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Dependencies: mbed
Bat.cpp
00001 #include "Bat.h" 00002 00003 //Constructor for the Bat Object 00004 Bat::Bat() 00005 { 00006 00007 } 00008 //Deconstructor for the Bat Object 00009 Bat::~Bat() 00010 { 00011 00012 } 00013 //Initialises the UX Object 00014 void Bat::init(int width,int height) 00015 { 00016 //assigns the x and y co-ordinates for the bat to be printed to the LCD 00017 _bat_width = width; 00018 _bat_height = height; 00019 00020 //initialises the Bat class flags to 0 00021 _hit_ball=0; 00022 _loft_ball=0; 00023 } 00024 00025 //Resets the bat flags to 0 00026 void Bat::reset(){ 00027 _hit_ball=0; 00028 _loft_ball=0; 00029 } 00030 00031 //Draws the bat on the LCD 00032 void Bat::draw(N5110 &lcd){ 00033 lcd.drawLine(38,36,41,36,1); 00034 lcd.drawRect(41,35,_bat_width,_bat_height,FILL_BLACK); 00035 } 00036 00037 //Checks if the ball has been hit during the game play 00038 //if true the hit ball variable is set to 1 and returned to the caller 00039 /* The bat passes UX as the argument because CHECK_EVENT function of the gamepad did 00040 did not respond when using the Gamepad object declared in the main function*/ 00041 int Bat::get_hit_ball(UX &ux){ 00042 _hit_ball=ux.get_a_pressed(); 00043 //printf("_hitBall %i \n",_hitBall); //used for debugging to get the flag value 00044 return _hit_ball; 00045 } 00046 00047 //Checks if the ball has been hit during the game play 00048 //if true the loft ball variable is 1 and returned to the caller 00049 int Bat::get_loft_ball(UX &ux){ 00050 _loft_ball=ux.get_l_pressed(); 00051 //printf("_loftBall %i \n",_loftBall); //used for debugging 00052 return _loft_ball; 00053 } 00054 00055
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