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Maps.h File Reference

Maps.h File Reference

All Map Data. More...

Go to the source code of this file.

Variables

const Map_Data Map_1 = {36,1,18,20,14,20,9,5,12,0}

Detailed Description

All Map Data.

Contains all the data required for each track.

Author:
Henry W Triff
Date:
Mar, 2020

Definition in file Maps.h.


Variable Documentation

const Map_Data Map_1 = {36,1,18,20,14,20,9,5,12,0}
 //        How maps are drawn:
 //        > It is drawn very similar to the way a map is drawn
 //        > I used grid paper and drew the maps then inputted the information by hand
 //        > It uses a coordinate system where the origin point is where the car starts
 //        
 //        Explanation of each part of track:
 //        > Track Lines = Lines showing the inside and outside of the track
 //            - There is a 'to' point
 //            - There is a 'from' point
 //            - It does not matter which way around these are noted
 //        > Dotted lines = Same as Track Lines bit with alternating pixels
 //        > Flags = Starting / Finish line flags
 //        > Walls = These are walls that indicate to the player that this area is out of bounds
 //            - This works the same way as Track Lines except when drawn, the 4 (or however many specified) pixels above
 //              are also drawn giving the impression of height
 //            - There is a 'to' point
 //            - There is a 'from' point
 //            - It does not matter which way around these are noted
 //        > Off Track square = These are square areas that are deemed off the track
 //            - When the game runs, it checks to see if the players car is in these squares
 //            - There is a 'TL' point
 //            - There is a 'BR' point
 //            - It is important that TL is always the top left point when drawing the map
 //            - It is important that BR is always the bottom left point when drawing the map
 //        > Off Track Triangle = These are triangular areas that are deemed off the track
 //            - Very similar to Off Track Squares
 //            - When the game runs, it checks to see if the players car is in these triangles
 //            - There is a 'TL' point
 //            - There is a 'BR' point
 //            - There is a 'Type' int
 //            - It is important that TL is always the top left point when drawing the map
 //            - It is important that BR is always the bottom left point when drawing the map
 //            - The Type is the direction the triangle is drawn (Where the Hypotenuse is)
 //                - Types: (1 = Hyp in Top Right, 2 = Hyp in Bottom Right, 3 = Hyp in Bottom Left, 4 = Hyp in Top Left) 
 //                - Exampe: The following triangle is type 2
 //                _____
 //                |   /
 //                |  /
 //                | /
 //                |/
 //                
 //        > Out Of Bounds Square = These are square areas that are deemed out of bounds
 //            - Works exactly the same as Off Track Square
 //        > Out Of Bounds Triangle = These are triangular areas that are deemed off the track
 //            - Works exactly the same as Off Track Triangle
 //        > Gates = Used to check if a full lap has been completed
 //            - For a player to complete a full lap, their car must pass through these gates as they do their lap
 //            - If a gate is missed, then a lap is not completed
 //            - This is used to prevent the player from reversing at the start and moving behind the finish line
 //              then moving forward and the game thinking that a lap has been completed
 //        > Boost plates = These are parts of the track that make cars go extra fast
 //            - There is a 'TL' point
 //            - There is a 'BR' point
 //            - There is a 'Type' int
 //            - It is important that TL is always the top left point when drawing the map
 //            - It is important that BR is always the bottom left point when drawing the map
 //            - The type is the direction of the arrow drawn on the boost plates
 //            - Types: (1 = Pointing up, 2 = Pointing right, 3 = Pointing down, 4 = Pointing left)
 //            - Example: The following boost plate is type 3
 //            ______
 //            |\  /|
 //            | \/ |
 //            ------ 

Definition at line 82 of file Maps.h.