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
BrainObject.h@18:70190f956a24, 2013-06-17 (annotated)
- Committer:
- RichardE
- Date:
- Mon Jun 17 15:10:43 2013 +0000
- Revision:
- 18:70190f956a24
- Parent:
- 10:bfa1c307c99d
Improved response to button 1 when entering high scores (HighScoreEntry.cpp).
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
RichardE | 7:e72691603fd3 | 1 | /* |
RichardE | 7:e72691603fd3 | 2 | * SOURCE FILE : BrainObject.h |
RichardE | 7:e72691603fd3 | 3 | * |
RichardE | 7:e72691603fd3 | 4 | * Represents a wandering human. |
RichardE | 7:e72691603fd3 | 5 | * |
RichardE | 7:e72691603fd3 | 6 | */ |
RichardE | 7:e72691603fd3 | 7 | |
RichardE | 7:e72691603fd3 | 8 | #ifndef BrainObjectIncluded |
RichardE | 7:e72691603fd3 | 9 | |
RichardE | 7:e72691603fd3 | 10 | #define BrainObjectIncluded |
RichardE | 7:e72691603fd3 | 11 | |
RichardE | 7:e72691603fd3 | 12 | #include "Types.h" |
RichardE | 7:e72691603fd3 | 13 | #include "EnemyObject.h" |
RichardE | 7:e72691603fd3 | 14 | #include "GameObjectTypes.h" |
RichardE | 7:e72691603fd3 | 15 | #include "BrainBulletObject.h" |
RichardE | 7:e72691603fd3 | 16 | |
RichardE | 7:e72691603fd3 | 17 | class BrainObject : public EnemyObject { |
RichardE | 7:e72691603fd3 | 18 | |
RichardE | 7:e72691603fd3 | 19 | public : |
RichardE | 7:e72691603fd3 | 20 | |
RichardE | 7:e72691603fd3 | 21 | // Points to an array of humans to chase. |
RichardE | 7:e72691603fd3 | 22 | GameObject **HumansToChase; |
RichardE | 7:e72691603fd3 | 23 | |
RichardE | 7:e72691603fd3 | 24 | /***************/ |
RichardE | 7:e72691603fd3 | 25 | /* CONSTRUCTOR */ |
RichardE | 7:e72691603fd3 | 26 | /***************/ |
RichardE | 7:e72691603fd3 | 27 | BrainObject(); |
RichardE | 7:e72691603fd3 | 28 | |
RichardE | 7:e72691603fd3 | 29 | /**************/ |
RichardE | 7:e72691603fd3 | 30 | /* DESTRUCTOR */ |
RichardE | 7:e72691603fd3 | 31 | /**************/ |
RichardE | 7:e72691603fd3 | 32 | virtual ~BrainObject(); |
RichardE | 7:e72691603fd3 | 33 | |
RichardE | 7:e72691603fd3 | 34 | /*****************************/ |
RichardE | 7:e72691603fd3 | 35 | /* GET TYPE OF ENEMY THIS IS */ |
RichardE | 7:e72691603fd3 | 36 | /*****************************/ |
RichardE | 7:e72691603fd3 | 37 | // Returns enemy type. |
RichardE | 7:e72691603fd3 | 38 | virtual EnemyType GetEnemyType( void ) { |
RichardE | 7:e72691603fd3 | 39 | return Brain; |
RichardE | 7:e72691603fd3 | 40 | } |
RichardE | 7:e72691603fd3 | 41 | |
RichardE | 7:e72691603fd3 | 42 | /*******************************************************/ |
RichardE | 7:e72691603fd3 | 43 | /* GET NUMBER OF POINTS AWARDED FOR KILLING THIS ENEMY */ |
RichardE | 7:e72691603fd3 | 44 | /*******************************************************/ |
RichardE | 7:e72691603fd3 | 45 | // Returns number of points. |
RichardE | 7:e72691603fd3 | 46 | virtual UInt8 GetPoints( void ) { |
RichardE | 7:e72691603fd3 | 47 | return 0x20; // BCD! |
RichardE | 7:e72691603fd3 | 48 | } |
RichardE | 7:e72691603fd3 | 49 | |
RichardE | 7:e72691603fd3 | 50 | /************************/ |
RichardE | 7:e72691603fd3 | 51 | /* MOVE THE GAME OBJECT */ |
RichardE | 7:e72691603fd3 | 52 | /************************/ |
RichardE | 7:e72691603fd3 | 53 | virtual void ProtectedMove( void ); |
RichardE | 7:e72691603fd3 | 54 | |
RichardE | 7:e72691603fd3 | 55 | /************************/ |
RichardE | 7:e72691603fd3 | 56 | /* DRAW THE GAME OBJECT */ |
RichardE | 7:e72691603fd3 | 57 | /************************/ |
RichardE | 7:e72691603fd3 | 58 | // This is only called after it has been established that the |
RichardE | 7:e72691603fd3 | 59 | // game object is visible. |
RichardE | 7:e72691603fd3 | 60 | virtual void Draw( Gameduino *gd ); |
RichardE | 7:e72691603fd3 | 61 | |
RichardE | 7:e72691603fd3 | 62 | private : |
RichardE | 7:e72691603fd3 | 63 | |
RichardE | 7:e72691603fd3 | 64 | enum { |
RichardE | 7:e72691603fd3 | 65 | BrainSpeed = 24, // speed at which brains move towards their prey |
RichardE | 7:e72691603fd3 | 66 | }; |
RichardE | 7:e72691603fd3 | 67 | |
RichardE | 7:e72691603fd3 | 68 | bool bulletActive; // true if a bullet fired by this brain is zipping around |
RichardE | 7:e72691603fd3 | 69 | UInt8 bulletIndex; // index of active bullet in enemies array |
RichardE | 7:e72691603fd3 | 70 | |
RichardE | 7:e72691603fd3 | 71 | /******************************************************/ |
RichardE | 7:e72691603fd3 | 72 | /* DETERMINE IF A HUMAN IS A VALID TARGET FOR A BRAIN */ |
RichardE | 7:e72691603fd3 | 73 | /******************************************************/ |
RichardE | 7:e72691603fd3 | 74 | // Returns true if object is a human that is valid for targeting by brain. |
RichardE | 7:e72691603fd3 | 75 | static bool ValidHuman( GameObject *object ); |
RichardE | 7:e72691603fd3 | 76 | |
RichardE | 7:e72691603fd3 | 77 | /******************/ |
RichardE | 7:e72691603fd3 | 78 | /* START A BULLET */ |
RichardE | 7:e72691603fd3 | 79 | /******************/ |
RichardE | 7:e72691603fd3 | 80 | // Pass sprite number to use in spriteNumber. |
RichardE | 7:e72691603fd3 | 81 | // Returns pointer to bullet object or NULL on failure. |
RichardE | 7:e72691603fd3 | 82 | BrainBulletObject *StartBullet( UInt8 spriteNumber ); |
RichardE | 7:e72691603fd3 | 83 | |
RichardE | 7:e72691603fd3 | 84 | }; |
RichardE | 7:e72691603fd3 | 85 | |
RichardE | 7:e72691603fd3 | 86 | #endif |
RichardE | 7:e72691603fd3 | 87 | |
RichardE | 7:e72691603fd3 | 88 | /* END of BrainObject.h */ |
RichardE | 7:e72691603fd3 | 89 |