:
+        for (i=1; i<blobArray.size(); i++) {
+            if (blobArray[i]->standByMode==false) blobArray[i]->update();
+        }
+        // GAME CHECKS: a win only, when all the spots are very close to the mother spot:
+         win=true;
+         for (i=1; i<blobArray.size(); i++) {
+            dist=(blobArray[0]->getCenter()).distance(blobArray[i]->getCenter());
+            win&=(dist<80);
+        }
+        if (win) {
+            for (i=1; i<blobArray.size(); i++) {
+            blobArray[i]->explosion();
+             float anglaux=1.0*(i-1)/(blobArray.size()-1)*2*PI;
+                 blobArray[i]->setPositionSpeed(vector2Df(CENTER_AD_MIRROR_X+400*cos(anglaux), CENTER_AD_MIRROR_Y+400*sin(anglaux)), 
+                                                vector2Df(cos(anglaux),sin(anglaux))*10);
+        }
+        }
+        break;
         case PAC_MAN_GAME:
+        // spot index 0 is the pacman:
+        if (blobArray[0]->standByMode==false) blobArray[0]->update();
+        // spot 1 and 2 are ghosts:
+        if (blobArray[1]->standByMode==false) blobArray[1]->update(blobArray[0]->getCenter());
+        if (blobArray[2]->standByMode==false) blobArray[2]->update(blobArray[0]->getCenter()); // pass the position of the PACMAN!
+        
+        // GAME CHECK: are any ghost too close to the pacman?
+        for (i=1; i<blobArray.size(); i++) {
+            dist=(blobArray[0]->getCenter()).distance(blobArray[i]->getCenter());
+            if (minDist>dist) minDist=dist;
+        }
+        if (minDist<50) {
+             blobArray[0]->explosion();
+             // then restart the game: 
+            // initConfig(PAC_MAN_GAME);
+        }
+        
         break;
         default:
         break;
    