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

Revision:
16:d0b142ba4362
Parent:
15:d8ea0c7b7e64
Child:
17:194789db2215
--- a/HighScoreEntry.h	Sat Jun 15 15:05:19 2013 +0000
+++ b/HighScoreEntry.h	Sat Jun 15 19:27:36 2013 +0000
@@ -40,9 +40,12 @@
 
 private :
 
-    // Position of cursor (zero for first character).
-    UInt8 cursorPos;
-
+    // Index of character being modified in the name.
+    UInt8 charIndex;
+    
+    // Grid row and column number for cursor.
+    UInt8 cursorRow, cursorColumn;
+    
     // Grid around which cursor moves.
     FieldGrid grid;
     
@@ -64,7 +67,8 @@
     /* DRAW THE SCREEN */
     /*******************/
     // Pass pointer to Gameduino to display on in gd.
-    void DrawScreen( Gameduino *gd );    
+    // Pass player name in name.
+    void DrawScreen( Gameduino *gd, PlayerName *name );
 
     /***************************/
     /* DRAW THE CHARACTER GRID */
@@ -85,6 +89,26 @@
     // Pass pointer to Gameduino to display on in gd.
     void Animate( Gameduino *gd );
 
+    /*******************/
+    /* WIPE THE CURSOR */
+    /*******************/
+    // Pass pointer to Gameduino to display on in gd.
+    // Pass cell to draw in cell.
+    void WipeCursor( Gameduino *gd, FieldCell *cell );
+
+    /*******************/
+    /* DRAW THE CURSOR */
+    /*******************/
+    // Pass pointer to Gameduino to display on in gd.
+    // Pass cell to draw in cell.
+    void DrawCursor( Gameduino *gd, FieldCell *cell );
+    
+    /**************************/
+    /* VALIDATE CURSOR COLUMN */
+    /**************************/
+    // If cursor column is beyond end of row then forces it back.
+    void ValidateCursorColumn( void );
+    
   };
 
 #endif