start implementi difficulty level, but needs some balancements
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@@ -35,9 +35,10 @@ enum game_statuses : uint8_t {
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game_statuses game_status= TIMER;
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Ball ball(4, 6);
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HumanPaddle p1(1, P1_BTN_UP, P1_BTN_BOTTOM);
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// HumanPaddle p1(1, P1_BTN_UP, P1_BTN_BOTTOM);
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// HumanPaddle p2(4, P2_BTN_UP, P2_BTN_BOTTOM);
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BotPaddle p2(4, 1);
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BotPaddle p1(1, 0, 1);
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BotPaddle p2(4, MATRIX_WIDTH-1, 1);
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Engine engine(p1, p2, ball, INITIAL_BALL_DELAY);
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Renderer renderer(p1, p2, ball, frame, matrix);
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@@ -1,13 +1,13 @@
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#include "paddle.h"
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void Paddle::move_pad_up() {
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if (_position > 0) {
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_position -= 1;
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if (_pos_y > 0) {
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_pos_y -= 1;
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}
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}
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void Paddle::move_pad_down() {
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if (_position + _height < MATRIX_HEIGHT) {
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_position += 1;
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if (_pos_y + _height < MATRIX_HEIGHT) {
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_pos_y += 1;
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}
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}
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@@ -15,7 +15,7 @@ void run_paddle() {
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}
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uint8_t Paddle::get_position() {
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return _position;
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return _pos_y;
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}
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bool Paddle::is_human() {
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@@ -43,6 +43,9 @@ bool Paddle::check_pad_movement(Ball &ball) {
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// redefine me
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return false;
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}
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uint8_t Paddle::get_skills() {
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return 0;
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}
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bool HumanPaddle::check_pad_movement() {
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bool need_refresh= false;
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@@ -58,14 +61,41 @@ bool HumanPaddle::check_pad_movement() {
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}
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bool BotPaddle::check_pad_movement(Ball &ball) {
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uint8_t y= ball.get_y();
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uint8_t ball_y= ball.get_y();
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int8_t ball_dir= ball.get_direction_x();
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// ball is moving left and pad is on right, do not move
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if (ball_dir < 0 && _pos_x > MATRIX_WIDTH / 2) return false;
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// ball is moving right and pad is on left, do not move
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else if (ball_dir > 0 && _pos_x < MATRIX_WIDTH / 2) return false;
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uint8_t ball_x= ball.get_x();
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int8_t ball_distance= ball_x - _pos_x;
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if (ball_distance < 0) ball_distance *= -1;
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switch (this -> get_skills()) {
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case 1:
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if (ball_distance > MATRIX_WIDTH / 2 - 2) return false;
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break;
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case 2:
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if (ball_distance > MATRIX_WIDTH / 2 - 1) return false;
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break;
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case 3:
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if (ball_distance > MATRIX_WIDTH / 2) return false;
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break;
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}
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// TODO BotPaddle movement logics
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// on higher difficult level i could also check the ball direction
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// or at lover difficulty level i could also check the distance from the pad and move only when the ball si near
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for (uint8_t _py= _position; _py < _position+PADDLE_LENGTH; _py++) {
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for (uint8_t py= _pos_y; py < _pos_y+PADDLE_LENGTH; py++) {
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// don't move if ball is already centered to the pad
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if (_py == y) continue;
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else if (_position - y >= 0) this -> move_pad_up();
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if (py == ball_y) continue;
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else if (_pos_y - ball_y >= 0) this -> move_pad_up();
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else this -> move_pad_down();
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}
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}
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uint8_t BotPaddle::get_skills() {
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return _skills;
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}
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19
src/paddle.h
19
src/paddle.h
@@ -2,6 +2,7 @@
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#define PADDLE_H
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#include <Arduino.h>
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#include <cstdint>
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#include "config.h"
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#include "ball.h"
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@@ -9,13 +10,13 @@ class Paddle {
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protected:
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// define player coordinates
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uint8_t _position;
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uint8_t _pos_y;
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uint8_t _height= PADDLE_LENGTH;
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uint8_t _score= 0;
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bool _human;
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public:
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Paddle (uint8_t position, bool human) : _position(position), _human(human) {}
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Paddle (uint8_t pos_y, bool human) : _pos_y(pos_y), _human(human) {}
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void move_pad_up();
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void move_pad_down();
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uint8_t get_position();
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@@ -25,6 +26,7 @@ class Paddle {
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void reset();
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virtual bool check_pad_movement();
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virtual bool check_pad_movement(Ball &ball);
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virtual uint8_t get_skills();
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};
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class HumanPaddle : public Paddle {
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@@ -38,16 +40,19 @@ class HumanPaddle : public Paddle {
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};
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class BotPaddle : public Paddle {
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private:
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uint8_t _level; // this is the difficulty level
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uint8_t _pos_x;
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uint8_t _skills; // this is the difficulty level
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public:
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BotPaddle(uint8_t position, uint8_t level)
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: Paddle(position, false), _level(level) {
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if (_level < 1) _level= 1;
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if (_level > 3) _level= 3;
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BotPaddle(uint8_t position, uint8_t pos_x, uint8_t skills)
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: Paddle(position, false), _pos_x(pos_x), _skills(skills) {
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if (_skills < 1) _skills= 1;
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if (_skills > 3) _skills= 3;
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}
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bool check_pad_movement(Ball &ball);
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uint8_t get_skills();
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};
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#endif
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