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
Diff: LevelNormal.cpp
- Revision:
- 7:e72691603fd3
- Parent:
- 6:8bbdb70bc11c
- Child:
- 8:82d88f9381f3
--- a/LevelNormal.cpp Sat Jun 08 15:50:38 2013 +0000 +++ b/LevelNormal.cpp Sat Jun 08 16:44:54 2013 +0000 @@ -57,7 +57,6 @@ // Use next free sprite number for player. player->SpriteNumber = PlayerSprite; // Do futher initialisation for all enemies. -#if 0 EnemyObject *object; for( UInt8 e = 0; e < LevelData::MaxEnemies; ++e ) { object = (EnemyObject*)DataForLevel->Enemies[ e ]; @@ -72,7 +71,6 @@ } } } -#endif // Put player in the centre of the arena. player->Xco = PLAYER_START_X; player->Yco = PLAYER_START_Y; @@ -317,9 +315,9 @@ #endif // Redraw the player's score and number of lives. DrawScoreAndLives(); + // Draw all the enemies. + GameObject::DrawAll( gd, DataForLevel->Enemies, LevelData::MaxEnemies ); #if 0 - // Draw all the enemies. - GameObject::DrawAll( DataForLevel->Enemies, LevelData::MaxEnemies ); // Draw all the humans. GameObject::DrawAll( DataForLevel->Humans, LevelData::MaxHumans ); // Draw all the explosions. @@ -364,7 +362,6 @@ } } else { -#if 0 // Move all the enemies and check if all dead. allEnemiesAreDead = ! GameObject::MoveAll( DataForLevel->Enemies, LevelData::MaxEnemies ); // If there are still some enemies alive then check if those that remain are indestructable. @@ -377,6 +374,7 @@ LevelData::MaxEnemies ); } +#if 0 // Move all the humans. GameObject::MoveAll( DataForLevel->Humans, LevelData::MaxHumans ); // Move (update) all the explosions.