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:
- 9:fa7e7b37b632
- Parent:
- 8:82d88f9381f3
- Child:
- 10:bfa1c307c99d
--- a/LevelNormal.cpp Sat Jun 08 17:51:33 2013 +0000 +++ b/LevelNormal.cpp Sun Jun 09 14:28:53 2013 +0000 @@ -142,10 +142,8 @@ if( enemy->SquashesHumans ) { // Change human to dead state. human->CurrentState = HumanObject::Dead; - #if 0 // Make a noise. SoundManager::Instance.PlaySound( Sounds::HumanDies, 0, 0 ); - #endif } else if( enemy->GetEnemyType() == Brain ) { // Kill human by inserting a null into humans array. humans[ humanIndex ] = (GameObject*)NULL; @@ -199,10 +197,8 @@ enemy->RegisterHitByBullet(); // Kill off the bullet. currentInstance->player->KillBullet( currentInstance->gd, bulletIndex ); - #if 0 // Make a noise. SoundManager::Instance.PlaySound( Sounds::Explosion, 0, 0 ); - #endif // Start explosion animation using coordinates of enemy. ExplosionManager::Instance.StartExplosion( enemy->Xco, enemy->Yco ); } @@ -240,10 +236,8 @@ human->CurrentState = HumanObject::Rescued; // Give player 50 points (in BCD!). player->AddToScore( 0x50 ); - #if 0 // Make a noise. SoundManager::Instance.PlaySound( Sounds::RescueHuman, 0, 0 ); - #endif } } } @@ -255,23 +249,21 @@ // Pass sound to play in soundToPlay parameter. void LevelNormal::PlaySoundAndWait( const UInt8 *soundToPlay ) { -#if 0 // Keep trying to play sound until it works and meanwhile // keep currently playing sounds going. while( ! SoundManager::Instance.PlaySound( soundToPlay, 0, 0 ) ) { // Update sound manager. SoundManager::Instance.Update(); // Wait for frame flyback. - GD.waitvblank(); + gd->waitvblank(); } // Now wait until all sounds have finished. while( SoundManager::Instance.CountSoundsPlaying() > 0 ) { // Update sound manager. SoundManager::Instance.Update(); // Wait for frame flyback. - GD.waitvblank(); + gd->waitvblank(); } -#endif } /*************/ @@ -302,7 +294,7 @@ bool firstDraw = true; while( ! allEnemiesAreDead && ! gameIsOver ) { // Update sound manager. - // SoundManager::Instance.Update(); + SoundManager::Instance.Update(); // Wait for frame flyback. gd->waitvblank(); // Check for collisions between player and other objects. @@ -327,7 +319,7 @@ FrameCounter++; // After first redraw play level start sound and wait for it to end. if( firstDraw ) { - // PlaySoundAndWait( Sounds::StartLevel ); + PlaySoundAndWait( Sounds::StartLevel ); firstDraw = false; } // If player was killed then play death march and wait for it to finish. @@ -336,7 +328,7 @@ pc.puts( "Player got killed.\r\n" ); #endif // Player got killed. - // PlaySoundAndWait( Sounds::PlayerDead ); + PlaySoundAndWait( Sounds::PlayerDead ); // One less life for player. if( player->Lives > 0 ) { player->Lives--;