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Diff: main.cpp
- Revision:
- 32:eff573ad8e42
- Parent:
- 31:c95f1b1d6423
- Child:
- 33:c2dbad3dd805
--- a/main.cpp Sat Apr 27 18:57:06 2019 +0000 +++ b/main.cpp Sun Apr 28 10:20:52 2019 +0000 @@ -150,12 +150,12 @@ classic.init(ball, map); bool collision = false; while(!(collision)){ - if(classic.finished()){ + if(classic.finished()){ //check if the game has been completed classic.mode_complete(lcd, gamepad, fps); break; } - if(map.check_wall_collision(gamepad, ball)){ - collision = classic.mode_failed(lcd, gamepad, ball, map); + if(map.check_wall_collision(gamepad, ball)){ //end the game if collision with wall + collision = classic.mode_failed(lcd, gamepad, ball, map); //gives the option to restart the game (and stay in while loop) or quit if(!(collision)){ classic.init(ball, map); } } classic.classic_update(ball, accelerometer, map); @@ -163,11 +163,11 @@ classic.classic_draw(lcd, map, ball); lcd.refresh(); wait(1/fps); - if(gamepad.check_event(gamepad.BACK_PRESSED)){ + if(gamepad.check_event(gamepad.BACK_PRESSED)){ //pause menu PauseOption choice = pause.pause_menu(gamepad, lcd, fps); - if(choice == RESUME){} - if(choice == RESTART){ classic.init(ball, map); } - if(choice == QUIT){ break; } + if(choice == RESUME){} //the different options must be processed + if(choice == RESTART){ classic.init(ball, map); } //in main.cpp as they have different + if(choice == QUIT){ break; } //return types so can't be passed into main if(choice == HELP){ pause.classic_help(gamepad, lcd); } } } @@ -184,12 +184,14 @@ lcd.clear(); brick.brickbreaker_draw(lcd, ball); lcd.refresh(); + brick.time_warning(gamepad, i, fps); wait_ms(1000/fps); if(gamepad.check_event(gamepad.BACK_PRESSED)){ PauseOption choice = pause.pause_menu(gamepad, lcd, fps); i = pause.brickbreaker_action(choice, gamepad, lcd, i, fps); //returns which frame to jump to } } + brick.end(gamepad, lcd); brick.write_high_scores(); }