Version of Robotron arcade game using LPC1768, a Gameduino shield, a serial EEPROM (for high scores), two microswitch joysticks and two buttons plus a box to put it in. 20 levels of mayhem.

Dependencies:   25LCxxx_SPI CommonTypes Gameduino mbed

Committer:
RichardE
Date:
Sat Jun 08 14:40:47 2013 +0000
Revision:
5:0b0651ac7832
Child:
8:82d88f9381f3
Now got first real level starting and player can be controlled using joysticks. No bullets, enemies, humans or sound yet.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
RichardE 5:0b0651ac7832 1 /*
RichardE 5:0b0651ac7832 2 * SOURCE FILE : LevelData.h
RichardE 5:0b0651ac7832 3 *
RichardE 5:0b0651ac7832 4 * Definition of class LevelData.
RichardE 5:0b0651ac7832 5 *
RichardE 5:0b0651ac7832 6 */
RichardE 5:0b0651ac7832 7
RichardE 5:0b0651ac7832 8 #ifndef LevelDataDefined
RichardE 5:0b0651ac7832 9
RichardE 5:0b0651ac7832 10 #define LevelDataDefined
RichardE 5:0b0651ac7832 11
RichardE 5:0b0651ac7832 12 #include "GameObject.h"
RichardE 5:0b0651ac7832 13 // #include "EnemyObject.h"
RichardE 5:0b0651ac7832 14 // #include "HumanObject.h"
RichardE 5:0b0651ac7832 15 // #include "MutantObject.h"
RichardE 5:0b0651ac7832 16
RichardE 5:0b0651ac7832 17 class LevelData {
RichardE 5:0b0651ac7832 18
RichardE 5:0b0651ac7832 19 public :
RichardE 5:0b0651ac7832 20
RichardE 5:0b0651ac7832 21 enum {
RichardE 5:0b0651ac7832 22 MaxEnemies = 64, // Maximum number of enemies you can have in a level
RichardE 5:0b0651ac7832 23 MaxHumans = 24, // maximum number of humans you can have in a level
RichardE 5:0b0651ac7832 24 MaxMutants = MaxHumans, // Maximum number of mutant humans you can have in a level
RichardE 5:0b0651ac7832 25 };
RichardE 5:0b0651ac7832 26
RichardE 5:0b0651ac7832 27 // Array containing pointers to all the enemies in a level.
RichardE 5:0b0651ac7832 28 // A null pointer indicates an unused or dead enemy.
RichardE 5:0b0651ac7832 29 GameObject *Enemies[ MaxEnemies ];
RichardE 5:0b0651ac7832 30
RichardE 5:0b0651ac7832 31 // Array containing pointers to all the humans in a level.
RichardE 5:0b0651ac7832 32 // A null pointer indicates an unused or rescued human.
RichardE 5:0b0651ac7832 33 GameObject *Humans[ MaxHumans ];
RichardE 5:0b0651ac7832 34
RichardE 5:0b0651ac7832 35 // Array containing mutant humans (NOT pointers to mutants).
RichardE 5:0b0651ac7832 36 // Pointer to the mutants in this array are written into the Enemies array
RichardE 5:0b0651ac7832 37 // whenever a human is mutated by a brain.
RichardE 5:0b0651ac7832 38 // MutantObject Mutants[ MaxMutants ];
RichardE 5:0b0651ac7832 39
RichardE 5:0b0651ac7832 40 /***************/
RichardE 5:0b0651ac7832 41 /* CONSTRUCTOR */
RichardE 5:0b0651ac7832 42 /***************/
RichardE 5:0b0651ac7832 43 LevelData();
RichardE 5:0b0651ac7832 44
RichardE 5:0b0651ac7832 45 /**************/
RichardE 5:0b0651ac7832 46 /* DESTRUCTOR */
RichardE 5:0b0651ac7832 47 /**************/
RichardE 5:0b0651ac7832 48 virtual ~LevelData();
RichardE 5:0b0651ac7832 49
RichardE 5:0b0651ac7832 50 };
RichardE 5:0b0651ac7832 51
RichardE 5:0b0651ac7832 52 #endif
RichardE 5:0b0651ac7832 53
RichardE 5:0b0651ac7832 54 /* END of LevelData.h */
RichardE 5:0b0651ac7832 55