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
BulletManager.h
- Committer:
- RichardE
- Date:
- 2013-06-08
- Revision:
- 5:0b0651ac7832
- Parent:
- 4:673eb9735d44
File content as of revision 5:0b0651ac7832:
/* * SOURCE FILE : BulletManager.h * * Responsible for managing a collection of bullets. * */ #ifndef BulletManagerIncluded #define BulletManagerIncluded #include "Types.h" #include "BulletObject.h" #include "Gameduino.h" class BulletManager { public : enum { MaxBullets = 20, // maximum number of bullets on the go at one tine. }; /***************/ /* CONSTRUCTOR */ /***************/ // Pass number of sprite to use for first bullet. // MaxBullets consequtive sprites will be used for bullets. BulletManager( UInt8 firstSpriteNumber ); /**********************/ /* START A BULLET OFF */ /**********************/ // Pass start coordinates in x and y (NOT pixel coordinates). // Pass bullet velocities in hv and vv (NOT pixel velocities). // Returns true if bullet was started successfully. bool StartBullet( Int16 x, Int16 y, Int16 hv, Int16 vv ); /************************/ /* KILL A SINGLE BULLET */ /************************/ // Pass pointer to Gameduino that displays bullets in gd. // Pass index of bullet in b. void KillBullet( Gameduino *gd, UInt8 b ); /********************/ /* KILL ALL BULLETS */ /********************/ // Pass pointer to Gameduino that displays bullets in gd. void KillAllBullets( Gameduino *gd ); /************************************************/ /* GET ARRAY CONTAINING POINTERS TO ALL BULLETS */ /************************************************/ // Returns pointer to array of GameObject pointers. // The array has BulletManager::MaxBullets pointers in it. GameObject **GetBullets( void ) { return bulletPointers; } private : // All the bullets. BulletObject bullets[ MaxBullets ]; // Pointers to all the bullets. // Entries in this array will be NULL for bullets that are not active. // When bullet is active it will point to the corresponding entry in the bullets array. GameObject *bulletPointers[ MaxBullets ]; }; #endif /* END of BulletManager.h */