Matis Requis 201241242

Dependencies:   mbed

Tempest Game

Game Screen

https://os.mbed.com/media/uploads/MatisRequis/tempest_board_wiki.png The board is made of 12 columns. The Hero stays at the top of the column

Game Controls

https://os.mbed.com/media/uploads/MatisRequis/gamepad_buttons.png

To control the hero spaceship point the joystick to the column you want the hero to go to.

Press the A button to shoot a bullet in the column you are currently in.

Revision:
2:d59a92e65bd9
Child:
3:54132cf073d7
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Board/Board.cpp	Tue May 19 10:18:06 2020 +0000
@@ -0,0 +1,107 @@
+#include "Board.h"
+
+Board::Board() {
+    
+}
+
+Board::~Board() {
+    
+}
+
+
+void Board::draw(N5110 &lcd) {
+    //outer rectangle
+    lcd.drawRect(21, 3, 42, 42, FILL_TRANSPARENT);
+    
+    //inner rectangle
+    lcd.drawRect(34,16,16, 16, FILL_TRANSPARENT);
+    
+    
+    
+    //Draw lane Lines
+    
+    lcd.drawLine(21, 3, 34, 16, 1);
+    
+    lcd.drawLine(35, 3, 39, 16, 1);
+    lcd.drawLine(48,3,44,16,1);
+    
+    lcd.drawLine(62,3,49,16,1);
+    
+    lcd.drawLine(62,17,49,21,1);
+    lcd.drawLine(62,30,49,26,1);
+    
+    lcd.drawLine(62,44,49,31,1);
+    
+    lcd.drawLine(48,44,44,31, 1);
+    lcd.drawLine(45,44,39,31, 1);
+    
+    lcd.drawLine(21,44,34,31,1);
+    
+    lcd.drawLine(21,30,34,26,1);
+    lcd.drawLine(21,17,34,21,1);
+}
+
+void Board::path() {
+    /*drawpath(28, 3, 37, 16, column0[]);
+    drawpath(42, 3, 41, 16, column1[]);
+    drawpath(55, 3, 46, 16, column2[]);
+    
+    drawpath(62, 10, 49, 19, column3[]);
+    drawpath(62, 24, 49, 23, column4[]);
+    drawpath(62, 37, 49, 28, column5[]);
+    
+    drawpath(55, 44, 46, 31, column6[]);
+    drawpath(41, 44, 42, 31, column7[]);
+    drawpath(28, 44, 37, 31, column8[]);
+    
+    drawpath(21, 10, 34, 19, column9[]);
+    drawpath(21, 23, 34, 24, column10[]);
+    drawpath(21, 37, 34, 28, column11[]);*/
+    
+}
+
+void Board::drawpath(int x0, int y0, int x1, int y1, Vector2D array[]) {
+    
+    int const y_range = static_cast<int>(y1) - static_cast<int>(y0);
+    int const x_range = static_cast<int>(x1) - static_cast<int>(x0);
+    
+    if ( abs(x_range) > abs(y_range) ) {
+
+        // ensure we loop from smallest to largest or else for-loop won't run as expected
+        unsigned int const start = x_range > 0 ? x0:x1;
+        unsigned int const stop =  x_range > 0 ? x1:x0;
+
+        // loop between x pixels
+        for (unsigned int x = start; x<= stop ; x++) {
+            // do linear interpolation
+            int const dx = static_cast<int>(x)-static_cast<int>(x0);
+            unsigned int const y = y0 + y_range * dx / x_range;
+
+            // If the line type is '0', this will clear the pixel
+            // If it is '1' or '2', the pixel will be set
+            if (dx <= y_range) {
+                array[dx].y = y;
+            }
+            array[dx].x = x;
+            
+        }
+    } else {
+
+        // ensure we loop from smallest to largest or else for-loop won't run as expected
+        unsigned int const start = y_range > 0 ? y0:y1;
+        unsigned int const stop =  y_range > 0 ? y1:y0;
+
+        for (unsigned int y = start; y<= stop ; y++) {
+            // do linear interpolation
+            int const dy = static_cast<int>(y)-static_cast<int>(y0);
+            unsigned int const x = x0 + x_range * dy / y_range;
+
+            // If the line type is '0', this will clear the pixel
+            // If it is '1' or '2', the pixel will be set
+            if (dy <= x_range) {
+                array[dy].x = x;
+            }
+            array[dy].y = y;
+        }
+    }
+}
\ No newline at end of file