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Dependencies: mbed
move/Move.h
- Committer:
- jiaxinZHOU
- Date:
- 2019-05-08
- Revision:
- 1:538386e72e40
- Parent:
- 0:07c4fef6c0af
- Child:
- 2:c7976a633ba0
File content as of revision 1:538386e72e40:
#ifndef MOVE_H #define MOVE_H #include "mbed.h" #include "N5110.h" #include "Gamepad.h" /** Move Class @brief Class for main engine for the snake game @author Zhou Jiaxin @date 8th May 2019 */ struct SnakeBody{ char _xx[4000]; char _yy[4000]; char _dir; }; struct Food{ char a; char b; }; class Move { public: /** Constructor */ Move(); /** Destructor */ ~Move(); /** * @brief initial all the parameter for the snake and food. */ void initial(); /** * @brief Print snake, walls and food on LCD. * @param N5110 *lcd @details pointer to the N5110 object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. */ void onlcd(N5110 &lcd); /** * @brief Update new direction and snake head. * @param Gamepad *pad @details pointer to the gamepad object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. */ void update(Gamepad &pad); /** * @brief Update whole snakebody. */ void updatebody(); /** * @brief Use random number to generate a new food on screen while old food has benn eaten. */ void getfood(); /** * @brief check if snake head collide the wall or its body. * @param N5110 *lcd @details pointer to the N5110 object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. * @param Gamepad *pad @details pointer to the gamepad object in main, address of this pointer is saved to make availability to the entire class, without passing address to each function. */ void die(N5110 &lcd ,Gamepad &pad); /** * @brief check if snake head hit the food. */ void eatfood(); private: int _x; int _y; int _length; Direction _d; }; #endif