InfiniTime/src/displayapp/screens/Paddle.cpp
Reinhold Gschweicher 2e42b90009 Keep the paddle on screen in whole
As suggested in https://github.com/InfiniTimeOrg/InfiniTime/issues/1062
in point 3. The paddle should be kept on screen and not travel out of
the screen boundaries.

Co-authored-by: Riku Isokoski <riksu9000@gmail.com>
2022-04-25 15:51:51 +03:00

99 lines
3.3 KiB
C++

#include "displayapp/screens/Paddle.h"
#include "displayapp/DisplayApp.h"
#include "displayapp/LittleVgl.h"
#include <cstdlib> // for rand()
using namespace Pinetime::Applications::Screens;
Paddle::Paddle(Pinetime::Applications::DisplayApp* app, Pinetime::Components::LittleVgl& lvgl) : Screen(app), lvgl {lvgl} {
background = lv_obj_create(lv_scr_act(), nullptr);
lv_obj_set_size(background, LV_HOR_RES + 1, LV_VER_RES);
lv_obj_set_pos(background, -1, 0);
lv_obj_set_style_local_radius(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 0);
lv_obj_set_style_local_bg_color(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_BLACK);
lv_obj_set_style_local_border_color(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
lv_obj_set_style_local_border_width(background, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 1);
points = lv_label_create(lv_scr_act(), nullptr);
lv_obj_set_style_local_text_font(points, LV_LABEL_PART_MAIN, LV_STATE_DEFAULT, &jetbrains_mono_42);
lv_label_set_text_static(points, "0000");
lv_obj_align(points, lv_scr_act(), LV_ALIGN_IN_TOP_MID, 0, 10);
paddle = lv_obj_create(lv_scr_act(), nullptr);
lv_obj_set_style_local_bg_color(paddle, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
lv_obj_set_style_local_radius(paddle, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, 0);
lv_obj_set_size(paddle, 4, 60);
ball = lv_obj_create(lv_scr_act(), nullptr);
lv_obj_set_style_local_bg_color(ball, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_COLOR_WHITE);
lv_obj_set_style_local_radius(ball, LV_BTN_PART_MAIN, LV_STATE_DEFAULT, LV_RADIUS_CIRCLE);
lv_obj_set_size(ball, ballSize, ballSize);
taskRefresh = lv_task_create(RefreshTaskCallback, LV_DISP_DEF_REFR_PERIOD, LV_TASK_PRIO_MID, this);
}
Paddle::~Paddle() {
lv_task_del(taskRefresh);
lv_obj_clean(lv_scr_act());
}
void Paddle::Refresh() {
ballX += dx;
ballY += dy;
lv_obj_set_pos(ball, ballX, ballY);
// checks if it has touched the sides (floor and ceiling)
if (ballY <= 1 || ballY >= LV_VER_RES - ballSize - 2) {
dy *= -1;
}
// checks if it has touched the side (right side)
if (ballX >= LV_HOR_RES - ballSize - 1) {
dx *= -1;
dy += rand() % 3 - 1; // add a little randomization in wall bounce direction, one of [-1, 0, 1]
if (dy > 5) { // limit dy to be in range [-5 to 5]
dy = 5;
}
if (dy < -5) {
dy = -5;
}
}
// checks if it is in the position of the paddle
if (dx < 0 && ballX <= 4) {
if (ballX >= -ballSize / 4) {
if (ballY <= (paddlePos + 30 - ballSize / 4) && ballY >= (paddlePos - 30 - ballSize + ballSize / 4)) {
dx *= -1;
score++;
}
}
// checks if it has gone behind the paddle
else if (ballX <= -ballSize * 2) {
ballX = (LV_HOR_RES - ballSize) / 2;
ballY = (LV_VER_RES - ballSize) / 2;
score = 0;
}
}
lv_label_set_text_fmt(points, "%04d", score);
}
bool Paddle::OnTouchEvent(Pinetime::Applications::TouchEvents event) {
return true;
}
bool Paddle::OnTouchEvent(uint16_t x, uint16_t y) {
// sets the center paddle pos. (30px offset) with the the y_coordinate of the finger
// but clamp it such that the paddle never clips off screen
if (y < 31) {
lv_obj_set_pos(paddle, 0, 1);
} else if (y > LV_VER_RES - 31) {
lv_obj_set_pos(paddle, 0, LV_VER_RES - 61);
} else {
lv_obj_set_pos(paddle, 0, y - 30);
}
paddlePos = y;
return true;
}