Joe Body 201215898

Dependencies:   mbed

Navigation

  • From the Main Menu the A button will take you into one of the play, highscore or instructions options.
  • The B button will return you to the Main Menu from either the highscore or instruction screens, though this is prompted on screen.
  • When in the Main Menu Pot1 can be used to adjust the contrast and the volume control by the speaker is active.
  • When the game is over the B button can be used to return to the Main Menu, again this is prompted.
  • To return to the Main Menu while the game is being played the reset button must be pressed, this will not save your score or anything about the game.

In Game

  • While in the game the A button is used to shoot while you aim with the Joystick.
  • You have control over the cross while the objective of the game is to rack up as many points shooting the moving head.
  • There is a slight reload time on each shot so you are unable to spam A if you miss.
  • Once you miss 6 times the game will end and your score will be saved.
  • When hit by a falling spike the game will transition and the head will vanish.
  • 4 new spikes will spawn which you need to avoid, being hit by 1 of these will decrease your remaining miss chances by 5.
  • When the game is in this state you must avoid these spikes by tilting the device, the Joystick will have no effect.
  • The head will move progressively faster as the game goes on, make use of the clock power up by shooting it when it appears, this will slow the head down to a more manageable level hopefully helping you to reach a higher score.

Highscore

  • If you have a SD card inserted into the device the game can save your highest score.
  • A decent score is somewhere around 25.
Committer:
el18jgb
Date:
Sun May 17 13:11:55 2020 +0000
Revision:
5:c37f4ed2cad3
Parent:
2:56b31902c800
Child:
7:04a7826ff7e4
collision checker and reset, now will make it only check when a pressed.;

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el18jgb 2:56b31902c800 1 #ifndef HESTON_H
el18jgb 2:56b31902c800 2 #define HESTON_H
el18jgb 2:56b31902c800 3
el18jgb 2:56b31902c800 4 #include "mbed.h"
el18jgb 2:56b31902c800 5 #include "N5110.h"
el18jgb 2:56b31902c800 6 #include "Gamepad.h"
el18jgb 2:56b31902c800 7
el18jgb 2:56b31902c800 8 /** Heston Class
el18jgb 2:56b31902c800 9 @date april 2020
el18jgb 2:56b31902c800 10 */
el18jgb 2:56b31902c800 11
el18jgb 2:56b31902c800 12 class Heston
el18jgb 2:56b31902c800 13 {
el18jgb 2:56b31902c800 14
el18jgb 2:56b31902c800 15 public:
el18jgb 2:56b31902c800 16 Heston();
el18jgb 2:56b31902c800 17 ~Heston();
el18jgb 2:56b31902c800 18 void init();
el18jgb 2:56b31902c800 19 void draw(N5110 &lcd);
el18jgb 2:56b31902c800 20 void update(Gamepad &pad);
el18jgb 2:56b31902c800 21 /// accessors and mutators
el18jgb 2:56b31902c800 22 //void set_velocity(Vector2D v);
el18jgb 5:c37f4ed2cad3 23 //int get_velocity();
el18jgb 5:c37f4ed2cad3 24 Vector2D get_pos();
el18jgb 2:56b31902c800 25 //void set_pos(Vector2D p);
el18jgb 5:c37f4ed2cad3 26 void hit(Gamepad &pad);
el18jgb 2:56b31902c800 27
el18jgb 2:56b31902c800 28 private:
el18jgb 2:56b31902c800 29
el18jgb 2:56b31902c800 30 int _height;
el18jgb 2:56b31902c800 31 int _width;
el18jgb 2:56b31902c800 32 int _x;
el18jgb 2:56b31902c800 33 int _y;
el18jgb 2:56b31902c800 34 //int d;
el18jgb 2:56b31902c800 35 //float mag;
el18jgb 2:56b31902c800 36 int _speed;
el18jgb 2:56b31902c800 37 int d;
el18jgb 2:56b31902c800 38
el18jgb 2:56b31902c800 39 };
el18jgb 2:56b31902c800 40 #endif