Updated Space Invaders on the mbed. Improved upon Michael Son's "Mbed Space Invaders" at https://os.mbed.com/users/michaeljson/notebook/mbed-space-invaders/.
Dependencies: mbed wave_player mbed-rtos 4DGL-uLCD-SE SparkfunAnalogJoystick SDFileSystem LSM9DS1_Library_cal_updated
Fork of Two-PlayerSpaceInvaders by
test
Diff: barrier.cpp
- Revision:
- 28:a2dac56af32f
- Parent:
- 26:3270c6edd7d9
--- a/barrier.cpp Wed Apr 28 03:12:39 2021 +0000 +++ b/barrier.cpp Wed Apr 28 15:21:44 2021 +0000 @@ -23,6 +23,7 @@ } */ +// draw barrier on uLCD and set the boolean array to keep track of non-destroyed pixels void draw_barrier_object(int blk_x, int blk_y, int barrier_color, int barrier_width, int barrier_height, barrier_t *g) { char* colors; @@ -51,7 +52,7 @@ GGGG000000000000GGGG GGGG000000000000GGGG GGGG000000000000GGGG */ - // This initializes the boolean array of pixels to be 1 when the pixel is green and 0 when the pixel is black. + // This initializes the boolean array of pixels to be 1 when the pixel is green and 0 when the pixel is black. Keep track of destroyed pixels. for (int x = 0; x < 20; x++) { for (int y = 0; y < 20; y++) { g->barrierPixels[y*20 + x] = (colors[y*20 + x] == 'G'); @@ -65,7 +66,7 @@ uLCD.filled_rectangle(blk_x,blk_y,blk_x+barrier_width,blk_y+barrier_height,BACKGROUND_COLOR); } - +// initialize a barrier with height and width 20, color green, and 0s in the boolean array void barrier_init(barrier_t * g, int blk_x, int blk_y, int color) { g->barrier_blk_x = blk_x; @@ -84,12 +85,14 @@ draw_barrier_object(g->barrier_blk_x, g->barrier_blk_y, g->barrier_color, g->barrier_width, g->barrier_height, g); } +// erase the barrier and set the boolean array to 0 so that missiles can go through this area. void barrier_erase(barrier_t *g) { erase_barrier(g->barrier_blk_x, g->barrier_blk_y, g->barrier_width, g->barrier_height); memset(g->barrierPixels, 0, sizeof(bool) * 20 * 20); } +// check barrier for being hit by player or enemy missiles void check_barrier(barrier_t * g, missile_t * h) { //int barrier_died = 0; @@ -139,14 +142,4 @@ } } } - //g->status = PLAYER_DEAD; - //player_died = 1; - // make sure to take into account both player and enemy missile types... - //if (h->status == PLAYER_MISSILE_ACTIVE) { - // h->status = PLAYER_MISSILE_EXPLODED; // missile explodes - //} else { - // h->status = ENEMY_MISSILE_EXPLODED; // missile explodes. - //} - //} - //return player_died; } \ No newline at end of file