Albert Tan Mulligan Submission
Dependencies: mbed
Diff: main.cpp
- Revision:
- 9:62fe47a1374f
- Parent:
- 8:0c6d6ed55851
- Child:
- 10:71ced616a64f
--- a/main.cpp Fri May 22 16:54:10 2020 +0000 +++ b/main.cpp Sat May 23 13:26:19 2020 +0000 @@ -44,7 +44,7 @@ void menu(); void GameRun(); void Pause(); -void LevelUp(); +void LevelUp(int i); //FUNCTIONS int main() { @@ -85,20 +85,6 @@ p1.init(40,22); return; } - /* if (pad.X_pressed()) { - //pc.printf("Button_X"); - Current_State = fsm[0].next_state[0]; - enemies.push_back(Enemy(timer)); - p1.init(40,22); - return; - } - if (pad.Y_pressed()) { - //pc.printf("Button_Y"); - Current_State = fsm[0].next_state[0]; - enemies.push_back(Enemy(timer)); - p1.init(40,22); - return; - }*/ sleep(); } } @@ -116,9 +102,6 @@ if (pad.A_pressed()) { shots.push_back(Bullets(p1.get_x()+2, p1.get_y()+2, dir)); } - if (enemies.size()== 0) { - LevelUp(); - } p1.update(dir, mag); for(int i = 0; i<shots.size(); i++){ shots.at(i).update(); @@ -130,13 +113,14 @@ } for(int i = 0; i<enemies.size(); i++){ enemies.at(i).update(p1.get_x()+1, p1.get_y()+1); - for(int j = 1; j<shots.size(); j++){ - if(shots.at(j).get_x() >= enemies.at(i).get_x()-1 & shots.at(j).get_x()<= enemies.at(i).get_x()+1& shots.at(j).get_y() >= enemies.at(i).get_y()-1 & shots.at(j).get_y()<= enemies.at(i).get_y()+1){ - enemies.at(i).dead(); - shots.erase(shots.begin()+i); + for(int j = 0; j<shots.size(); j++){ + if(shots.at(j).get_x() >= enemies.at(i).get_x() & shots.at(j).get_x()<= enemies.at(i).get_x()+3 & shots.at(j).get_y() >= enemies.at(i).get_y() & shots.at(j).get_y()<= enemies.at(i).get_y()+3){ + shots.at(j).dead(); + LevelUp(i); } } } + lcd.clear(); for(int i = 0; i<enemies.size(); i++){ enemies.at(i).draw(lcd); @@ -171,16 +155,9 @@ } sleep(); } -void LevelUp(){ +void LevelUp(int i){ - lcd.printString("NEXT LEVEL ",0,1); - lcd.refresh(); - wait(2.0); - enemy_number *= 2; - for(int i = 0; i < enemy_number; i++){ - enemies.push_back(Enemy(timer)); - } - p1.level_up(); - Current_State = 1; + enemies.at(i).reset(timer); + enemies.push_back(Enemy(timer*timer)); return; }