054a99cf6c
To make the game a bit more challenging an less predictable add a little bit of randomness to the `dy` value. When hitting the right wall add a random number (one of [-1, 0, 1]) to the `dy` value. To keep the difficulty level managable limit the dy value to be in the range from -5 to 5.
91 lines
3.1 KiB
C++
91 lines
3.1 KiB
C++
#include "displayapp/screens/Paddle.h"
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#include "displayapp/DisplayApp.h"
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#include "displayapp/LittleVgl.h"
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#include <cstdlib> // for rand()
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using namespace Pinetime::Applications::Screens;
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Paddle::Paddle(Pinetime::Applications::DisplayApp* app, Pinetime::Components::LittleVgl& lvgl) : Screen(app), lvgl {lvgl} {
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background = lv_obj_create(lv_scr_act(), nullptr);
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lv_obj_set_size(background, LV_HOR_RES + 1, LV_VER_RES);
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lv_obj_set_pos(background, -1, 0);
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lv_obj_set_style_local_radius(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 0);
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lv_obj_set_style_local_bg_color(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_BLACK);
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lv_obj_set_style_local_border_color(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
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lv_obj_set_style_local_border_width(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 1);
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points = lv_label_create(lv_scr_act(), nullptr);
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lv_obj_set_style_local_text_font(points, LV_LABEL_PART_MAIN, LV_STATE_DEFAULT, &jetbrains_mono_42);
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lv_label_set_text(points, "0000");
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lv_obj_align(points, lv_scr_act(), LV_ALIGN_IN_TOP_MID, 0, 10);
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paddle = lv_obj_create(lv_scr_act(), nullptr);
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lv_obj_set_style_local_bg_color(paddle, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
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lv_obj_set_style_local_radius(paddle, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 0);
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lv_obj_set_size(paddle, 4, 60);
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ball = lv_obj_create(lv_scr_act(), nullptr);
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lv_obj_set_style_local_bg_color(ball, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
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lv_obj_set_style_local_radius(ball, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_RADIUS_CIRCLE);
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lv_obj_set_size(ball, ballSize, ballSize);
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taskRefresh = lv_task_create(RefreshTaskCallback, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, this);
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}
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Paddle::~Paddle() {
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lv_task_del(taskRefresh);
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lv_obj_clean(lv_scr_act());
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}
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void Paddle::Refresh() {
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ballX += dx;
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ballY += dy;
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lv_obj_set_pos(ball, ballX, ballY);
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// checks if it has touched the sides (floor and ceiling)
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if (ballY <= 1 || ballY >= LV_VER_RES - ballSize - 2) {
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dy *= -1;
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}
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// checks if it has touched the side (right side)
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if (ballX >= LV_HOR_RES - ballSize - 1) {
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dx *= -1;
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dy += rand() % 3 - 1; // add a little randomization in wall bounce direction, one of [-1, 0, 1]
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if (dy > 5) { // limit dy to be in range [-5 to 5]
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dy = 5;
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}
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if (dy < -5) {
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dy = -5;
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}
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}
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// checks if it is in the position of the paddle
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if (dx < 0 && ballX <= 4) {
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if (ballX >= -ballSize / 4) {
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if (ballY <= (paddlePos + 30 - ballSize / 4) && ballY >= (paddlePos - 30 - ballSize + ballSize / 4)) {
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dx *= -1;
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score++;
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}
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}
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// checks if it has gone behind the paddle
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else if (ballX <= -ballSize * 2) {
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ballX = (LV_HOR_RES - ballSize) / 2;
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ballY = (LV_VER_RES - ballSize) / 2;
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score = 0;
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}
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}
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lv_label_set_text_fmt(points, "%04d", score);
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}
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bool Paddle::OnTouchEvent(Pinetime::Applications::TouchEvents event) {
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return true;
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}
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bool Paddle::OnTouchEvent(uint16_t x, uint16_t y) {
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// sets the center paddle pos. (30px offset) with the the y_coordinate of the finger
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lv_obj_set_pos(paddle, 0, y - 30);
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paddlePos = y;
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return true;
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}
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