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Dependencies: mbed
Fork of el17dg by
Diff: game/player.h
- Revision:
- 31:becb8f6bf7b7
- Parent:
- 30:d454d0cb72bc
- Child:
- 32:5403bb974294
--- a/game/player.h Tue Apr 16 21:16:33 2019 +0000
+++ b/game/player.h Tue Apr 23 18:18:57 2019 +0000
@@ -8,47 +8,50 @@
const int ship_speed = 2;
const int blast_speed = 5;
-GameObject blasts[max_player_blasts];
-GameObject player;
-CircleBounds player_bounds;
-CircleBounds blast_bounds;
-Game force_shield_check;
-
-/**Player Class
- * @brief A library for describing the player's ship.
+/**
+ * Player Class
+ * @brief Manages player's ship.
* @author Dmitrijs Griskovs
* @date 15/04/2019
*/
class Player{
public:
-/** @brief A constructor of the player's ship.
- * @details A constructor for the palyer's sprite body circle area and the
- * blast circle area. It sets the circle radius for collsion callculations.
- */
-Player() {
- player_bounds.center.x = 5;
- player_bounds.center.y = 8;
- player_bounds.radius = 7;
+ GameObject blasts[max_player_blasts];
+ GameObject player;
+ CircleBounds player_bounds;
+ CircleBounds blast_bounds;
+ Game force_shield_check;
+ /**
+ * @brief A constructor of the player's ship.
+ * @details A constructor for the palyer's sprite body circle area and the
+ * blast circle area. It sets the circle radius for collsion callculations.
+ */
+ Player() {
+ player_bounds.center.x = 5;
+ player_bounds.center.y = 8;
+ player_bounds.radius = 7;
+
+ blast_bounds.center.x = 0;
+ blast_bounds.center.y = 1;
+ blast_bounds.radius = 1;
+ }
- blast_bounds.center.x = 0;
- blast_bounds.center.y = 1;
- blast_bounds.radius = 1;
-}
-/** @brief Draws the player's blasts on the screen
- * @details This function Will draw every activated blast to the left with the blast_speed.
- * It will deactivate blasts when they leave the screen, for future reuse.
- * If the blast does miss the enemy and leaves the screen limits, the function will
- * substract 10 points in game_score.
- */
+ /**
+ * @brief Draws the player's blasts on the screen
+ * @details This function Will draw every activated blast to the left with the blast_speed.
+ * It will deactivate blasts when they leave the screen, for future reuse.
+ * If the blast does miss the enemy and leaves the screen limits, the function will
+ * substract 10 points in game_score.
+ */
void updateAndDrawBlasts() {
for (int i = 0; i < max_player_blasts; ++i) {
if (blasts[i].active) {
blasts[i].pos.x += blast_speed;
if (blasts[i].pos.x >= screen_width){
blasts[i].active = false;
- game_score -= 10;
- score_count_for_difficulty -= 10;
+ GameGlobals::game_score -= 10;
+ GameGlobals::score_count_for_difficulty -= 10;
}
lcd.setPixel(blasts[i].pos.x, blasts[i].pos.y, 1);
lcd.setPixel(blasts[i].pos.x+1, blasts[i].pos.y, 1);
@@ -57,13 +60,14 @@
}
}
-/** @brief Makes a blast active and gives it the start positions.
- * @details This function searches the array for the inactive blasts,
- * If a blast is not active, it will set it to active and will start drawing
- * it accross the screen until it reaches the LCD border line.
- */
+ /**
+ * @brief Makes a blast active and gives it the start positions.
+ * @details This function searches the array for the inactive blasts,
+ * If a blast is not active, it will set it to active and will start drawing
+ * it accross the screen until it reaches the LCD border line.
+ */
void fireNewBlast() {
- // Search the array of blasts if inactive we can use it.
+ // Search the array of blasts if inactive we can use it.
int found = -1;
for (int i = 0; i < max_player_blasts; ++i) {
if (!blasts[i].active) {
@@ -78,34 +82,34 @@
}
}
-/** @brief Updates and draws player's ship (including with force shield sprite) positon.
- * @details The function reads the analog input signal from joystick and
- * moves the player's ship on the LCD accordingly.(move joystick, the ship
- * moves up, move joystick right, the ship moves right). Also, this function checks
- * whether the force shield was activated in game.cpp, if it was then the player's
- * ship is replaced the exactky the same sip but with the added force shield.
- */
+ /**
+ * @brief Updates and draws player's ship (including with force shield sprite) positon.
+ * @details The function reads the analog input signal from joystick and
+ * moves the player's ship on the LCD accordingly.(move joystick, the ship
+ * moves up, move joystick right, the ship moves right). Also, this function checks
+ * whether the force shield was activated in game.cpp, if it was then the player's
+ * ship is replaced the exactky the same sip but with the added force shield.
+ */
void playerShipMovement(){
- if(x_dir.read() > joy_threshold_max_x){
+ if(x_dir.read() > joy_threshold_max_x) {
player.pos.x -= ship_speed;
- }
- else if(x_dir.read() < joy_threshold_min_x){
+ } else if(x_dir.read() < joy_threshold_min_x) {
player.pos.x += ship_speed;
}
- if(y_dir.read() > joy_threshold_max_y){
+ if(y_dir.read() > joy_threshold_max_y) {
player.pos.y -= ship_speed;
- }
- else if(y_dir.read() < joy_threshold_min_y){
+ } else if(y_dir.read() < joy_threshold_min_y) {
player.pos.y += ship_speed;
}
shipMovementLimits();
if (force_shield_check.forceShildActivate()){
drawSpriteOnTop(player.pos, player_spaceship1_shield_sprite);
+ } else {
+ drawSpriteOnTop(player.pos, player_spaceship1_sprite);
}
- else{ drawSpriteOnTop(player.pos, player_spaceship1_sprite);}
}
private:
-/** Prevents the player's ship to go beyond the playing zone limits.*/
+ /** Prevents the player's ship to go beyond the playing zone limits.*/
void shipMovementLimits(){
// Limits player ship on screen
if (player.pos.x < game_area_x){ player.pos.x = game_area_x;}
