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:
Wed Jun 05 22:05:41 2013 +0000
Revision:
1:dfd5eaaf96a3
Parent:
0:5fa232ee5fdf
Child:
2:bb0f631a6068
Imported lots more code from the Maple version of the game. Now gets as far as drawing some of the screen for level 0 (the attract mode). Only advises user to operate either joystick to start the game.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
RichardE 0:5fa232ee5fdf 1 /*
RichardE 0:5fa232ee5fdf 2 * SOURCE FILE : Level.h
RichardE 0:5fa232ee5fdf 3 *
RichardE 0:5fa232ee5fdf 4 * Definition of class Level.
RichardE 0:5fa232ee5fdf 5 * Base class for all levels.
RichardE 0:5fa232ee5fdf 6 *
RichardE 0:5fa232ee5fdf 7 */
RichardE 0:5fa232ee5fdf 8
RichardE 0:5fa232ee5fdf 9 #ifndef LevelDefined
RichardE 0:5fa232ee5fdf 10
RichardE 0:5fa232ee5fdf 11 #define LevelDefined
RichardE 0:5fa232ee5fdf 12
RichardE 0:5fa232ee5fdf 13 #include "Types.h"
RichardE 0:5fa232ee5fdf 14 #include "Gameduino.h" // Gameduino library
RichardE 1:dfd5eaaf96a3 15 #include "GDExtra.h" // a few more Gameduino related functions
RichardE 1:dfd5eaaf96a3 16 #include "GDConst.h" // a few more Gameduino constants
RichardE 1:dfd5eaaf96a3 17 #include "CharCodes.h" // character codes
RichardE 1:dfd5eaaf96a3 18 #include "CharBlocks.h"
RichardE 1:dfd5eaaf96a3 19 #include "StringData.h"
RichardE 0:5fa232ee5fdf 20 #include "HighScoreTable.h"
RichardE 0:5fa232ee5fdf 21 #if 0
RichardE 0:5fa232ee5fdf 22 #include "ArenaConst.h"
RichardE 0:5fa232ee5fdf 23 #include "SpriteImageId.h"
RichardE 0:5fa232ee5fdf 24 #include "GameObject.h"
RichardE 0:5fa232ee5fdf 25 #include "GruntObject.h"
RichardE 0:5fa232ee5fdf 26 #include "BlueMeanyObject.h"
RichardE 0:5fa232ee5fdf 27 #include "CrusherObject.h"
RichardE 1:dfd5eaaf96a3 28 #include "BrainObject.h"
RichardE 0:5fa232ee5fdf 29 #include "CharFrame.h"
RichardE 0:5fa232ee5fdf 30 #include "SoundManager.h"
RichardE 0:5fa232ee5fdf 31 #include "Sounds.h"
RichardE 0:5fa232ee5fdf 32 #endif
RichardE 0:5fa232ee5fdf 33
RichardE 0:5fa232ee5fdf 34 class Level {
RichardE 0:5fa232ee5fdf 35
RichardE 0:5fa232ee5fdf 36 public :
RichardE 0:5fa232ee5fdf 37
RichardE 0:5fa232ee5fdf 38 // Number of this level.
RichardE 0:5fa232ee5fdf 39 UInt8 LevelNumber;
RichardE 0:5fa232ee5fdf 40
RichardE 0:5fa232ee5fdf 41 /***************/
RichardE 0:5fa232ee5fdf 42 /* CONSTRUCTOR */
RichardE 0:5fa232ee5fdf 43 /***************/
RichardE 0:5fa232ee5fdf 44 Level();
RichardE 0:5fa232ee5fdf 45
RichardE 0:5fa232ee5fdf 46 /**************/
RichardE 0:5fa232ee5fdf 47 /* DESTRUCTOR */
RichardE 0:5fa232ee5fdf 48 /**************/
RichardE 0:5fa232ee5fdf 49 virtual ~Level();
RichardE 0:5fa232ee5fdf 50
RichardE 0:5fa232ee5fdf 51 /************************/
RichardE 0:5fa232ee5fdf 52 /* SET HIGH SCORE TABLE */
RichardE 0:5fa232ee5fdf 53 /************************/
RichardE 0:5fa232ee5fdf 54 // Pass pointer to EEPROM in e.
RichardE 0:5fa232ee5fdf 55 void SetHighScores( HighScoreTable *hst ) {
RichardE 0:5fa232ee5fdf 56 highScores = hst;
RichardE 0:5fa232ee5fdf 57 }
RichardE 1:dfd5eaaf96a3 58
RichardE 1:dfd5eaaf96a3 59 /*************************************************/
RichardE 1:dfd5eaaf96a3 60 /* SET GAMEDUINO ON WHICH GRAPHICS WILL BE DRAWN */
RichardE 1:dfd5eaaf96a3 61 /*************************************************/
RichardE 1:dfd5eaaf96a3 62 // Pass pointer to a Gameduino.
RichardE 1:dfd5eaaf96a3 63 void SetGameduino( Gameduino *g ) {
RichardE 1:dfd5eaaf96a3 64 gd = g;
RichardE 1:dfd5eaaf96a3 65 }
RichardE 1:dfd5eaaf96a3 66
RichardE 0:5fa232ee5fdf 67 /***************************************/
RichardE 0:5fa232ee5fdf 68 /* SET PLAYER WHO IS PLAYING THE LEVEL */
RichardE 0:5fa232ee5fdf 69 /***************************************/
RichardE 0:5fa232ee5fdf 70 // Pass pointer to player in p.
RichardE 0:5fa232ee5fdf 71 #if 0
RichardE 0:5fa232ee5fdf 72 void SetPlayer( PlayerObject *p ) {
RichardE 0:5fa232ee5fdf 73 player = p;
RichardE 0:5fa232ee5fdf 74 }
RichardE 0:5fa232ee5fdf 75 #endif
RichardE 0:5fa232ee5fdf 76
RichardE 0:5fa232ee5fdf 77 // Enumeration of reasons why level ended.
RichardE 0:5fa232ee5fdf 78 enum LevelExitCode {
RichardE 0:5fa232ee5fdf 79 Completed, // level was completed
RichardE 0:5fa232ee5fdf 80 GameOver, // player has no more lives
RichardE 0:5fa232ee5fdf 81 };
RichardE 0:5fa232ee5fdf 82
RichardE 0:5fa232ee5fdf 83 /**************/
RichardE 0:5fa232ee5fdf 84 /* PLAY LEVEL */
RichardE 0:5fa232ee5fdf 85 /**************/
RichardE 0:5fa232ee5fdf 86 // Returns code indicating how level ended.
RichardE 0:5fa232ee5fdf 87 virtual LevelExitCode Play( void ) = 0;
RichardE 0:5fa232ee5fdf 88
RichardE 0:5fa232ee5fdf 89 protected :
RichardE 0:5fa232ee5fdf 90
RichardE 1:dfd5eaaf96a3 91 // Pointer to high score table.
RichardE 1:dfd5eaaf96a3 92 HighScoreTable *highScores;
RichardE 0:5fa232ee5fdf 93
RichardE 1:dfd5eaaf96a3 94 // Gameduino on which level is played.
RichardE 1:dfd5eaaf96a3 95 Gameduino *gd;
RichardE 1:dfd5eaaf96a3 96
RichardE 0:5fa232ee5fdf 97 // Player playing the level.
RichardE 0:5fa232ee5fdf 98 // PlayerObject *player;
RichardE 0:5fa232ee5fdf 99
RichardE 0:5fa232ee5fdf 100 /*************/
RichardE 0:5fa232ee5fdf 101 /* PLAY LOOP */
RichardE 0:5fa232ee5fdf 102 /*************/
RichardE 0:5fa232ee5fdf 103 // Returns code indicating how level ended.
RichardE 0:5fa232ee5fdf 104 // This method should be called from the Play method after the
RichardE 0:5fa232ee5fdf 105 // level data has been initialised and the return value returned
RichardE 0:5fa232ee5fdf 106 // by the Play method.
RichardE 0:5fa232ee5fdf 107 virtual LevelExitCode PlayLoop( void ) = 0;
RichardE 0:5fa232ee5fdf 108
RichardE 0:5fa232ee5fdf 109 };
RichardE 0:5fa232ee5fdf 110
RichardE 0:5fa232ee5fdf 111 #endif
RichardE 0:5fa232ee5fdf 112
RichardE 0:5fa232ee5fdf 113 /* END of Level.h */
RichardE 0:5fa232ee5fdf 114