Finished comments

This commit is contained in:
Sam Perry
2016-10-21 21:04:59 +01:00
parent 6147ff63c9
commit 290ffe38c8
+71 -29
View File
@@ -44,7 +44,8 @@ PImage bg;
// Terrain generation function adapted from: http://www.redblobgames.com/articles/noise/introduction.html
// Generate varying hills and valleys for terrain.
void GenerateTerain() {
// Store amplitudes (randomly generated within arbritrary limits) for each sine wave
// Store amplitudes (randomly generated within arbritrary limits) for each
// sine wave
float amp[] = {random(1.5,2.5), random(0.8,1.4), random(0.1, 0.3), random(0.0001, 0.002), 0.01, 0.01};
// Store frequencies (Hz) for each sine wave
int frequency[] = {1, 2, 4, 8, 16, 32};
@@ -63,7 +64,8 @@ void GenerateTerain() {
groundLevel[i] += (sin(2*PI * frequency[j]*i/width + phase)*amp[j])*30;
}
}
// Apply an arbitrary offset to place terrain at appropriate level on screen
// Apply an arbitrary offset to place terrain at appropriate level on
// screen
for(int i = 0; i < width; i++) {
groundLevel[i] += height - (height / 3.5);
}
@@ -83,7 +85,8 @@ void setup() {
float player1Height = groundLevel[int(width*0.1)];
float player2Height = groundLevel[int(width*0.9)];
// Set the location of the two tanks so they rest on the ground at opposite sides
// Set the location of the two tanks so they rest on the ground at opposite
// sides
tank1X = width * 0.1;
tank1Y = player1Height;
tank2X = width * 0.9;
@@ -91,19 +94,21 @@ void setup() {
}
void draw() {
// Main draw loop. Farm out the individual tasks to other functions
// for clarity (though it could be equivalently implemented entirely in this function.)
// Main draw loop. Farm out the individual tasks to other functions for
// clarity (though it could be equivalently implemented entirely in this
// function.)
// Set the background to the picture provided
background(bg);
// run draw functions for respecitive elements of the game
// run draw functions for respective elements of the game
drawTanks();
drawGround();
drawProjectile();
drawStatus();
// draw projectiles at new positions and run collision detection for projectiles
// draw projectiles at new positions and run collision detection for
// projectiles
updateProjectilePositionAndCheckCollision();
}
@@ -116,7 +121,8 @@ void drawGround() {
int idx;
// for each groundLevel array element
for(idx = 0; idx < groundLevel.length; idx++){
// create a vertex point at the position on the screen determined by the array index position at the height of the element in the array
// create a vertex point at the position on the screen determined by the
// array index position at the height of the element in the array
vertex(idx, groundLevel[idx]);
}
// Apply two final vertices to fill space below generated vertices
@@ -127,9 +133,10 @@ void drawGround() {
fill(250, 236, 157);
endShape();
// Set preceeding shapes to not have a border
// Set future shapes to not have a border
noStroke();
// create layered ground with different colour and dimensions for aesthetic effect
// create layered ground with different colour and dimensions for aesthetic
// effect
// Logic is essentially the same as above
beginShape();
for(idx = 0; idx < groundLevel.length; idx++){
@@ -142,7 +149,7 @@ void drawGround() {
strokeWeight(5);
// See the groundLevel[] variable to know where to draw the ground
// Ground should be drawn in a dark gray
// Ground should be drawn in a dark grey
}
@@ -150,18 +157,21 @@ void drawGround() {
void drawTanks() {
/* TO IMPLEMENT IN STEP 1 */
// Draw the two tanks as semicircles using the positions and sizes at the top of the file
// Draw the two tanks as semicircles using the positions and sizes at the top
// of the file
// Tanks should be different colours
// Also be sure to draw the cannons, using the angles given at the top of the file
// Also be sure to draw the cannons, using the angles given at the top of the
// file
// Draw tank 1
// Set size of border to 10 pixels
strokeWeight(10);
// set variable for placing tank 1 cannon at the center of the tank
// set variable for placing tank 1 cannon at the centre of the tank
tank1CannonX1 = tank1X;
// set variable for placing the tip of the cannon at the angle and length specified
// set variable for placing the tip of the cannon at the angle and length
// specified
tank1CannonX2 = tank1X + (cannonLength * cos(tank1CannonAngle));
// similar to above...
tank1CannonY1 = tank1Y;
@@ -176,7 +186,8 @@ void drawTanks() {
strokeWeight(5);
fill(255, 0, 0);
// draw 1 tank body
// arc was replaced with ellipse to account for more detailed varying ground level
// arc was replaced with ellipse to account for more detailed varying ground
// level
ellipse(tank1X, tank1Y, tankDiameter, tankDiameter);
// Draw tank 2
@@ -194,7 +205,8 @@ void drawTanks() {
// Draw the projectile, if one is currently in motion
void drawProjectile() {
// Don't draw anything if there's no projectile in motion and the porjectile isn't exploding
// Don't draw anything if there's no projectile in motion and the projectile
// isn't exploding
if(!projectileInMotion && !contactMade)
return;
// if projectile has exploded enough then stop
@@ -227,9 +239,11 @@ void drawStatus() {
stroke(230, 249, 211);
// Set shape fill colour RGB
fill(201, 246, 203);
// Draw a background rectangular box to seperate information bar from background
// Draw a background rectangular box to separate information bar from
// background
rect(0, 0, width, 45);
// reset global values to their originals, avoiding unexpected behaviour in other functions
// reset global values to their originals, avoiding unexpected behaviour in
// other functions
strokeWeight(strokeWeightVar);
stroke(strokeColourVar);
@@ -238,7 +252,8 @@ void drawStatus() {
textAlign(LEFT);
fill(0);
// Based on current state of game, display relevant information in information bar
// Based on current state of game, display relevant information in
// information bar
if(playerHasWon == 1)
text("Player 1 Wins!", 10, 30);
else if(playerHasWon == 2)
@@ -263,7 +278,10 @@ void updateProjectilePositionAndCheckCollision() {
return;
}
// Check for player's turn
// This implementation could be vastly improved by creating a generic function that applies operations to either player 1 or 2 based on this boolean. An object oriented approach or a way of passing variables by refference to a generic function would achieve this.
// This implementation could be vastly improved by creating a generic
// function that applies operations to either player 1 or 2 based on this
// boolean. An object oriented approach or a way of passing variables by
// reference to a generic function would achieve this.
if(player1Turn) {
/* TO IMPLEMENT IN STEP 3: UPDATE POSITION */
@@ -280,17 +298,21 @@ void updateProjectilePositionAndCheckCollision() {
}
/* TO IMPLEMENT IN STEP 4: GRAVITY */
// Update the velocity of the projectile according to the value of gravity at the top of the file
// Update the velocity of the projectile according to the value of gravity
// at the top of the file
velocity -= gravity;
/* TO IMPLEMENT IN STEP 5: COLLISION DETECTION */
// Compare the location of the projectile to the ground and to the two tanks
// Compare the location of the projectile to the ground and to the two
// tanks
// (Conditions ordered to avoid indexing error in final condition)
// When the projectile hits the ground, it's the next player's turn
if(round(projectilePositionX) >= width || round(projectilePositionX) <= 0) {
// When the projectile hits something, it stops moving (change projectileInMotion)
// As projectile has finished moving and exploding, set all relevant booleans to false, ready for next player's turn
// When the projectile hits something, it stops moving (change
// projectileInMotion)
// As projectile has finished moving and exploding, set all relevant
// booleans to false, ready for next player's turn
projectileInMotion = false;
contactMade = false;
nextPlayersTurn();
@@ -304,7 +326,9 @@ void updateProjectilePositionAndCheckCollision() {
}
}
// Same as for player 1
else {
/* TO IMPLEMENT IN STEP 3: UPDATE POSITION */
// Tasks: increment the position according to the velocity
@@ -321,12 +345,13 @@ void updateProjectilePositionAndCheckCollision() {
velocity -= gravity;
/* TO IMPLEMENT IN STEP 5: COLLISION DETECTION */
// Compare the location of the projectile to the ground and to the two tanks
// (Conditions ordered to avoid indexing error in final condition)
// Compare the location of the projectile to the ground and to the two
// tanks
// When the projectile hits the ground, it's the next player's turn
if(projectilePositionX >= width || projectilePositionX <= 0) {
// When the projectile hits something, it stops moving (change projectileInMotion)
// When the projectile hits something, it stops moving (change
// projectileInMotion)
projectileInMotion = false;
contactMade = false;
nextPlayersTurn();
@@ -338,15 +363,17 @@ void updateProjectilePositionAndCheckCollision() {
}
}
// When the projectile hits a tank, the other player wins
// Collision detection for full circle implemented as extra computation for semi-circle is unnecessary
if(dist(projectilePositionX, projectilePositionY, tank2X, tank2Y) < (tankDiameter/2.0) + (projectileSize / 2)) {
projectileInMotion = false;
contactMade = true;
// If projectile shape comes into contact with player 2's tank, player 1
// wins
playerHasWon = 1;
}
else if(dist(projectilePositionX, projectilePositionY, tank1X, tank1Y) < (tankDiameter/2.0) + (projectileSize / 2)) {
projectileInMotion = false;
contactMade = true;
// Vice versa
playerHasWon = 2;
}
}
@@ -355,6 +382,8 @@ void updateProjectilePositionAndCheckCollision() {
void nextPlayersTurn() {
player1Turn = !player1Turn;
}
// Check angle is limited from 9 o'clock to 3 o'clock
float validateAngle(float angle) {
if(angle > PI)
{
@@ -364,8 +393,11 @@ float validateAngle(float angle) {
{
angle = 0.0;
}
// return angle within limited range
return angle;
}
// Limit strength to within reasonable values
float validateStrength(float strength) {
if(strength > 10.0)
{
@@ -391,19 +423,26 @@ void keyPressed() {
// Arrow keys don't have a printable character, so they show up as CODED
// Use the left and right arrows to adjust the angle, the up and down arrows
// to adjust strength.
// Specify cases based on the key that has been pressed
switch(key) {
// If key is a special character
case CODED:
if(player1Turn) {
// Specify actions for up, down left and right
switch(keyCode) {
// Left and right increment/decrement cannon angle by 1 radian
case LEFT: tank1CannonAngle += PI/180.0;
break;
case RIGHT: tank1CannonAngle -= PI/180.0;
break;
// Up and down increment/decrement cannon strength by 1.0
case UP: tank1CannonStrength += 1;
break;
case DOWN: tank1CannonStrength -= 1;
break;
}
// Ensure updated values are within preset ranges
tank1CannonAngle = validateAngle(tank1CannonAngle);
tank1CannonStrength = validateStrength(tank1CannonStrength);
}
@@ -427,11 +466,14 @@ void keyPressed() {
// Space bar fires the projectile. Initially in step 2, just have it switch
// to the next player.
case ' ':
// Set boolean variables and projectile positions relative to the current
// player's tank.
if(player1Turn) {
projectileInMotion = true;
projectilePositionX = tank1CannonX2;
projectilePositionY = tank1CannonY2;
velocity = tank1CannonStrength;
// Generate projectile based on global variables
drawProjectile();
}
else {