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Dependencies: mbed
Diff: Game/Game.cpp
- Revision:
- 46:824ec81ff578
- Parent:
- 39:41dcf1604fdf
--- a/Game/Game.cpp Tue May 07 17:37:23 2019 +0000 +++ b/Game/Game.cpp Wed May 08 18:17:59 2019 +0000 @@ -70,7 +70,7 @@ for (int c = 0; c< noOfCubes; c++){ moveCubes(&cubeArray[c]); //translate cubes depending on joystick location and score cubeToBeRendered(&cubeArray[c], c); //add all cube faces to array to later be rendered - checkDespawn(&cubeArray[c]); //check if any cubes are behind the perspective + checkDespawn(&cubeArray[c]); //check if any cubes are behind the perspective, then respawn them checkDeath(&cubeArray[c]); //check if any cubes are too close to user } renderer.drawAllFaces(faceArray, noOfCubes, input.x); //draw all faces added to the face array @@ -210,8 +210,9 @@ } void Game::processInput(){ //Obtain user inputs and store in input struct + renderer.setContrast(gamepad.read_pot()); //Set the contrast of the screen based on the pot input.x = gamepad.get_coord().x; //Get value of joystick x axis - bool y = gamepad.check_event(Gamepad::Y_PRESSED); + bool y = gamepad.check_event(Gamepad::Y_PRESSED); //Get Y, A, B button states bool a = gamepad.check_event(Gamepad::A_PRESSED); bool b = gamepad.check_event(Gamepad::B_PRESSED);