added flipper thickness + color of each element + change table (need to create more tables now)

This commit is contained in:
Sylvain PILLOT 2023-05-29 17:44:33 +02:00
parent e546f53e84
commit b423ffeddf
4 changed files with 146 additions and 48 deletions

View File

@ -266,17 +266,41 @@ static void render(void) {
int mod = MyPinball.borders.size();
for( int i=0; i<MyPinball.borders.size(); i++ ) azrp_line( CX(MyPinball.borders[i]), CY(MyPinball.borders[i]), CX(MyPinball.borders[(i+1) % mod]), CY(MyPinball.borders[(i+1) % mod]), C_WHITE );
for( int i=0; i<MyPinball.obstacles.size(); i++ ) azrp_filledcircle( CX(MyPinball.obstacles[i].pos), CY(MyPinball.obstacles[i].pos), (int) (MyPinball.obstacles[i].radius*cScale), C_BLUE );
for( int i=0; i<MyPinball.obstacles.size(); i++ ) azrp_filledcircle( CX(MyPinball.obstacles[i].pos), CY(MyPinball.obstacles[i].pos), (int) (MyPinball.obstacles[i].radius*cScale), MyPinball.obstacles[i].color );
for( int i=0; i<MyPinball.balls.size(); i++ ) azrp_filledcircle( CX(MyPinball.balls[i].pos), CY(MyPinball.balls[i].pos), (int) (MyPinball.balls[i].radius*cScale), C_RED );
for( int i=0; i<MyPinball.balls.size(); i++ ) azrp_filledcircle( CX(MyPinball.balls[i].pos), CY(MyPinball.balls[i].pos), (int) (MyPinball.balls[i].radius*cScale), MyPinball.balls[i].color );
for( int i=0; i<MyPinball.flippers.size(); i++ )
{
Vector2D start = MyPinball.flippers[i].pos;
Vector2D end = MyPinball.flippers[i].getTip();
azrp_filledcircle( CX(start), CY(start), (int) (MyPinball.flippers[i].radius*cScale), C_GREEN );
azrp_filledcircle( CX(end), CY(end), (int) (MyPinball.flippers[i].radius*cScale), C_GREEN );
azrp_line(CX(start), CY(start), CX(end), CY(end), C_GREEN );
Vector2D SE;
SE.Set( end-start );
Vector2D Norm;
Norm.Set( SE.PerpCW() );
Norm.Normalise();
Vector2D A = start.Clone();
A.Add( Norm, MyPinball.flippers[i].radius);
Vector2D B = end.Clone();
B.Add( Norm, MyPinball.flippers[i].radius);
Vector2D C = end.Clone();
C.Add( Norm, -MyPinball.flippers[i].radius);
Vector2D D = start.Clone();
D.Add( Norm, -MyPinball.flippers[i].radius);
int Xpoly[4] = { CX(A), CX(B), CX(C), CX(D) };
int Ypoly[4] = { CY(A), CY(B), CY(C), CY(D) };
azrp_filledpoly(Xpoly, Ypoly, 4, MyPinball.flippers[i].color );
azrp_filledcircle( CX(start), CY(start), (int) (MyPinball.flippers[i].radius*cScale), MyPinball.flippers[i].color );
azrp_filledcircle( CX(end), CY(end), (int) (MyPinball.flippers[i].radius*cScale), MyPinball.flippers[i].color );
azrp_line(CX(start), CY(start), CX(end), CY(end), MyPinball.flippers[i].color );
}

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@ -18,12 +18,13 @@ enum
class Ball {
public:
Ball(libnum::num32 radius, libnum::num32 mass, Vector2D pos, Vector2D vel,
libnum::num32 restitution) {
libnum::num32 restitution, uint16_t color) {
this->radius = radius;
this->mass = mass;
this->pos = pos.Clone();
this->vel = vel.Clone();
this->restitution = restitution;
this->color = color;
}
~Ball() {}
@ -35,21 +36,24 @@ public:
libnum::num32 radius, mass, restitution;
Vector2D pos, vel;
uint16_t color;
};
class Obstacle {
public:
Obstacle(libnum::num32 radius, Vector2D pos, libnum::num32 pushVel) {
Obstacle(libnum::num32 radius, Vector2D pos, libnum::num32 pushVel, uint16_t color) {
this->radius = radius;
this->pos = pos.Clone();
this->pushVel = pushVel;
this->color = color;
}
Obstacle() {}
libnum::num32 radius, pushVel;
Vector2D pos;
uint16_t color;
};
@ -57,7 +61,7 @@ class Flipper {
public:
Flipper(libnum::num32 radius, Vector2D pos, libnum::num32 length,
libnum::num32 restAngle, libnum::num32 maxRotation,
libnum::num32 angularVelocity, libnum::num32 restitution, uint8_t side ) {
libnum::num32 angularVelocity, libnum::num32 restitution, uint8_t side, uint16_t color ) {
this->radius = radius;
this->pos = pos.Clone();
this->length = length;
@ -69,6 +73,7 @@ public:
this->currentAngularVelocity = libnum::num32(0);
this->touchIdentifier = libnum::num32(-1);
this->side=side;
this->color=color;
}
void Simulate(libnum::num32 dt) {
@ -102,6 +107,7 @@ public:
libnum::num32 currentAngularVelocity;
libnum::num32 touchIdentifier;
uint8_t side;
uint16_t color;
};

View File

@ -25,42 +25,30 @@ void Setup_Table_0(void) {
MyPinball.pause = true;
MyPinball.borders.clear();
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(1.0) - offset, libnum::num32(0.4)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(1.0) - offset, flipperHeight - offset));
MyPinball.borders.push_back(Vector2D(offset, flipperHeight - offset));
MyPinball.borders.push_back(Vector2D(offset, libnum::num32(0.4)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.26), libnum::num32(offset)));
MyPinball.borders.push_back(
Vector2D(libnum::num32(0.74), libnum::num32(offset)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.0) - offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.0) - offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D(offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D(offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(offset)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(offset)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.92), libnum::num32(0.5));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back(
Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_BLOODYRED));
Vector2D ball_pos2(libnum::num32(0.08), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back(
Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_BLOODYRED ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back(
Obstacle(0.1, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0));
MyPinball.obstacles.push_back(
Obstacle(0.1, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0));
MyPinball.obstacles.push_back(
Obstacle(0.12, Vector2D(libnum::num32(0.7), libnum::num32(1.0)), 2.0));
MyPinball.obstacles.push_back(
Obstacle(0.1, Vector2D(libnum::num32(0.2), libnum::num32(1.2)), 2.0));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0, RGB565_OCEANBLUE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0, RGB565_OCEANBLUE));
MyPinball.obstacles.push_back( Obstacle(0.12, Vector2D(libnum::num32(0.7), libnum::num32(1.0)), 2.0, RGB565_OCEANBLUE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.2), libnum::num32(1.2)), 2.0, RGB565_OCEANBLUE));
MyPinball.flippers.clear();
@ -72,28 +60,80 @@ void Setup_Table_0(void) {
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length,
-flip_restAngle, flip_maxRotation,
flip_angularVelocity, flip_restitution, LEFT));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(
flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
Vector2D flip_pos3(libnum::num32(offset), libnum::num32(1.50));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos3, flip_length,
-flip_restAngle, flip_maxRotation,
flip_angularVelocity, flip_restitution, LEFT));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos3, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_LEMONYELLOW));
Vector2D flip_pos4(libnum::num32(1.0)-offset, libnum::num32(1.25));
MyPinball.flippers.push_back(Flipper(
flip_radius, flip_pos4, flip_length, libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos4, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_LEMONYELLOW));
}
void Setup_Table_1(void) {
libnum::num32 offset = libnum::num32(0.02);
flipperHeight = libnum::num32(1.7);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
simHeight = libnum::num32(azrp_height) / cScale;
MyPinball.score = 0;
MyPinball.gravity.Set(Vector2D(libnum::num32(0.0), libnum::num32(-3.0)));
MyPinball.pause = true;
MyPinball.borders.clear();
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.0) - offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D(libnum::num32(1.0) - offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D(offset, flipperHeight - offset));
MyPinball.borders.push_back( Vector2D(offset, libnum::num32(0.4)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(0.25)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.26), libnum::num32(offset)));
MyPinball.borders.push_back( Vector2D(libnum::num32(0.74), libnum::num32(offset)));
MyPinball.balls.clear();
libnum::num32 ball_radius = libnum::num32(0.03);
libnum::num32 ball_mass = libnum::num32(PI) * ball_radius * ball_radius;
Vector2D ball_pos1(libnum::num32(0.92), libnum::num32(0.5));
Vector2D ball_vel1(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos1, ball_vel1, 0.2, RGB565_LEMONYELLOW));
Vector2D ball_pos2(libnum::num32(0.08), libnum::num32(0.5));
Vector2D ball_vel2(libnum::num32(0.2), libnum::num32(3.5));
MyPinball.balls.push_back( Ball(ball_radius, ball_mass, ball_pos2, ball_vel2, 0.2, RGB565_LEMONYELLOW ));
MyPinball.obstacles.clear();
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.25), libnum::num32(0.6)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.75), libnum::num32(0.5)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.12, Vector2D(libnum::num32(0.7), libnum::num32(1.0)), 2.0, RGB565_DEEPPURPLE));
MyPinball.obstacles.push_back( Obstacle(0.1, Vector2D(libnum::num32(0.2), libnum::num32(1.2)), 2.0, RGB565_DEEPPURPLE));
MyPinball.flippers.clear();
libnum::num32 flip_radius = libnum::num32(0.03);
libnum::num32 flip_length = libnum::num32(0.2);
libnum::num32 flip_maxRotation = libnum::num32(1.0);
libnum::num32 flip_restAngle = libnum::num32(0.5);
libnum::num32 flip_angularVelocity = libnum::num32(10.0);
libnum::num32 flip_restitution = libnum::num32(0.0);
Vector2D flip_pos1(libnum::num32(0.26), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos1, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos2(libnum::num32(0.74), libnum::num32(0.22));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
Vector2D flip_pos3(libnum::num32(offset), libnum::num32(1.50));
MyPinball.flippers.push_back(Flipper(flip_radius, flip_pos3, flip_length, -flip_restAngle, flip_maxRotation, flip_angularVelocity, flip_restitution, LEFT, RGB565_OCEANBLUE));
Vector2D flip_pos4(libnum::num32(1.0)-offset, libnum::num32(1.25));
MyPinball.flippers.push_back(Flipper( flip_radius, flip_pos4, flip_length, libnum::num32(PI) + flip_restAngle, -flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT, RGB565_OCEANBLUE));
}
/*void Setup_Table_1(void) {
flipperHeight = libnum::num32(2.0);
cScale = libnum::num32(azrp_height) / flipperHeight;
simWidth = libnum::num32(azrp_width) / cScale;
@ -196,6 +236,6 @@ void Setup_Table_1(void) {
MyPinball.flippers.push_back(Flipper(
flip_radius, flip_pos2, flip_length, libnum::num32(PI) + flip_restAngle,
-flip_maxRotation, flip_angularVelocity, flip_restitution, RIGHT));
}
}*/
#endif

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@ -53,4 +53,32 @@ libnum::num32 SIN( libnum::num32 angle )
#define PI 3.14159265
/* usual colors*/
#define RGB565_BLACK 0x0000
#define RGB565_RED 0xF800
#define RGB565_GREEN 0x07E0
#define RGB565_BLUE 0x001F
#define RGB565_YELLOW 0xFFE0
#define RGB565_PURPLE 0xF81F
#define RGB565_CYAN 0x07FF
#define RGB565_WHITE 0xFFFF
/* advanced palette */
#define RGB565_DARKORANGE 0xF280
#define RGB565_ORANGE 0xF4A0
#define RGB565_LIGHORANGE 0xF5C0
#define RGB565_LEMONYELLOW 0xF7C6
#define RGB565_APPLEGREEN 0xCF25
#define RGB565_LEAFGREEN 0x6566
#define RGB565_OCEANBLUE 0x0479
#define RGB565_AZURBLUE 0x023E
#define RGB565_DEEPBLUE 0x3813
#define RGB565_DEEPPURPLE 0x8015
#define RGB565_CHERRYRED 0xA0C9
#define RGB565_BLOODYRED 0xF122
#endif