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 17:51:33 2013 +0000
Revision:
8:82d88f9381f3
Parent:
5:0b0651ac7832
Child:
10:bfa1c307c99d
Enemies, humans, explosions, collisions all working now. Sound is still missing and there are only 2 levels.

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 8:82d88f9381f3 13 #include "EnemyObject.h"
RichardE 8:82d88f9381f3 14 #include "HumanObject.h"
RichardE 8:82d88f9381f3 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 8:82d88f9381f3 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 8:82d88f9381f3 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