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project09 - template
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09/Pong/Ball.jack
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09/Pong/Ball.jack
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// This file is part of www.nand2tetris.org
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// and the book "The Elements of Computing Systems"
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// by Nisan and Schocken, MIT Press.
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// File name: projects/9/Pong/Ball.jack
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/**
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* A graphical ball in a Pong game. Characterized by a screen location and
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* distance of last destination. Has methods for drawing, erasing and moving
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* on the screen. The ball is displayed as a filled, 6-by-6 pixles rectangle.
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*/
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class Ball {
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field int x, y; // the ball's screen location (in pixels)
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field int lengthx, lengthy; // distance of last destination (in pixels)
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field int d, straightD, diagonalD; // used for straight line movement computation
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field boolean invert, positivex, positivey; // (same)
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field int leftWall, rightWall, topWall, bottomWall; // wall locations
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field int wall; // last wall that the ball was bounced off of
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/** Constructs a new ball with the given initial location and wall locations. */
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constructor Ball new(int Ax, int Ay,
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int AleftWall, int ArightWall, int AtopWall, int AbottomWall) {
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let x = Ax;
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let y = Ay;
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let leftWall = AleftWall;
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let rightWall = ArightWall - 6; // -6 for ball size
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let topWall = AtopWall;
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let bottomWall = AbottomWall - 6; // -6 for ball size
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let wall = 0;
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do show();
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return this;
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}
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/** Deallocates the Ball's memory. */
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method void dispose() {
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do Memory.deAlloc(this);
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return;
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}
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/** Shows the ball. */
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method void show() {
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do Screen.setColor(true);
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do draw();
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return;
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}
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/** Hides the ball. */
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method void hide() {
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do Screen.setColor(false);
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do draw();
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return;
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}
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/** Draws the ball. */
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method void draw() {
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do Screen.drawRectangle(x, y, x + 5, y + 5);
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return;
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}
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/** Returns the ball's left edge. */
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method int getLeft() {
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return x;
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}
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/** Returns the ball's right edge. */
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method int getRight() {
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return x + 5;
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}
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/** Computes and sets the ball's destination. */
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method void setDestination(int destx, int desty) {
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var int dx, dy, temp;
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let lengthx = destx - x;
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let lengthy = desty - y;
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let dx = Math.abs(lengthx);
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let dy = Math.abs(lengthy);
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let invert = (dx < dy);
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if (invert) {
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let temp = dx; // swap dx, dy
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let dx = dy;
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let dy = temp;
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let positivex = (y < desty);
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let positivey = (x < destx);
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}
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else {
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let positivex = (x < destx);
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let positivey = (y < desty);
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}
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let d = (2 * dy) - dx;
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let straightD = 2 * dy;
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let diagonalD = 2 * (dy - dx);
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return;
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}
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/**
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* Moves the ball one step towards its destination.
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* If the ball has reached a wall, returns 0.
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* Else, returns a value according to the wall:
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* 1 (left wall), 2 (right wall), 3 (top wall), 4 (bottom wall).
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*/
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method int move() {
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do hide();
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if (d < 0) { let d = d + straightD; }
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else {
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let d = d + diagonalD;
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if (positivey) {
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if (invert) { let x = x + 4; }
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else { let y = y + 4; }
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}
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else {
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if (invert) { let x = x - 4; }
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else { let y = y - 4; }
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}
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}
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if (positivex) {
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if (invert) { let y = y + 4; }
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else { let x = x + 4; }
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}
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else {
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if (invert) { let y = y - 4; }
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else { let x = x - 4; }
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}
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if (~(x > leftWall)) {
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let wall = 1;
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let x = leftWall;
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}
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if (~(x < rightWall)) {
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let wall = 2;
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let x = rightWall;
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}
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if (~(y > topWall)) {
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let wall = 3;
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let y = topWall;
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}
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if (~(y < bottomWall)) {
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let wall = 4;
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let y = bottomWall;
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}
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do show();
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return wall;
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}
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/**
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* Bounces off the current wall: sets the new destination
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* of the ball according to the ball's angle and the given
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* bouncing direction (-1/0/1=left/center/right or up/center/down).
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*/
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method void bounce(int bouncingDirection) {
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var int newx, newy, divLengthx, divLengthy, factor;
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// Since results are too big, divides by 10
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let divLengthx = lengthx / 10;
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let divLengthy = lengthy / 10;
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if (bouncingDirection = 0) { let factor = 10; }
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else {
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if (((~(lengthx < 0)) & (bouncingDirection = 1)) | ((lengthx < 0) & (bouncingDirection = (-1)))) {
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let factor = 20; // bounce direction is in ball direction
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}
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else { let factor = 5; } // bounce direction is against ball direction
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}
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if (wall = 1) {
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let newx = 506;
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let newy = (divLengthy * (-50)) / divLengthx;
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let newy = y + (newy * factor);
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}
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else {
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if (wall = 2) {
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let newx = 0;
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let newy = (divLengthy * 50) / divLengthx;
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let newy = y + (newy * factor);
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}
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else {
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if (wall = 3) {
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let newy = 250;
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let newx = (divLengthx * (-25)) / divLengthy;
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let newx = x + (newx * factor);
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}
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else { // assumes wall = 4
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let newy = 0;
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let newx = (divLengthx * 25) / divLengthy;
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let newx = x + (newx * factor);
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}
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}
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}
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do setDestination(newx, newy);
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return;
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}
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}
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