ST7735 Pong by Jonne Valola, derived work from William Johnston\'s mbed Pong for NokiaLCD / PS2 keyboard This pong uses a rotary encoder hooked to pins 21 and 22, ST7735_TFT library by me, RotaryEncoder library by Shinichiro Nakamura. All copyrights of respective owners. Use on your own risk and discretion.
Dependencies: mbed ST7735_TFT RotaryEncoder TFT_fonts_old
ball.cpp
- Committer:
- smultron1977
- Date:
- 2011-12-12
- Revision:
- 0:2353da390056
File content as of revision 0:2353da390056:
#include "mbed.h" #include "ball.h" Ball::Ball() { int x=y=width=height=color=xInc=yInc=0; } Ball::Ball(int x, int y, int w, int h, int c, int xi, int yi) : x(x), y(y), width(w), height(h), color(c), xInc(xi), yInc(yi) {} /* * Member Function move: * Description: Colors in the previous ball black * and moves ball to new position. */ void Ball::move(ST7735_TFT &lcd) { draw(lcd, true); x += xInc; y += yInc; } /* * Member Function draw: * Description: Draws object on screen * if isBlack, color in black. */ void Ball::draw(ST7735_TFT &lcd, bool isBlack) const { lcd.fillrect(x, y, x+width, y+height, (isBlack) ? 0x000000 : color); } int Ball::size() const { return width*height; } int Ball::getX() const { return x; } int Ball::getY() const { return y; } bool Ball::hitX() { return (x+width<=width) || (x+width>=160); } bool Ball::hitY() { return (y<=0) || (y+height>=128); } /* * Member Function hitP1: * Description: Checks to see if there is * a collision between paddle1 and the ball. * Has special functionality for changing * y-incline based on collision point. */ bool Ball::hitP1(int _x, int _y, int _height) { bool hit = ((_x>=x) && (xInc<0)) && (((_y<=y) && (_y+_height>=y+height)) || ((_y>=y) && (_y<=y+height)) || ((_y+_height>=y) && (_y+_height<=y+height)) ); if(hit) { if(_y+_height-y < 4 && yInc>0) yInc = 2; if(y-_y < 4 && yInc<0) yInc = -2; else yInc = (yInc>0) ? 1 : -1; } return hit; } /* * Member Function hitP2: * Description: Checks to see if there is * a collision between paddle2 and the ball. * Has special functionality for changing * y-incline based on collision point. */ bool Ball::hitP2(int _x, int _y, int _height) { bool hit = ((_x<=x+width) && (xInc>0)) && (((_y<=y) && (_y+_height>=y+height)) || ((_y>=y) && (_y<=y+height)) || ((_y+_height>=y) && (_y+_height<=y+height)) ); if(hit) { if(_y+_height-y < 4 && yInc>0) yInc = 2; if(y-_y < 4 && yInc<0) yInc = -2; else yInc = (yInc>0) ? 1 : -1; } return hit; } void Ball::reverseX() { xInc *= -1; } void Ball::reverseY() { yInc *= -1; }