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

Committer:
RichardE
Date:
Tue Jun 04 20:16:33 2013 +0000
Revision:
0:5fa232ee5fdf
Child:
5:0b0651ac7832
Started conversion from Maple version of game. So far Gameduino seems to have been initialised OK and just displays a sign on message. Lots of commented out code.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
RichardE 0:5fa232ee5fdf 1 /*
RichardE 0:5fa232ee5fdf 2 * SOURCE FILE : LevelNormal.h
RichardE 0:5fa232ee5fdf 3 *
RichardE 0:5fa232ee5fdf 4 * Definition of class LevelNormal.
RichardE 0:5fa232ee5fdf 5 * Base class for all "normal" levels.
RichardE 0:5fa232ee5fdf 6 * i.e. Levels that are not special attract modes
RichardE 0:5fa232ee5fdf 7 * but have enemies who are trying to kill you
RichardE 0:5fa232ee5fdf 8 * and so on.
RichardE 0:5fa232ee5fdf 9 *
RichardE 0:5fa232ee5fdf 10 */
RichardE 0:5fa232ee5fdf 11
RichardE 0:5fa232ee5fdf 12 #ifndef LevelNormalDefined
RichardE 0:5fa232ee5fdf 13
RichardE 0:5fa232ee5fdf 14 #define LevelNormalDefined
RichardE 0:5fa232ee5fdf 15
RichardE 0:5fa232ee5fdf 16 #include "Level.h"
RichardE 0:5fa232ee5fdf 17 #if 0
RichardE 0:5fa232ee5fdf 18 #include "LevelData.h"
RichardE 0:5fa232ee5fdf 19 #include "ExplosionManager.h"
RichardE 0:5fa232ee5fdf 20 #endif
RichardE 0:5fa232ee5fdf 21
RichardE 0:5fa232ee5fdf 22 class LevelNormal : public Level {
RichardE 0:5fa232ee5fdf 23
RichardE 0:5fa232ee5fdf 24 public :
RichardE 0:5fa232ee5fdf 25
RichardE 0:5fa232ee5fdf 26 /***************/
RichardE 0:5fa232ee5fdf 27 /* CONSTRUCTOR */
RichardE 0:5fa232ee5fdf 28 /***************/
RichardE 0:5fa232ee5fdf 29 LevelNormal();
RichardE 0:5fa232ee5fdf 30
RichardE 0:5fa232ee5fdf 31 /**************/
RichardE 0:5fa232ee5fdf 32 /* DESTRUCTOR */
RichardE 0:5fa232ee5fdf 33 /**************/
RichardE 0:5fa232ee5fdf 34 virtual ~LevelNormal();
RichardE 0:5fa232ee5fdf 35
RichardE 0:5fa232ee5fdf 36 protected :
RichardE 0:5fa232ee5fdf 37
RichardE 0:5fa232ee5fdf 38 // Data defining the level.
RichardE 0:5fa232ee5fdf 39 // You should write to this before calling PlayLoop.
RichardE 0:5fa232ee5fdf 40 // LevelData *DataForLevel;
RichardE 0:5fa232ee5fdf 41
RichardE 0:5fa232ee5fdf 42 /*************/
RichardE 0:5fa232ee5fdf 43 /* PLAY LOOP */
RichardE 0:5fa232ee5fdf 44 /*************/
RichardE 0:5fa232ee5fdf 45 // Returns code indicating how level ended.
RichardE 0:5fa232ee5fdf 46 // This method should be called from the Play method after the
RichardE 0:5fa232ee5fdf 47 // level data has been initialised and the return value returned
RichardE 0:5fa232ee5fdf 48 // by the Play method.
RichardE 0:5fa232ee5fdf 49 virtual LevelExitCode PlayLoop( void );
RichardE 0:5fa232ee5fdf 50
RichardE 0:5fa232ee5fdf 51 private :
RichardE 0:5fa232ee5fdf 52
RichardE 0:5fa232ee5fdf 53 // Current instance being processed.
RichardE 0:5fa232ee5fdf 54 static LevelNormal *currentInstance;
RichardE 0:5fa232ee5fdf 55
RichardE 0:5fa232ee5fdf 56 /********************/
RichardE 0:5fa232ee5fdf 57 /* INITIALISE LEVEL */
RichardE 0:5fa232ee5fdf 58 /********************/
RichardE 0:5fa232ee5fdf 59 void InitialiseLevel( void );
RichardE 0:5fa232ee5fdf 60
RichardE 0:5fa232ee5fdf 61 /**********************************/
RichardE 0:5fa232ee5fdf 62 /* DRAW SCORE AND NUMBER OF LIVES */
RichardE 0:5fa232ee5fdf 63 /**********************************/
RichardE 0:5fa232ee5fdf 64 void DrawScoreAndLives( void );
RichardE 0:5fa232ee5fdf 65
RichardE 0:5fa232ee5fdf 66 /******************/
RichardE 0:5fa232ee5fdf 67 /* DRAW THE LEVEL */
RichardE 0:5fa232ee5fdf 68 /******************/
RichardE 0:5fa232ee5fdf 69 void DrawLevel( void );
RichardE 0:5fa232ee5fdf 70
RichardE 0:5fa232ee5fdf 71 /************************************************/
RichardE 0:5fa232ee5fdf 72 /* HANDLE COLLISIONS BETWEEN HUMANS AND ENEMIES */
RichardE 0:5fa232ee5fdf 73 /************************************************/
RichardE 0:5fa232ee5fdf 74 // Pass index of human in level's humans array in humanIndex.
RichardE 0:5fa232ee5fdf 75 // Pass sprite number of sprite that it hit in spriteNumber.
RichardE 0:5fa232ee5fdf 76 static void HandleHumanCollision( UInt8 humanIndex, UInt8 spriteNumber );
RichardE 0:5fa232ee5fdf 77
RichardE 0:5fa232ee5fdf 78 /********************************************************/
RichardE 0:5fa232ee5fdf 79 /* HANDLE COLLISIONS BETWEEN PLAYER BULLETS AND ENEMIES */
RichardE 0:5fa232ee5fdf 80 /********************************************************/
RichardE 0:5fa232ee5fdf 81 // Pass index of bullet in player's bullet array in bulletIndex.
RichardE 0:5fa232ee5fdf 82 // Pass sprite number of sprite that it hit in spriteNumber.
RichardE 0:5fa232ee5fdf 83 static void HandleBulletCollision( UInt8 bulletIndex, UInt8 spriteNumber );
RichardE 0:5fa232ee5fdf 84
RichardE 0:5fa232ee5fdf 85 /*********************************************************/
RichardE 0:5fa232ee5fdf 86 /* CHECK FOR COLLISIONS BETWEEN PLAYER AND OTHER OBJECTS */
RichardE 0:5fa232ee5fdf 87 /*********************************************************/
RichardE 0:5fa232ee5fdf 88 // Pass pointer to a flag that will be set true if player is dead in isDead parameter.
RichardE 0:5fa232ee5fdf 89 void CheckPlayerCollisions( bool *isDead );
RichardE 0:5fa232ee5fdf 90
RichardE 0:5fa232ee5fdf 91 /***********************************************************************************/
RichardE 0:5fa232ee5fdf 92 /* WAIT UNTIL SLOT FREE FOR A NEW SOUND, PLAY IT AND WAIT FOR ALL SOUNDS TO FINISH */
RichardE 0:5fa232ee5fdf 93 /***********************************************************************************/
RichardE 0:5fa232ee5fdf 94 // Pass sound to play in soundToPlay parameter.
RichardE 0:5fa232ee5fdf 95 static void PlaySoundAndWait( const UInt8 *soundToPlay );
RichardE 0:5fa232ee5fdf 96
RichardE 0:5fa232ee5fdf 97 };
RichardE 0:5fa232ee5fdf 98
RichardE 0:5fa232ee5fdf 99 #endif
RichardE 0:5fa232ee5fdf 100
RichardE 0:5fa232ee5fdf 101 /* END of LevelNormal.h */
RichardE 0:5fa232ee5fdf 102