Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: mbed
RosenEngine/RosenEngine.h@49:aa204bf7ee2e, 2019-05-09 (annotated)
- Committer:
- ikenna1
- Date:
- Thu May 09 05:59:31 2019 +0000
- Revision:
- 49:aa204bf7ee2e
- Parent:
- 44:a6a361bea806
- Child:
- 50:69fc9b5e3335
Documentation test
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
ikenna1 | 2:66a4e5d7a7cd | 1 | #ifndef ROSENENGINE_H |
ikenna1 | 2:66a4e5d7a7cd | 2 | #define ROSENENGINE_H |
ikenna1 | 2:66a4e5d7a7cd | 3 | |
ikenna1 | 2:66a4e5d7a7cd | 4 | #include "mbed.h" |
ikenna1 | 37:8d8c8cce0bc7 | 5 | #include <ctime> |
ikenna1 | 2:66a4e5d7a7cd | 6 | #include "N5110.h" |
ikenna1 | 2:66a4e5d7a7cd | 7 | #include "Gamepad.h" |
ikenna1 | 7:ed5870cfb3e0 | 8 | #include "Ship.h" |
ikenna1 | 9:241a1a7d8527 | 9 | #include "Weapons.h" |
ikenna1 | 9:241a1a7d8527 | 10 | #include "Menu.h" |
ikenna1 | 15:009ccc07bb57 | 11 | #include "Enemy.h" |
ikenna1 | 17:e65a9f981834 | 12 | #include "Health.h" |
ikenna1 | 39:7824f9080f59 | 13 | #include "Lore.h" |
ikenna1 | 2:66a4e5d7a7cd | 14 | |
ikenna1 | 49:aa204bf7ee2e | 15 | /** RosenENgine Class |
ikenna1 | 49:aa204bf7ee2e | 16 | @brief Library that used all other game libraries in order to make game functions |
ikenna1 | 49:aa204bf7ee2e | 17 | @author Ozoemena Adrian Ikrnna |
ikenna1 | 49:aa204bf7ee2e | 18 | @date 8th May 2019 |
ikenna1 | 49:aa204bf7ee2e | 19 | */ |
ikenna1 | 2:66a4e5d7a7cd | 20 | class RosenEngine |
ikenna1 | 2:66a4e5d7a7cd | 21 | { |
ikenna1 | 2:66a4e5d7a7cd | 22 | |
ikenna1 | 2:66a4e5d7a7cd | 23 | public: |
ikenna1 | 2:66a4e5d7a7cd | 24 | RosenEngine(); |
ikenna1 | 2:66a4e5d7a7cd | 25 | ~RosenEngine(); |
ikenna1 | 3:f9cd1a38d5c6 | 26 | |
ikenna1 | 49:aa204bf7ee2e | 27 | /** A mutator method that initializes ship size and speed, the default ship is the kestrel |
ikenna1 | 49:aa204bf7ee2e | 28 | *@param ship_width, the width of the ship |
ikenna1 | 49:aa204bf7ee2e | 29 | *@param ship_height, the height of the ship |
ikenna1 | 49:aa204bf7ee2e | 30 | *@param ship_speed, the speed of the ship |
ikenna1 | 49:aa204bf7ee2e | 31 | *@param ship_xpos, the ship's x co-ordinate |
ikenna1 | 49:aa204bf7ee2e | 32 | *@param ship_ypos, the ship's y co-ordinate |
ikenna1 | 49:aa204bf7ee2e | 33 | */ |
ikenna1 | 8:87a845b8575e | 34 | void init(int ship_width,int ship_height,int ship_speed,int ship_xpos,int ship_ypos); |
ikenna1 | 49:aa204bf7ee2e | 35 | /** A mutator method that resets some key values that neet to be reinitialized when the player |
ikenna1 | 49:aa204bf7ee2e | 36 | *returns to the ment |
ikenna1 | 49:aa204bf7ee2e | 37 | */ |
ikenna1 | 27:f99249e727fd | 38 | void reset(); |
ikenna1 | 49:aa204bf7ee2e | 39 | /** An accessor method that reads the input from the gamepad |
ikenna1 | 49:aa204bf7ee2e | 40 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 41 | */ |
ikenna1 | 2:66a4e5d7a7cd | 42 | void read_input(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 43 | /** A mutator method that updates all position and variable values based on inputs and the |
ikenna1 | 49:aa204bf7ee2e | 44 | * time that has passed |
ikenna1 | 49:aa204bf7ee2e | 45 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 46 | */ |
ikenna1 | 2:66a4e5d7a7cd | 47 | void update(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 48 | /** Draws all game assets on lcd display |
ikenna1 | 49:aa204bf7ee2e | 49 | *@param &lcd pointer to the N5110 library used for the lcd display |
ikenna1 | 49:aa204bf7ee2e | 50 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 51 | */ |
ikenna1 | 14:88ca5b1a111a | 52 | void draw(N5110 &lcd, Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 53 | /** An accessor method that gets the position of all important game objects on screen |
ikenna1 | 49:aa204bf7ee2e | 54 | */ |
ikenna1 | 9:241a1a7d8527 | 55 | void get_pos(); |
ikenna1 | 49:aa204bf7ee2e | 56 | /** Displays the title screen on the lcd |
ikenna1 | 49:aa204bf7ee2e | 57 | *@param &lcd pointer to the N5110 library used for the lcd display |
ikenna1 | 49:aa204bf7ee2e | 58 | */ |
ikenna1 | 10:c33d7593a275 | 59 | void title(N5110 &lcd); |
ikenna1 | 49:aa204bf7ee2e | 60 | /** An accessor method that gets the ycursor value to be used in the menu |
ikenna1 | 49:aa204bf7ee2e | 61 | *@returns the ycursor value |
ikenna1 | 49:aa204bf7ee2e | 62 | */ |
ikenna1 | 13:e114d362186d | 63 | int get_ycursor(); |
ikenna1 | 49:aa204bf7ee2e | 64 | /** A mutator method used to set the ship being used in the game. |
ikenna1 | 49:aa204bf7ee2e | 65 | * either the kestrel, the imperion or the orion |
ikenna1 | 49:aa204bf7ee2e | 66 | *@returns the ship being used |
ikenna1 | 49:aa204bf7ee2e | 67 | */ |
ikenna1 | 43:500b8cff3715 | 68 | SHIP set_shipUsed(); |
ikenna1 | 49:aa204bf7ee2e | 69 | /** Displays the ship option in the menu to allow player switch ships |
ikenna1 | 49:aa204bf7ee2e | 70 | *@param &lcd pointer to the N5110 library used for the lcd display |
ikenna1 | 49:aa204bf7ee2e | 71 | */ |
ikenna1 | 12:47578eb9ea73 | 72 | void ship_select(N5110 &lcd); |
ikenna1 | 49:aa204bf7ee2e | 73 | /** A mutator method that checks the enemies and players health. it resets an enemy if |
ikenna1 | 49:aa204bf7ee2e | 74 | * its health falls to 0 and sets dead to true if the players health falls to 0. |
ikenna1 | 49:aa204bf7ee2e | 75 | * either the kestrel, the imperion or the orion |
ikenna1 | 49:aa204bf7ee2e | 76 | */ |
ikenna1 | 36:c25417f0d150 | 77 | void check_health(); |
ikenna1 | 49:aa204bf7ee2e | 78 | /** Calulates the amount of time past in seconds |
ikenna1 | 49:aa204bf7ee2e | 79 | *@param fps, the frames per second. |
ikenna1 | 49:aa204bf7ee2e | 80 | */ |
ikenna1 | 38:4571537238ed | 81 | float timer(int fps); |
ikenna1 | 49:aa204bf7ee2e | 82 | /** An accessor method that returns true when a player dies |
ikenna1 | 49:aa204bf7ee2e | 83 | */ |
ikenna1 | 38:4571537238ed | 84 | bool dead(); |
ikenna1 | 49:aa204bf7ee2e | 85 | /** Displays the intro to the game |
ikenna1 | 49:aa204bf7ee2e | 86 | *@param &lcd pointer to the N5110 library used for the lcd display |
ikenna1 | 49:aa204bf7ee2e | 87 | */ |
ikenna1 | 39:7824f9080f59 | 88 | void intro(N5110 &lcd); |
ikenna1 | 49:aa204bf7ee2e | 89 | /** An accessor method used to get the current number of the two enemies, seeker and shooter, on screen |
ikenna1 | 49:aa204bf7ee2e | 90 | @returns a 2D vector of the enemy numbers with the .x referring to shooters and the .y referring to seekers |
ikenna1 | 49:aa204bf7ee2e | 91 | */ |
ikenna1 | 40:90c7a893d513 | 92 | Vector2D get_enemynum(); |
ikenna1 | 30:711d722f3cef | 93 | |
ikenna1 | 25:faba9eb44514 | 94 | //*** note: add ship width and ship heirgth in place of 6 and 9 to generalize arrays after they are finished |
ikenna1 | 10:c33d7593a275 | 95 | |
ikenna1 | 2:66a4e5d7a7cd | 96 | private: |
ikenna1 | 49:aa204bf7ee2e | 97 | /** A mutator method that updates the shooters projectile position |
ikenna1 | 49:aa204bf7ee2e | 98 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 99 | */ |
ikenna1 | 41:e1fa36c0492e | 100 | void update_shooter_weapon(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 101 | /** Draws the appropriate ship based on shipUsed (the ship being used) |
ikenna1 | 49:aa204bf7ee2e | 102 | *@param &lcd pointer to the N5110 library used for the lcd display |
ikenna1 | 49:aa204bf7ee2e | 103 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 104 | */ |
ikenna1 | 41:e1fa36c0492e | 105 | void draw_ship(N5110 &lcd, Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 106 | /** A mutator function that changes ship_width appropriate ship based on shipUsed (the ship being used) |
ikenna1 | 49:aa204bf7ee2e | 107 | */ |
ikenna1 | 41:e1fa36c0492e | 108 | void set_ship_size(); |
ikenna1 | 49:aa204bf7ee2e | 109 | /** A mutator function that changes the players score |
ikenna1 | 49:aa204bf7ee2e | 110 | *@param points, the amount of points the player scored |
ikenna1 | 49:aa204bf7ee2e | 111 | */ |
ikenna1 | 30:711d722f3cef | 112 | void score(int points); |
ikenna1 | 49:aa204bf7ee2e | 113 | /** Checks for a collision between two 2D objects |
ikenna1 | 49:aa204bf7ee2e | 114 | *@param xpos1, the x co-ordinate of the first object |
ikenna1 | 49:aa204bf7ee2e | 115 | *@param ypos1, the y co-ordinate of the first object |
ikenna1 | 49:aa204bf7ee2e | 116 | *@param width1, the width of the first object |
ikenna1 | 49:aa204bf7ee2e | 117 | *@param height1, the height of the first object |
ikenna1 | 49:aa204bf7ee2e | 118 | *@param xpos2, the x co-ordinate of the second object |
ikenna1 | 49:aa204bf7ee2e | 119 | *@param ypos2, the y co-ordinate of the second object |
ikenna1 | 49:aa204bf7ee2e | 120 | *@param width2, the width of the second object |
ikenna1 | 49:aa204bf7ee2e | 121 | *@param height2, the height of the second object |
ikenna1 | 49:aa204bf7ee2e | 122 | */ |
ikenna1 | 35:3341f2bd0408 | 123 | bool check_collision(int xpos1, int ypos1,int width1,int height1,int xpos2, int ypos2,int width2,int height2); |
ikenna1 | 49:aa204bf7ee2e | 124 | /** Checks if two objects positione intersect across a vertical line |
ikenna1 | 49:aa204bf7ee2e | 125 | *used for the imperion weapon collisions |
ikenna1 | 49:aa204bf7ee2e | 126 | *@param xpos1, the x co-ordinate of the first object |
ikenna1 | 49:aa204bf7ee2e | 127 | *@param width1, the width of the first object |
ikenna1 | 49:aa204bf7ee2e | 128 | *@param xpos2, the x co-ordinate of the second object |
ikenna1 | 49:aa204bf7ee2e | 129 | *@param width2, the width of the second object |
ikenna1 | 49:aa204bf7ee2e | 130 | */ |
ikenna1 | 35:3341f2bd0408 | 131 | bool check_collision1(int xpos1,int width1,int xpos2,int width2); |
ikenna1 | 49:aa204bf7ee2e | 132 | /** Checks if a seeker and the player ship collided |
ikenna1 | 49:aa204bf7ee2e | 133 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 134 | */ |
ikenna1 | 35:3341f2bd0408 | 135 | void seeker_ship_collision(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 136 | /** Checks if a shooter and the player ship collided |
ikenna1 | 49:aa204bf7ee2e | 137 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 138 | */ |
ikenna1 | 35:3341f2bd0408 | 139 | void shooter_ship_collision(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 140 | /** Checks if a shooter's projectile and the player ship collided |
ikenna1 | 49:aa204bf7ee2e | 141 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 142 | */ |
ikenna1 | 35:3341f2bd0408 | 143 | void shooterw_ship_collision(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 144 | /** Checks if the kestrel ships's projectile and the seeker collided |
ikenna1 | 49:aa204bf7ee2e | 145 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 146 | */ |
ikenna1 | 35:3341f2bd0408 | 147 | void kestrelw_seeker_collision(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 148 | /** Checks if the Imperions lazer and the seeker collided |
ikenna1 | 49:aa204bf7ee2e | 149 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 150 | */ |
ikenna1 | 35:3341f2bd0408 | 151 | void imperionw_seeker_collision(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 152 | /** Checks if the kestrel ships's projectile and the shooter collided |
ikenna1 | 49:aa204bf7ee2e | 153 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 154 | */ |
ikenna1 | 35:3341f2bd0408 | 155 | void kestrelw_shooter_collision(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 156 | /** Checks if the Imperions lazer and the shooter collided |
ikenna1 | 49:aa204bf7ee2e | 157 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 158 | */ |
ikenna1 | 35:3341f2bd0408 | 159 | void imperionw_shooter_collision(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 160 | /** Checks if the orions weapon collided with any enemy |
ikenna1 | 49:aa204bf7ee2e | 161 | *@param &pad pointer to the gamepad library used to read inputs and send outputs to the gamepad |
ikenna1 | 49:aa204bf7ee2e | 162 | */ |
ikenna1 | 40:90c7a893d513 | 163 | void orionw_collision(Gamepad &pad); |
ikenna1 | 49:aa204bf7ee2e | 164 | /** Gradually increased the difficulty of the game over time |
ikenna1 | 49:aa204bf7ee2e | 165 | *@param time_elapsed, the amount of time since the player selected play from menu |
ikenna1 | 49:aa204bf7ee2e | 166 | */ |
ikenna1 | 38:4571537238ed | 167 | void scaling(float time_elapsed); |
ikenna1 | 49:aa204bf7ee2e | 168 | /** Generates a random number using the <ctime> library |
ikenna1 | 49:aa204bf7ee2e | 169 | *@returns a random number |
ikenna1 | 49:aa204bf7ee2e | 170 | */ |
ikenna1 | 37:8d8c8cce0bc7 | 171 | int rand_no(); |
ikenna1 | 49:aa204bf7ee2e | 172 | /** Displays a random tip on lcd |
ikenna1 | 49:aa204bf7ee2e | 173 | *@param &lcd pointer to the N5110 library used for the lcd display |
ikenna1 | 49:aa204bf7ee2e | 174 | */ |
ikenna1 | 38:4571537238ed | 175 | void game_over(N5110 &lcd); |
ikenna1 | 49:aa204bf7ee2e | 176 | /** Displays the points the player has on screen |
ikenna1 | 49:aa204bf7ee2e | 177 | *@param &lcd pointer to the N5110 library used for the lcd display |
ikenna1 | 49:aa204bf7ee2e | 178 | */ |
ikenna1 | 39:7824f9080f59 | 179 | void disp_points(N5110 &lcd); |
ikenna1 | 49:aa204bf7ee2e | 180 | /** Checks the seekers health |
ikenna1 | 49:aa204bf7ee2e | 181 | */ |
ikenna1 | 39:7824f9080f59 | 182 | void check_se_health(); |
ikenna1 | 49:aa204bf7ee2e | 183 | /** Checks the shooter health |
ikenna1 | 49:aa204bf7ee2e | 184 | */ |
ikenna1 | 39:7824f9080f59 | 185 | void check_sh_health(); |
ikenna1 | 49:aa204bf7ee2e | 186 | /** Finds the average distance between two points on the 2D screen |
ikenna1 | 49:aa204bf7ee2e | 187 | *@param x1 the x co-ordinate of the first point |
ikenna1 | 49:aa204bf7ee2e | 188 | *@param y1 the y co-ordinate of the first point |
ikenna1 | 49:aa204bf7ee2e | 189 | *@param x2 the x co-ordinate of the second point |
ikenna1 | 49:aa204bf7ee2e | 190 | *@param y2 the y co-ordinate of the second point |
ikenna1 | 49:aa204bf7ee2e | 191 | *@returns the distance between the two points |
ikenna1 | 49:aa204bf7ee2e | 192 | */ |
ikenna1 | 40:90c7a893d513 | 193 | int range(int x1, int y1, float x2, float y2); |
ikenna1 | 49:aa204bf7ee2e | 194 | /** Finds the closest enemy ship to the player's ship on screen |
ikenna1 | 49:aa204bf7ee2e | 195 | *@ returns the index and distance of closest enemy ship |
ikenna1 | 49:aa204bf7ee2e | 196 | */ |
ikenna1 | 40:90c7a893d513 | 197 | Vector2D find_closest1(); |
ikenna1 | 49:aa204bf7ee2e | 198 | /** An accessor function that finds the position of the closest enemy on screen to ship |
ikenna1 | 49:aa204bf7ee2e | 199 | *@param index, the index number of the closest ship (0-3) for shooter and (4-6) dor seekers |
ikenna1 | 49:aa204bf7ee2e | 200 | *@returns the position of the closest enemy |
ikenna1 | 49:aa204bf7ee2e | 201 | */ |
ikenna1 | 40:90c7a893d513 | 202 | Vector2D find_closest2(int index); |
ikenna1 | 4:740e14ebbc97 | 203 | |
ikenna1 | 36:c25417f0d150 | 204 | |
ikenna1 | 4:740e14ebbc97 | 205 | // Variables |
ikenna1 | 43:500b8cff3715 | 206 | |
ikenna1 | 8:87a845b8575e | 207 | Ship _ship; |
ikenna1 | 9:241a1a7d8527 | 208 | Weapons _weapons; |
ikenna1 | 9:241a1a7d8527 | 209 | Menu _menu; |
ikenna1 | 15:009ccc07bb57 | 210 | Enemy _enemy; |
ikenna1 | 17:e65a9f981834 | 211 | Health _health; |
ikenna1 | 39:7824f9080f59 | 212 | Lore _lore; |
ikenna1 | 41:e1fa36c0492e | 213 | Vector2D _joystick; |
ikenna1 | 9:241a1a7d8527 | 214 | Direction _d; |
ikenna1 | 43:500b8cff3715 | 215 | SHIP _shipUsed; |
ikenna1 | 10:c33d7593a275 | 216 | int _ycursor; |
ikenna1 | 21:628fb703188f | 217 | int _shipno; |
ikenna1 | 30:711d722f3cef | 218 | int _score; |
ikenna1 | 34:6d0786582d81 | 219 | int _shno; |
ikenna1 | 41:e1fa36c0492e | 220 | int _shipWidth; |
ikenna1 | 41:e1fa36c0492e | 221 | int _shipHeight; |
ikenna1 | 41:e1fa36c0492e | 222 | Vector2D _shipPos; |
ikenna1 | 41:e1fa36c0492e | 223 | Vector2D _shooterPos[3]; |
ikenna1 | 41:e1fa36c0492e | 224 | Vector2D _shooterWPos[3]; |
ikenna1 | 41:e1fa36c0492e | 225 | Vector2D _seekerPos[3]; |
ikenna1 | 34:6d0786582d81 | 226 | Vector2D _coloc; |
ikenna1 | 36:c25417f0d150 | 227 | bool _dead; |
ikenna1 | 38:4571537238ed | 228 | int _times_run; |
ikenna1 | 38:4571537238ed | 229 | int _no_shooters; |
ikenna1 | 39:7824f9080f59 | 230 | int _no_seekers; |
ikenna1 | 39:7824f9080f59 | 231 | bool _intro; |
ikenna1 | 39:7824f9080f59 | 232 | float _wait_time; |
ikenna1 | 25:faba9eb44514 | 233 | |
ikenna1 | 2:66a4e5d7a7cd | 234 | |
ikenna1 | 2:66a4e5d7a7cd | 235 | }; |
ikenna1 | 25:faba9eb44514 | 236 | /************STUFF TO FIX****************************** |
ikenna1 | 28:6319e928f0aa | 237 | **** add sound effects for sjield braking |
ikenna1 | 28:6319e928f0aa | 238 | **** add passive shield regeneration |
ikenna1 | 29:4c7b16b5b6df | 239 | **** work on score increase |
ikenna1 | 29:4c7b16b5b6df | 240 | **** add title screen with name |
ikenna1 | 29:4c7b16b5b6df | 241 | **** make it so back asks you if you are sure and ststes that you will lose all progress |
ikenna1 | 29:4c7b16b5b6df | 242 | **** think of level system |
ikenna1 | 29:4c7b16b5b6df | 243 | **** orion should send out pulses that stun enemy ships and absorb thier shields(use draw line) |
ikenna1 | 29:4c7b16b5b6df | 244 | **** scale shields properly |
ikenna1 | 29:4c7b16b5b6df | 245 | **** fix the border issue(i.e the ships clip through healthbar) |
ikenna1 | 30:711d722f3cef | 246 | **** make it so enemy ship spawning is random use srand |
ikenna1 | 34:6d0786582d81 | 247 | **** add in options for lcd brightness and contrast |
ikenna1 | 34:6d0786582d81 | 248 | **** add in cheats |
ikenna1 | 34:6d0786582d81 | 249 | **** |
ikenna1 | 25:faba9eb44514 | 250 | */ |
ikenna1 | 35:3341f2bd0408 | 251 | #endif |
ikenna1 | 35:3341f2bd0408 | 252 | /* |
ikenna1 | 36:c25417f0d150 | 253 | changes not commited |
ikenna1 | 36:c25417f0d150 | 254 | *Fix game playing in background |
ikenna1 | 36:c25417f0d150 | 255 | *Change seeker damage to 175 |
ikenna1 | 36:c25417f0d150 | 256 | *make seeker health 5 |
ikenna1 | 36:c25417f0d150 | 257 | * implement a viewing system for enemy ships |
ikenna1 | 36:c25417f0d150 | 258 | * enemy comes from below very fast |
ikenna1 | 36:c25417f0d150 | 259 | * if you hold a button shields come up in front but not sides |
ikenna1 | 36:c25417f0d150 | 260 | * |
ikenna1 | 36:c25417f0d150 | 261 | * |
ikenna1 | 35:3341f2bd0408 | 262 | */ |