Code for The game of Pong using Photocell Resistors

Dependencies:   4DGL-uLCD-SE SDFileSystem mbed-rtos mbed wave_player

Files at this revision

API Documentation at this revision

Comitter:
doubster
Date:
Wed Oct 21 01:58:52 2015 +0000
Parent:
0:2a96017a6c8e
Commit message:
Removed and Added Comments;

Changed in this revision

main.cpp Show annotated file Show diff for this revision Revisions of this file
--- a/main.cpp	Mon Oct 19 22:59:32 2015 +0000
+++ b/main.cpp	Wed Oct 21 01:58:52 2015 +0000
@@ -116,7 +116,7 @@
     DrawBall(ballx,bally,ballcolor);
     
     while(true){
-
+        // Update Positions
         oldballx = ballx;
         oldbally = bally;
         ballx += ballxincr;
@@ -126,6 +126,7 @@
         paddlely += paddlelincr;
         paddlery += paddlerincr;
         
+        // Ball Collision with right wall
         if(ballx+ballradius>=border){
             // Lose
             //ballxincr = -2;
@@ -137,6 +138,7 @@
             //hitvariable = 1;
             //Sound("hit");
         }
+        // Ball Collision with left wall
         else if(ballx<=0){
             // Lose
             Sound("end");
@@ -147,6 +149,7 @@
             //hitvariable = 1;
             //Sound("hit");
         }
+        // Ball Collision with top and Bottom
         if(bally+ballradius>=border){
             ballyincr = -1;
             hitvariable = 1;
@@ -166,7 +169,7 @@
         else if(ballx+ballradius>=paddlerx && bally+ballradius>paddlery && bally-ballradius<paddlery+paddlesizey){
           ballxincr = -1;
         }
-        
+        // Paddle not fall off the screen
         if(paddlely<0){
           paddlely = 0;
           //paddlelincr = 1;
@@ -183,12 +186,7 @@
           paddlery = border - paddlesizey;
           //paddlerincr = -1;
         }
-        
-        //paddlelincr = 1;//(oldphotocell - photocell)/oldphotocell - photocell;
-        // Find a way to multiply by a certain fraction to obtain the difference in value high enough to write the line above. From old to new
-        // A matter of change. Or just leave it the way it is. But it should fluctuate with how fast the light changes, if the change is drastic, then we slide down the line fast. 
-        // Or maybe it doesn't need to be so drastic. Just a simple, cover and unveil. Cover and unveil would work for this part of the game. 
-        // Hardware Wise add teh other paddle. and software wise, simply add a new photocell at pin 16. and copy the code below. 
+        // Get light from Photocells
         if(photocellleft*100 >initialphotocell)
         {
             paddlelincr = -2;   
@@ -213,16 +211,6 @@
         DrawPaddle(paddlelx,paddlely,paddlecolor);
         DrawPaddle(paddlerx,paddlery,paddlecolor);
     }
-    
-    
-    
-    // Collisions
-    // For the hits might have to use threading, so that gameplay doesn't slow down when sound
-    // plays
-    //Sound("hit");
-    
-    // Game over 
-    //Sound("end");
 }