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
History
Improved response to button 1 when entering high scores (HighScoreEntry.cpp).
2013-06-17, by RichardE [Mon, 17 Jun 2013 15:10:43 +0000] rev 18
Improved response to button 1 when entering high scores (HighScoreEntry.cpp).
New high score entry routines completed and working.
2013-06-16, by RichardE [Sun, 16 Jun 2013 08:54:57 +0000] rev 17
New high score entry routines completed and working.
Entering of high scores nearly there. Just requires code to allow you to backspace and confirm when you have finished.
2013-06-15, by RichardE [Sat, 15 Jun 2013 19:27:36 +0000] rev 16
Entering of high scores nearly there. Just requires code to allow you to backspace and confirm when you have finished.
Started adding code to represent a grid of rectangles which is used on high score entry screen. See FieldGrid, FieldRow and FieldCell classes and use in HighScoreEntry.cpp.
2013-06-15, by RichardE [Sat, 15 Jun 2013 15:05:19 +0000] rev 15
Started adding code to represent a grid of rectangles which is used on high score entry screen. See FieldGrid, FieldRow and FieldCell classes and use in HighScoreEntry.cpp.
Started to modify how high scores are entered but not finished. Currently asks for a name when program first starts. Remove this code later.
2013-06-11, by RichardE [Tue, 11 Jun 2013 21:04:48 +0000] rev 14
Started to modify how high scores are entered but not finished. Currently asks for a name when program first starts. Remove this code later.
Added virtual LevelRestart method to EnemyObject so that enemies can reset themselves to a particular state when a level restarts after player dies. This currently used in BlueMeanyObject to reset velocities to zero.
2013-06-11, by RichardE [Tue, 11 Jun 2013 19:29:04 +0000] rev 13
Added virtual LevelRestart method to EnemyObject so that enemies can reset themselves to a particular state when a level restarts after player dies. This currently used in BlueMeanyObject to reset velocities to zero.
Changed so you can specify how many humans you want on each level. Mainly messing around with LevelDescriptor and LevelCollection classes.
2013-06-10, by RichardE [Mon, 10 Jun 2013 20:02:28 +0000] rev 12
Changed so you can specify how many humans you want on each level. Mainly messing around with LevelDescriptor and LevelCollection classes.
Ported over all 20 levels from the Maple version of the game. Looks good. No memory leaks so far.
2013-06-09, by RichardE [Sun, 09 Jun 2013 19:58:49 +0000] rev 11
Ported over all 20 levels from the Maple version of the game. Looks good. No memory leaks so far.
Changed how levels are represented so that dynamic allocation of memory is used. Maple version couldn't do this. Still only 2 levels. Use EnemyFactory whenever creating or destroying enemies.
2013-06-09, by RichardE [Sun, 09 Jun 2013 19:34:56 +0000] rev 10
Changed how levels are represented so that dynamic allocation of memory is used. Maple version couldn't do this. Still only 2 levels. Use EnemyFactory whenever creating or destroying enemies.
Sound is now working. Now a complete working game, albeit with only 2 levels.
2013-06-09, by RichardE [Sun, 09 Jun 2013 14:28:53 +0000] rev 9
Sound is now working. Now a complete working game, albeit with only 2 levels.