Files
bobbycar-boardcomputer-firm…/main/displays/pingpongdisplay.cpp
2023-08-13 20:37:50 +02:00

187 lines
4.7 KiB
C++

#include "pingpongdisplay.h"
// 3rdparty lib includes
#include <randomutils.h>
#include <esprandom.h>
#include <screenmanager.h>
// local includes
#include <screens.h>
PingPongDisplay::PingPongDisplay() :
lpaddle_y(cpputils::randomNumber<uint8_t>(0, h - paddle_h, espcpputils::esp_random_device{})),
rpaddle_y(cpputils::randomNumber<uint8_t>(0, h - paddle_h, espcpputils::esp_random_device{})),
// ball is placed on the center of the left paddle
ball_y(lpaddle_y + (paddle_h / 2))
{
calc_target_y();
}
void PingPongDisplay::initScreen(espgui::TftInterface &tft)
{
Base::initScreen(tft);
disableScreenFlip(true);
tft.fillScreen(TFT_BLACK);
tft.setRotation(1);
midline();
}
void PingPongDisplay::redraw(espgui::TftInterface &tft)
{
Base::redraw(tft);
lpaddle();
rpaddle();
midline();
ball();
}
void PingPongDisplay::stop()
{
Base::stop();
disableScreenFlip(false);
}
void PingPongDisplay::buttonPressed(espgui::Button button)
{
Base::buttonPressed(button);
switch (button)
{
using espgui::Button;
case Button::Left:
espgui::popScreen();
break;
default:;
}
}
void PingPongDisplay::midline()
{
// If the ball is not on the line then don't redraw the line
if ((ball_x<dashline_x-ball_w) && (ball_x > dashline_x+dashline_w)) return;
tft.startWrite();
// Quick way to draw a dashed line
tft.setAddrWindow(dashline_x, 0, dashline_w, h);
for (int16_t i = 0; i < dashline_n; i+=2)
{
tft.pushColor(WHITE, dashline_w*dashline_h); // push dash pixels
tft.pushColor(BLACK, dashline_w*dashline_h); // push gap pixels
}
tft.endWrite();
}
void PingPongDisplay::lpaddle()
{
if (lpaddle_d == 1)
{
tft.fillRect(lpaddle_x, lpaddle_y, paddle_w, 1, BLACK);
}
else if (lpaddle_d == -1)
{
tft.fillRect(lpaddle_x, lpaddle_y + paddle_h - 1, paddle_w, 1, BLACK);
}
lpaddle_y = lpaddle_y + lpaddle_d;
if (ball_dx == 1)
lpaddle_d = 0;
else
{
if (lpaddle_y + paddle_h / 2 == target_y) lpaddle_d = 0;
else if (lpaddle_y + paddle_h / 2 > target_y) lpaddle_d = -1;
else lpaddle_d = 1;
}
if (lpaddle_y + paddle_h >= h && lpaddle_d == 1) lpaddle_d = 0;
else if (lpaddle_y <= 0 && lpaddle_d == -1) lpaddle_d = 0;
tft.fillRect(lpaddle_x, lpaddle_y, paddle_w, paddle_h, WHITE);
}
void PingPongDisplay::rpaddle()
{
if (rpaddle_d == 1)
tft.fillRect(rpaddle_x, rpaddle_y, paddle_w, 1, BLACK);
else if (rpaddle_d == -1)
tft.fillRect(rpaddle_x, rpaddle_y + paddle_h - 1, paddle_w, 1, BLACK);
rpaddle_y = rpaddle_y + rpaddle_d;
if (ball_dx == -1)
rpaddle_d = 0;
else
{
if (rpaddle_y + paddle_h / 2 == target_y) rpaddle_d = 0;
else if (rpaddle_y + paddle_h / 2 > target_y) rpaddle_d = -1;
else rpaddle_d = 1;
}
if (rpaddle_y + paddle_h >= h && rpaddle_d == 1)
rpaddle_d = 0;
else if (rpaddle_y <= 0 && rpaddle_d == -1)
rpaddle_d = 0;
tft.fillRect(rpaddle_x, rpaddle_y, paddle_w, paddle_h, WHITE);
}
void PingPongDisplay::calc_target_y()
{
int16_t target_x;
int16_t reflections;
int16_t y;
if (ball_dx == 1)
target_x = w - ball_w;
else
target_x = -1 * (w - ball_w);
y = abs(target_x * (ball_dy / ball_dx) + ball_y);
reflections = floor(y / h);
if (reflections % 2 == 0)
target_y = y % h;
else
target_y = h - (y % h);
}
void PingPongDisplay::ball()
{
ball_x = ball_x + ball_dx;
ball_y = ball_y + ball_dy;
if (ball_dx == -1 && ball_x == paddle_w && ball_y + ball_h >= lpaddle_y && ball_y <= lpaddle_y + paddle_h) {
ball_dx = ball_dx * -1;
dly = cpputils::randomNumber<uint8_t>(5, espcpputils::esp_random_device{}); // change speed of ball after paddle contact
calc_target_y();
} else if (ball_dx == 1 && ball_x + ball_w == w - paddle_w && ball_y + ball_h >= rpaddle_y && ball_y <= rpaddle_y + paddle_h) {
ball_dx = ball_dx * -1;
dly = cpputils::randomNumber<uint8_t>(5, espcpputils::esp_random_device{}); // change speed of ball after paddle contact
calc_target_y();
} else if ((ball_dx == 1 && ball_x >= w) || (ball_dx == -1 && ball_x + ball_w < 0)) {
dly = 5;
}
if (ball_y > h - ball_w || ball_y < 0) {
ball_dy = ball_dy * -1;
ball_y += ball_dy; // Keep in bounds
}
//tft.fillRect(oldball_x, oldball_y, ball_w, ball_h, BLACK);
tft.drawRect(oldball_x, oldball_y, ball_w, ball_h, BLACK); // Less TFT refresh aliasing than line above for large balls
tft.fillRect( ball_x, ball_y, ball_w, ball_h, WHITE);
oldball_x = ball_x;
oldball_y = ball_y;
}