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
Walker.h
- Committer:
- RichardE
- Date:
- 2013-06-17
- Revision:
- 18:70190f956a24
- Parent:
- 7:e72691603fd3
File content as of revision 18:70190f956a24:
/* * SOURCE FILE : Walker.h * * Methods for objects that walk sideways on (like humans and crushers). * */ #ifndef WalkerDefined #define WalkerDefined #include "Types.h" #include "GameObject.h" class Walker { public : enum { AnimationStages = 4, }; /*************************************************/ /* INITIALISE HORIZONTAL AND VERTICAL VELOCITIES */ /*************************************************/ // Pass pointers to horizontal and vertical velocities in hv and vv. static void InitialiseVelocities( Int16 *hv, Int16 *vv ); /*********************************************************/ /* UPDATE COORDINATES AND VELOCITIES TO MAKE OBJECT WALK */ /*********************************************************/ // Pass pointers to x and y coordinates in x and y. // Pass pointers to horizontal and vertical velocities in hv and vv. // Pass restriction flags (as defined in GameObject.h) in restriction Flags. static void Walk( Int16 *x, Int16 *y, Int16 *hv, Int16 *vv, UInt8 restrictionFlags ); /*************************/ /* DRAW A WALKING OBJECT */ /*************************/ // Pass pointer to Gameduino to draw on in gd. // Pass sprite number in spriteNumber. // Pass x and y coordinates in x and y (NOT pixel coordinates). // Pass horizontal velocity in hv. // Pass counter used to pace animation in frameCounter. // Pass pointer to animation data (array of AnimationStages sprite image numbers) in animationData. static void Draw( Gameduino *gd, UInt8 spriteNumber, Int16 x, Int16 y, Int16 hv, UInt8 frameCounter, const UInt8 *animationData ); private : }; #endif /* END of Walker.h */