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:
Mon Jun 17 15:10:43 2013 +0000
Revision:
18:70190f956a24
Parent:
8:82d88f9381f3
Improved response to button 1 when entering high scores (HighScoreEntry.cpp).

Who changed what in which revision?

UserRevisionLine numberNew contents of line
RichardE 8:82d88f9381f3 1 /*
RichardE 8:82d88f9381f3 2 * SOURCE FILE : OneShotObject.cpp
RichardE 8:82d88f9381f3 3 *
RichardE 8:82d88f9381f3 4 * Base class for all objects that do not move and play an animation once before vanishing.
RichardE 8:82d88f9381f3 5 * Useful for explosions and popup scores.
RichardE 8:82d88f9381f3 6 *
RichardE 8:82d88f9381f3 7 */
RichardE 8:82d88f9381f3 8
RichardE 8:82d88f9381f3 9 #include "OneShotObject.h"
RichardE 8:82d88f9381f3 10
RichardE 8:82d88f9381f3 11 /************************/
RichardE 8:82d88f9381f3 12 /* MOVE THE GAME OBJECT */
RichardE 8:82d88f9381f3 13 /************************/
RichardE 8:82d88f9381f3 14 void OneShotObject::ProtectedMove( void ) {
RichardE 8:82d88f9381f3 15 if( imageCountdown > 0 ) {
RichardE 8:82d88f9381f3 16 // Not time to change image yet.
RichardE 8:82d88f9381f3 17 imageCountdown--;
RichardE 8:82d88f9381f3 18 }
RichardE 8:82d88f9381f3 19 else if( imageNumber >= lastImageNumber ) {
RichardE 8:82d88f9381f3 20 // Animation completed. Make game object invisible.
RichardE 8:82d88f9381f3 21 Visible = false;
RichardE 8:82d88f9381f3 22 }
RichardE 8:82d88f9381f3 23 else {
RichardE 8:82d88f9381f3 24 // Move on to next image in the animation.
RichardE 8:82d88f9381f3 25 imageNumber++;
RichardE 8:82d88f9381f3 26 imageCountdown = maxCountdown;
RichardE 8:82d88f9381f3 27 }
RichardE 8:82d88f9381f3 28 }
RichardE 8:82d88f9381f3 29