Merge pull request #199 from mcauser/bouncing-squares

BouncingSquares were going offscreen
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mrfaptastic 2021-10-15 17:06:58 +01:00 committed by GitHub
commit faccc17bbb
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@ -42,18 +42,17 @@ void setup()
// Create some Squares // Create some Squares
for (int i = 0; i < numSquares; i++) for (int i = 0; i < numSquares; i++)
{ {
Squares[i].xpos = random(0, display->width()); Squares[i].square_size = random(2,10);
Squares[i].ypos = random(0, display->height()); Squares[i].xpos = random(0, display->width() - Squares[i].square_size);
Squares[i].ypos = random(0, display->height() - Squares[i].square_size);
Squares[i].velocityx = static_cast <float> (rand()) / static_cast <float> (RAND_MAX); Squares[i].velocityx = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
Squares[i].velocityy = static_cast <float> (rand()) / static_cast <float> (RAND_MAX); Squares[i].velocityy = static_cast <float> (rand()) / static_cast <float> (RAND_MAX);
//Squares[i].xdir = (random(2) == 1) ? true:false; //Squares[i].xdir = (random(2) == 1) ? true:false;
//Squares[i].ydir = (random(2) == 1) ? true:false; //Squares[i].ydir = (random(2) == 1) ? true:false;
Squares[i].square_size = random(2,10);
int random_num = random(6); int random_num = random(6);
Squares[i].colour = colours[random_num]; Squares[i].colour = colours[random_num];
} }
} }
void loop() void loop()
@ -67,11 +66,19 @@ void loop()
// Draw rect and then calculatae // Draw rect and then calculatae
display->fillRect(Squares[i].xpos, Squares[i].ypos, Squares[i].square_size, Squares[i].square_size, Squares[i].colour); display->fillRect(Squares[i].xpos, Squares[i].ypos, Squares[i].square_size, Squares[i].square_size, Squares[i].colour);
if (Squares[i].xpos >= display->width()) { Squares[i].velocityx *= -1; } else if (Squares[i].xpos <= 0) { Squares[i].velocityx = abs (Squares[i].velocityx); } if (Squares[i].square_size + Squares[i].xpos >= display->width()) {
if (Squares[i].ypos >= display->height()) { Squares[i].velocityy *= -1; } else if (Squares[i].ypos <= 0) { Squares[i].velocityy = abs (Squares[i].velocityy); } Squares[i].velocityx *= -1;
} else if (Squares[i].xpos <= 0) {
Squares[i].velocityx = abs (Squares[i].velocityx);
}
if (Squares[i].square_size + Squares[i].ypos >= display->height()) {
Squares[i].velocityy *= -1;
} else if (Squares[i].ypos <= 0) {
Squares[i].velocityy = abs (Squares[i].velocityy);
}
Squares[i].xpos += Squares[i].velocityx; Squares[i].xpos += Squares[i].velocityx;
Squares[i].ypos += Squares[i].velocityy; Squares[i].ypos += Squares[i].velocityy;
} }
} }