![](/media/cache/profiles/859bf1416b8b8761c5d588dee78dc65f.50x50_q85.jpg)
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
BulletVelocities.h
- Committer:
- RichardE
- Date:
- 2013-06-17
- Revision:
- 18:70190f956a24
- Parent:
- 4:673eb9735d44
File content as of revision 18:70190f956a24:
/* * SOURCE FILE : BulletVelocities.h * * Converts from set of joystick inputs to horizontal and vertical velocities. * */ #ifndef BulletVelocitiesIncluded #define BulletVelocitiesIncluded #include "Int16Pair.h" class BulletVelocities { public : /***************/ /* CONSTRUCTOR */ /***************/ // Pass velocity for a horizontally moving bullet in h. // Pass velocity for a vertically moving bullet in v. BulletVelocities( Int16 h, Int16 v ) { // Calculate velocities used on the diagonal. // This is really doing hd = h * cos( 45 degrees ) and // vd = v * sin( 45 degrees ). Int16 hd = (Int16)floor( (double)h * 0.707 + 0.5 ); Int16 vd = (Int16)floor( (double)v * 0.707 + 0.5 ); // Initialise the table of velocities. Int16Pair *ptr = pairs; // No joystick contacts closed. Index 0. ptr->X = 0; ptr->Y = 0; ptr++; // Joystick up. Index 1 ptr->X = 0; ptr->Y = -v; ptr++; // Joystick down. Index 2. ptr->X = 0; ptr->Y = v; ptr++; // Joystick up and down (impossible). Index 3. ptr->X = 0; ptr->Y = v; ptr++; // Joystick left. Index 4. ptr->X = -h; ptr->Y = 0; ptr++; // Joystick left and up. Index 5. ptr->X = -hd; ptr->Y = -vd; ptr++; // Joystick left and down. Index 6. ptr->X = -hd; ptr->Y = vd; ptr++; // Joystick up, down and left (impossible). Index 7. ptr->X = 0; ptr->Y = v; ptr++; // Joystick right. Index 8. ptr->X = h; ptr->Y = 0; ptr++; // Joystick right and up. Index 9. ptr->X = hd; ptr->Y = -vd; ptr++; // Joystick right and down. Index 10. ptr->X = hd; ptr->Y = vd; ptr++; // Joystick up, down and right (impossible). Index 11. ptr->X = 0; ptr->Y = v; ptr++; // Joystick left and right (impossible). Index 12. ptr->X = 0; ptr->Y = v; ptr++; // Joystick up, left and right (impossible). Index 13. ptr->X = 0; ptr->Y = v; ptr++; // Joystick down, left and right (impossible) Index 14. ptr->X = 0; ptr->Y = v; ptr++; // Joystick up, down, left and right (impossible). Index 15. ptr->X = 0; ptr->Y = v; ptr++; } /*******************************************************/ /* GET VELOCITIES FOR A COMBINATION OF JOYSTICK INPUTS */ /*******************************************************/ // Pass a map containing joystick inputs where a set bit indicates a closed contact. // Bits must be ordered as follows : // Bit 0 = Up. // Bit 1 = Down. // Bit 2 = Left. // Bit 3 = Right. // Remaining bits are ignored. const Int16Pair *GetVelocities( UInt8 joyMap ) const { return pairs + ( joyMap & 0x0F ); } private : // Horizontal and vertical velocities for each combination of joystick inputs. Int16Pair pairs[ 16 ]; }; #endif /* END of BulletVelocities.h */