BouncingSquares were going offscreen
Taken the square size into consideration when generating the initial x/y pos and when bouncing off the right and bottom walls.
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cf66382d75
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1 changed files with 30 additions and 23 deletions
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@ -8,7 +8,7 @@ uint16_t myRED = display->color565(255, 0, 0);
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uint16_t myGREEN = display->color565(0, 255, 0);
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uint16_t myGREEN = display->color565(0, 255, 0);
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uint16_t myBLUE = display->color565(0, 0, 255);
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uint16_t myBLUE = display->color565(0, 0, 255);
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uint16_t colours[5] = { myDARK, myWHITE, myRED, myGREEN, myBLUE};
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uint16_t colours[5] = { myDARK, myWHITE, myRED, myGREEN, myBLUE };
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struct Square
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struct Square
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{
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{
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@ -42,18 +42,17 @@ void setup()
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// Create some Squares
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// Create some Squares
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for (int i = 0; i < numSquares; i++)
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for (int i = 0; i < numSquares; i++)
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{
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{
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Squares[i].xpos = random(0, display->width());
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Squares[i].square_size = random(2,10);
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Squares[i].ypos = random(0, display->height());
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Squares[i].xpos = random(0, display->width() - Squares[i].square_size);
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Squares[i].ypos = random(0, display->height() - Squares[i].square_size);
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Squares[i].velocityx = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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Squares[i].velocityx = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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Squares[i].velocityy = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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Squares[i].velocityy = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
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//Squares[i].xdir = (random(2) == 1) ? true:false;
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//Squares[i].xdir = (random(2) == 1) ? true:false;
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//Squares[i].ydir = (random(2) == 1) ? true:false;
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//Squares[i].ydir = (random(2) == 1) ? true:false;
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Squares[i].square_size = random(2,10);
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int random_num = random(6);
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int random_num = random(6);
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Squares[i].colour = colours[random_num];
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Squares[i].colour = colours[random_num];
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}
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}
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}
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}
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void loop()
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void loop()
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@ -67,11 +66,19 @@ void loop()
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// Draw rect and then calculatae
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// Draw rect and then calculatae
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display->fillRect(Squares[i].xpos, Squares[i].ypos, Squares[i].square_size, Squares[i].square_size, Squares[i].colour);
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display->fillRect(Squares[i].xpos, Squares[i].ypos, Squares[i].square_size, Squares[i].square_size, Squares[i].colour);
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if (Squares[i].xpos >= display->width()) { Squares[i].velocityx *= -1; } else if (Squares[i].xpos <= 0) { Squares[i].velocityx = abs (Squares[i].velocityx); }
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if (Squares[i].square_size + Squares[i].xpos >= display->width()) {
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if (Squares[i].ypos >= display->height()) { Squares[i].velocityy *= -1; } else if (Squares[i].ypos <= 0) { Squares[i].velocityy = abs (Squares[i].velocityy); }
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Squares[i].velocityx *= -1;
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} else if (Squares[i].xpos <= 0) {
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Squares[i].xpos += Squares[i].velocityx ;
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Squares[i].velocityx = abs (Squares[i].velocityx);
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Squares[i].ypos += Squares[i].velocityy ;
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}
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}
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if (Squares[i].square_size + Squares[i].ypos >= display->height()) {
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Squares[i].velocityy *= -1;
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} else if (Squares[i].ypos <= 0) {
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Squares[i].velocityy = abs (Squares[i].velocityy);
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}
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Squares[i].xpos += Squares[i].velocityx;
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Squares[i].ypos += Squares[i].velocityy;
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}
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}
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}
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