diff --git a/G3_TP1_labyrinth_etu/src/labyrinth.c b/G3_TP1_labyrinth_etu/src/labyrinth.c index 4de45025ad4e508ba27b373fe7fbc7ea354ffc73..ab7340d39efb3dd0d92a1832eb7907496ef19742 100644 --- a/G3_TP1_labyrinth_etu/src/labyrinth.c +++ b/G3_TP1_labyrinth_etu/src/labyrinth.c @@ -123,7 +123,7 @@ int main(void) xTaskCreate(Algo_main_ball, (signed portCHAR *)"Masterball", configMINIMAL_STACK_SIZE, &ball_param_th[0], tskIDLE_PRIORITY+1, NULL); - xTaskCreate(Algo_bots, (signed portCHAR *)"libreball1", + /*xTaskCreate(Algo_bots, (signed portCHAR *)"libreball1", configMINIMAL_STACK_SIZE, &ball_param_th[2], tskIDLE_PRIORITY+1, NULL); xTaskCreate(Algo_bots, (signed portCHAR *)"libreball2", @@ -131,7 +131,7 @@ int main(void) NULL); xTaskCreate(Algo_bots, (signed portCHAR *)"libreball3", configMINIMAL_STACK_SIZE, &ball_param_th[4], tskIDLE_PRIORITY+1, - NULL); + NULL);*/ vTaskStartScheduler(); // launch scheduler LPC_TIM0->TCR = 1; @@ -144,39 +144,65 @@ void Algo_main_ball(void *params){ ball_param_th_t *ball = (ball_param_th_t *)params; accel_t ball_acc; int un_ou_moins_un_x = 1, un_ou_moins_un_y = 1; + //bool collision_prev=false; while(1){ lcd_filled_circle(ball->ball.pos.x, ball->ball.pos.y, ball->ball.radius, LCD_BLACK); int CollisionState = test_collision(&ball->ball); if(CollisionState != NO_COLLISION){ //ralentissement de 10% de la vitesse de la balle - ball->ball.speed.x = ball->ball.speed.x - (ball->ball.speed.x/10); - ball->ball.speed.y = ball->ball.speed.y - (ball->ball.speed.y/10); + //ball->ball.speed.x = ball->ball.speed.x - (ball->ball.speed.x/10); + //ball->ball.speed.y = ball->ball.speed.y - (ball->ball.speed.y/10); if(CollisionState & TOUCH_LEFT){ un_ou_moins_un_x = -1; - ball->ball.pos.x += ball->ball.radius/3; - } - if(CollisionState & TOUCH_RIGHT){ - un_ou_moins_un_x = -1; - ball->ball.pos.x -= ball->ball.radius/3; + ball->ball.speed.x = ball->ball.speed.x - (ball->ball.speed.x/10); + //ball->ball.speed.x *= -REBOUND_FACTOR; + //ball->ball.pos.x += ball->ball.radius*0.4; //round + ball->ball.pos.x += 2; } if(CollisionState & TOUCH_UP){ un_ou_moins_un_y = -1; - ball->ball.pos.y += ball->ball.radius/3; + ball->ball.speed.y = ball->ball.speed.y - (ball->ball.speed.y/10); + //ball->ball.speed.y *= -REBOUND_FACTOR; + //ball->ball.pos.y += ball->ball.radius*0.4; //round() + ball->ball.pos.y += 2; + } + if(CollisionState & TOUCH_RIGHT){ + un_ou_moins_un_x = -1; + ball->ball.speed.x = ball->ball.speed.x - (ball->ball.speed.x/10); + //ball->ball.speed.x *= -REBOUND_FACTOR; + //ball->ball.pos.x -= ball->ball.radius*0.4; //round() + ball->ball.pos.x -= 2; } if(CollisionState & TOUCH_DOWN){ un_ou_moins_un_y = -1; - ball->ball.pos.y -= ball->ball.radius/3; + ball->ball.speed.y = ball->ball.speed.y - (ball->ball.speed.y/10); + //ball->ball.speed.y *= -REBOUND_FACTOR; + //ball->ball.pos.y -= ball->ball.radius*0.4; //round() + ball->ball.pos.y -= 2; } + ball->ball.pos.x = round(ball->ball.pos.x); + ball->ball.pos.y = round(ball->ball.pos.y); + //collision_prev = true; }else{ accel_read(&ball_acc); - ball->ball.speed.x = ((ball_acc.accel_x*0.1)+ball->ball.speed.x)*(un_ou_moins_un_x); - ball->ball.speed.y = ((ball_acc.accel_y*0.1)+ball->ball.speed.y)*(un_ou_moins_un_y); + ball->ball.speed.x =((ball_acc.accel_x*0.4)+ball->ball.speed.x)*(un_ou_moins_un_x); + ball->ball.speed.y = ((ball_acc.accel_y*0.4)+ball->ball.speed.y)*(un_ou_moins_un_y); + + ball->ball.speed.x = (ball->ball.speed.x >= SPEED_MAX) ? SPEED_MAX: ball->ball.speed.x; + ball->ball.speed.y = (ball->ball.speed.y >= SPEED_MAX) ? SPEED_MAX: ball->ball.speed.y; + ball->ball.speed.x = (ball->ball.speed.x <= -SPEED_MAX) ? -SPEED_MAX: ball->ball.speed.x; + ball->ball.speed.y = (ball->ball.speed.y <= -SPEED_MAX) ? -SPEED_MAX: ball->ball.speed.y; ball->ball.pos.x = ball->ball.pos.x + ball->ball.speed.x*(un_ou_moins_un_x); ball->ball.pos.y = ball->ball.pos.y + ball->ball.speed.y*(un_ou_moins_un_y); un_ou_moins_un_y = 1; un_ou_moins_un_x = 1; + //if(collision_prev){ + ball->ball.pos.x = round(ball->ball.pos.x); + ball->ball.pos.y = round(ball->ball.pos.y); + //collision_prev = false; + //} } //détection des collisions sur les bords de l'ecran LCD @@ -186,15 +212,14 @@ void Algo_main_ball(void *params){ if(ball->ball.pos.y <= ball->ball.radius){ ball->ball.pos.y = ball->ball.radius+1; } - if(ball->ball.pos.x >= LCD_MAX_WIDTH-ball->ball.radius){ - ball->ball.pos.x = LCD_MAX_WIDTH-ball->ball.radius; + if(ball->ball.pos.x >= (LCD_MAX_WIDTH - (ball->ball.radius))){ + ball->ball.pos.x = (LCD_MAX_WIDTH - (ball->ball.radius+1)); } - if(ball->ball.pos.y >= LCD_MAX_HEIGHT-ball->ball.radius){ - ball->ball.pos.y = LCD_MAX_HEIGHT-ball->ball.radius; + if(ball->ball.pos.y >= (LCD_MAX_HEIGHT - (ball->ball.radius))){ + ball->ball.pos.y = (LCD_MAX_HEIGHT - (ball->ball.radius+1)); } lcd_filled_circle(ball->ball.pos.x, ball->ball.pos.y, ball->ball.radius, ball->ball.color); vTaskDelay((portTickType)20/portTICK_RATE_MS); - } } @@ -235,23 +260,22 @@ void Algo_bots(void *params){ ball->ball.pos.y = ball->ball.pos.y + ball->ball.speed.y*(un_ou_moins_un_y); un_ou_moins_un_y = 1; un_ou_moins_un_x = 1; - } - //} - if(ball->ball.pos.x <= ball->ball.radius){ - ball->ball.pos.x = ball->ball.radius+1; - } - if(ball->ball.pos.y <= ball->ball.radius){ - ball->ball.pos.y = ball->ball.radius+1; - } - if(ball->ball.pos.x >= LCD_MAX_WIDTH-ball->ball.radius){ - ball->ball.pos.x = LCD_MAX_WIDTH-ball->ball.radius; - } - if(ball->ball.pos.y >= LCD_MAX_HEIGHT-ball->ball.radius){ - ball->ball.pos.y = LCD_MAX_HEIGHT-ball->ball.radius; + + if(ball->ball.pos.x <= ball->ball.radius){ + ball->ball.pos.x = ball->ball.radius+1; + } + if(ball->ball.pos.y <= ball->ball.radius){ + ball->ball.pos.y = ball->ball.radius+1; + } + if(ball->ball.pos.x >= LCD_MAX_WIDTH-ball->ball.radius){ + ball->ball.pos.x = LCD_MAX_WIDTH-ball->ball.radius; + } + if(ball->ball.pos.y >= LCD_MAX_HEIGHT-ball->ball.radius){ + ball->ball.pos.y = LCD_MAX_HEIGHT-ball->ball.radius; + } } lcd_filled_circle(ball->ball.pos.x, ball->ball.pos.y, ball->ball.radius, ball->ball.color); vTaskDelay((portTickType)20/portTICK_RATE_MS); - } } @@ -262,10 +286,4 @@ void RandAccel(accel_t *accel){ float y = (float)(rnd32()%100)-50; accel->accel_x = x/100; accel->accel_y = y/100; - //accel->accel_z = (float)(rnd32()%500)/100; - - accel->magneto_x = 0; - accel->magneto_y = 0; - accel->magneto_z = 0; - accel->temperature = 0; }