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Dependencies: mbed
Diff: SpaceInvadersEngine/SpaceInvadersEngine.cpp
- Revision:
- 92:8a1b14488ca5
- Parent:
- 91:f9e2ff484014
diff -r f9e2ff484014 -r 8a1b14488ca5 SpaceInvadersEngine/SpaceInvadersEngine.cpp
--- a/SpaceInvadersEngine/SpaceInvadersEngine.cpp Sun Apr 28 19:44:34 2019 +0000
+++ b/SpaceInvadersEngine/SpaceInvadersEngine.cpp Sun May 05 01:27:55 2019 +0000
@@ -11,8 +11,9 @@
}
-
-
+Alien alien;
+bullet bullet1;
+space_ship space_ship1;
void SpaceInvadersEngine::init(int space_ship_width,int space_ship_height,int bullet_size, int Alien_size, int speed)
{
@@ -40,30 +41,30 @@
//score
print_scores(lcd);
- Alien.draw(lcd);
- _space_ship.draw(lcd);
- _bullet.draw(lcd);
+ alien.draw(lcd);
+ space_ship1.draw(lcd);
+ bullet1.draw(lcd);
}
void SpaceInvadersEngine::update(Gamepad &pad)
{
check_goal(pad);
- _bullet.update();
- _space_ship.update(_d,_mag);
+ bullet1.update();
+ space_ship1.update(_d,_mag);
- _A1ien.update(_d,_mag);
+ alien.update();
check_Alien_collision(pad);
- check_space_ship_collisions(pad);
+ checkspace_ship_collisions(pad);
}
-void SpaceInvadersEngine::check_Alien_collision(Gamepad &pad)
+/*void SpaceInvadersEngine::check_Alien_collision(Gamepad &pad)
{
// read current bullet attributes
- Vector2D bullet_pos = _bullet.get_pos();
- Vector2D bullet_velocity = _bullet.get_velocity();
+ Vector2D bullet_pos = bullet.get_pos();
+ Vector2D bullet_velocity = bullet1.get_velocity();
//check if the bullet hit the top of the alien
// check if the bullet hits top of the Alien
@@ -75,51 +76,52 @@
}
// check if the bullet hits bottom of the Alien
- else if (bullet_pos.y + _bullet_size >= (HEIGHT-1) ) { // bottom pixel is 47
+ else if (bullet_pos.y + bullet1_size >= (HEIGHT-1) ) { // bottom pixel is 47
// hit bottom
- bullet_pos.y = (HEIGHT-1) - _bullet_size; // stops bullet going off screen
+ bullet_pos.y = (HEIGHT-1) - bullet1_size; // stops bullet going off screen
bullet_velocity.y = -bullet_velocity.y;
// audio feedback
pad.tone(750.0,0.1);
}
// update bullet parameters
- _bullet.set_velocity(bullet_velocity);
- _bullet.set_pos(bullet_pos);
+ bullet1.set_velocity(bullet_velocity);
+ bullet1.set_pos(bullet_pos);
}
+*/
+/*void SpaceInvadersEngine::checkspace_ship_collisions(Gamepad &pad)
+{
+ // read current bullet attributes
+ Vector2D bullet_pos = bullet1.get_pos();
+ Vector2D bullet_velocity = bullet1.get_velocity();
-void SpaceInvadersEngine::check_space_ship_collisions(Gamepad &pad){
- // read current bullet attributes
- Vector2D bullet_pos = _bullet.get_pos();
- Vector2D bullet_velocity = _bullet.get_velocity();
-
-
+
/ check p1 first
- Vector2D p1_pos = _space_ship.get_pos();
+ Vector2D p1_pos = space_ship1.get_pos();
// see if bullet has hit the paddle by checking for overlaps
if (
(bullet_pos.y >= space_ship.y) && //top
(bullet_pos.y <= space_ship_pos.y + _paddle_height) && //bottom
- (bullet_pos.x >= _space_shipx) && //left
- (bullet_pos.x <= _space_shipx + _space_ship_width) //right
+ (bullet_pos.x >= space_ship1x) && //left
+ (bullet_pos.x <= space_ship1x + space_ship1_width) //right
) {
// if it has, fix position and reflect x velocity
- bullet_pos.x = _p1x + _space_ship_width;
+ bullet_pos.x = _p1x + space_ship1_width;
bullet_velocity.x = -bullet_velocity.x;
// audio feedback
pad.tone(1000.0,0.1);
}
}
-
-void SpaceInvadersEngin::check_goal(Gamepad &pad)
+*/
+/*void SpaceInvadersEngin::check_goal(Gamepad &pad)
{
- Vector2D bullet_pos = _bullet.get_pos();
+ Vector2D bullet_pos = bullet1.get_pos();
// spaceship has scored
- if (bullet_pos.x + _bullet_size < 0) {
+ if (bullet_pos.x + bullet1_size < 0) {
_sace_ship.add_score();
- _bullet.init(_bullet_size,_speed);
+ bullet1.init(bullet1_size,_speed);
pad.tone(1500.0,0.5);
pad.leds_on();
wait(0.5);
@@ -128,7 +130,7 @@
void SpaceInvadersEngin::print_scores(N5110 &lcd) {
// get scores from the spaceship
- int space_ship_score = _space_ship.get_score();
+ int space_ship_score = space_ship1.get_score();
// print to LCD i
@@ -138,4 +140,4 @@
}
-
+*/