"Lost treasure of mBedungu" 100 level puzzle game for RETRO
Dependencies: LCD_ST7735 RetroPlatform mbed
Game/LevelScreen.cpp
- Committer:
- Architect
- Date:
- 2015-03-01
- Revision:
- 1:dcea5500a32d
- Parent:
- 0:f5f961973d01
File content as of revision 1:dcea5500a32d:
/* * (C) Copyright 2015 Valentin Ivanov. All rights reserved. * * This file is part of the "Lost treasure of mBedungu" game application for Retro * * The "Lost treasure of mBedungu" application is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> * */ #include "mbed.h" #include "LevelScreen.h" #include "GameScreen.h" #include "Retro.h" #include "Color565.h" #include "Sprites.h" extern Retro retro; extern GameScreen * pGameScreen; LevelScreen::LevelScreen() { _state = 0; } Screen LevelScreen::Update() { int x = 68; int y = 60; if( _state == 0 ) { retro.display.clearScreen(); drawString(0,0,"@@@@SELECT@LEVEL@@@@", palette); drawLevelNumber(x,y,GameLevel); _state = 1; } if(retro.pressed(BTN_SHIP)) { _state = 0; pGameScreen->unpackLevel(GameLevel); return Game; } else if( retro.pressed(BTN_ROBOT)) { _state = 0; return Game; } if(retro.pressed(BTN_UP)) { GameLevel+=5; if( GameLevel > 99 ) GameLevel = 99; drawLevelNumber(x,y,GameLevel); } else if(retro.pressed(BTN_DOWN)) { GameLevel-=5; if( GameLevel < 0 ) GameLevel = 0; drawLevelNumber(x,y,GameLevel); } else if(retro.pressed(BTN_LEFT)) { GameLevel--; if( GameLevel < 0 ) GameLevel = 0; drawLevelNumber(x,y,GameLevel); } else if(retro.pressed(BTN_RIGHT)) { GameLevel++; if( GameLevel > 99 ) GameLevel = 99; drawLevelNumber(x,y,GameLevel); } return Level; }