ELEC2645 (2018/19) / Mbed 2 deprecated el17aio

Dependencies:   mbed

Committer:
ikenna1
Date:
Thu Apr 18 06:53:52 2019 +0000
Revision:
25:faba9eb44514
Parent:
21:628fb703188f
Child:
26:a53d41adf40b
* All current weapon systems working; * Started working on new ship orion

Who changed what in which revision?

UserRevisionLine numberNew 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 2:66a4e5d7a7cd 5 #include "N5110.h"
ikenna1 2:66a4e5d7a7cd 6 #include "Gamepad.h"
ikenna1 7:ed5870cfb3e0 7 #include "Ship.h"
ikenna1 9:241a1a7d8527 8 #include "Weapons.h"
ikenna1 9:241a1a7d8527 9 #include "Menu.h"
ikenna1 15:009ccc07bb57 10 #include "Enemy.h"
ikenna1 17:e65a9f981834 11 #include "Health.h"
ikenna1 2:66a4e5d7a7cd 12
ikenna1 2:66a4e5d7a7cd 13 class RosenEngine
ikenna1 2:66a4e5d7a7cd 14 {
ikenna1 2:66a4e5d7a7cd 15
ikenna1 2:66a4e5d7a7cd 16 public:
ikenna1 2:66a4e5d7a7cd 17 RosenEngine();
ikenna1 2:66a4e5d7a7cd 18 ~RosenEngine();
ikenna1 3:f9cd1a38d5c6 19
ikenna1 8:87a845b8575e 20 void init(int ship_width,int ship_height,int ship_speed,int ship_xpos,int ship_ypos);
ikenna1 2:66a4e5d7a7cd 21 void read_input(Gamepad &pad);
ikenna1 2:66a4e5d7a7cd 22 void update(Gamepad &pad);
ikenna1 14:88ca5b1a111a 23 void draw(N5110 &lcd, Gamepad &pad);
ikenna1 9:241a1a7d8527 24 void get_pos();
ikenna1 10:c33d7593a275 25 void title(N5110 &lcd);
ikenna1 13:e114d362186d 26 int get_ycursor();
ikenna1 21:628fb703188f 27 int get_shipno();
ikenna1 12:47578eb9ea73 28 void ship_select(N5110 &lcd);
ikenna1 9:241a1a7d8527 29
ikenna1 9:241a1a7d8527 30 int ship_xpos;
ikenna1 9:241a1a7d8527 31 int ship_ypos;
ikenna1 9:241a1a7d8527 32 int ship_width;
ikenna1 25:faba9eb44514 33 int ship_height;
ikenna1 25:faba9eb44514 34 //*** note: add ship width and ship heirgth in place of 6 and 9 to generalize arrays after they are finished
ikenna1 10:c33d7593a275 35
ikenna1 2:66a4e5d7a7cd 36 private:
ikenna1 4:740e14ebbc97 37 void check_ship_projectile_collision();
ikenna1 4:740e14ebbc97 38 void check_enemy_ship_collision();
ikenna1 4:740e14ebbc97 39 void check_enemy_projectile_collision();
ikenna1 4:740e14ebbc97 40
ikenna1 4:740e14ebbc97 41 // Variables
ikenna1 8:87a845b8575e 42 Ship _ship;
ikenna1 9:241a1a7d8527 43 Weapons _weapons;
ikenna1 9:241a1a7d8527 44 Menu _menu;
ikenna1 15:009ccc07bb57 45 Enemy _enemy;
ikenna1 17:e65a9f981834 46 Health _health;
ikenna1 4:740e14ebbc97 47 float _xjoystick;
ikenna1 4:740e14ebbc97 48 float _yjoystick;
ikenna1 9:241a1a7d8527 49 Direction _d;
ikenna1 10:c33d7593a275 50 int _ycursor;
ikenna1 21:628fb703188f 51 int _shipno;
ikenna1 25:faba9eb44514 52
ikenna1 2:66a4e5d7a7cd 53
ikenna1 2:66a4e5d7a7cd 54 };
ikenna1 25:faba9eb44514 55 /************STUFF TO FIX******************************
ikenna1 25:faba9eb44514 56 it seems that the weapons function and the enemy function thinks that the ship is locked to the top of the screen at 0,0. so while the ship can move
ikenna1 25:faba9eb44514 57 the seeker does not follow the ship and the weapon firing sprites are drawn wrongly
ikenna1 25:faba9eb44514 58 */
ikenna1 2:66a4e5d7a7cd 59 #endif