Space invaders with a nRF2401A wireless joypad

Dependencies:   Gameduino mbed nRF2401A

Fork of Gameduino_Invaders_game by Chris Dick

Gameduino and an nRF2401A hooked up to an mbed on an mbeduino:

/media/uploads/TheChrisyd/2014-03-08_22.53.54.jpg

Revision:
1:f44175dd69fd
Parent:
0:8a7c58553b44
Child:
2:20a89dc286d5
--- a/graphics.h	Thu Jun 21 19:13:34 2012 +0000
+++ b/graphics.h	Sat Sep 29 13:01:42 2012 +0000
@@ -1,65 +1,65 @@
-/*---------------------------------------------
-  Send all graphics to the Gameduino
----------------------------------------------*/
-#ifndef INVADER_GRAPHICS
-#define INVADER_GRAPHICS
-#include "shield.h"
-#include "mbed.h"
-#include "arduino.h"
-void makeGraphics();
-
-/*---------------------------------------------
-  Identifiers for custom chars
----------------------------------------------*/
-enum char_id {
-  CH_FLOOR=128,
-  CH_PLAYERL,
-  CH_PLAYERR
-};
-/*---------------------------------------------
-  Identifiers for each sprite graphic
-  
-  Sprites are made in four color mode so
-  each 'sprite' can have four images inside
-  it.
- 
-  The first image is usually the 'normal'
-  (eg. player/saucer) one and the third is
-  usually blank (so you can hide the sprite).
- 
-  The other two are used for animations
-  (eg. invaders) and explosions (eg. player)
----------------------------------------------*/
-enum graphic_id {
-  // Invader sprites - Top, Middle, Bottom, two animation frames each...
-  GR_INVADER_T,
-  GR_INVADER_M,
-  GR_INVADER_B,
-  GR_BOMB_ZIGZAG,  // Zigzag bomb
-  GR_BOMB_BARS,    // The bomb with rolling horizontal bars across it
-  GR_BOMB_DIAG,    // The bomb with diagonal bars across it
-  GR_BOMB_OTHER,   // Other bomb graphics (explosion and blank)
-  // The player (with bullet)
-  GR_PLAYER,
-  GR_BULLET,       // nb. Has a '0' in frame 2 (for the saucer...)
-  // The saucer at the top
-  GR_SAUCER,
-  GR_SAUCER_SCORE,
-  // Shields
-  GR_SHIELD1,
-  GR_SHIELD2,
-  GR_SHIELD3,
-  GR_SHIELD4
-};
-
-/*---------------------------------------------
-  Functions for wrecking/rebuilding shields
----------------------------------------------*/
-void remakeShields();
-
-// Damage the shield with either a bomb or a bullet (ie. above/below)
-// n=shield number [0..4], x is relative to the shield's top-left corner
-int8 zapShield(byte n, int8 x, bool withBullet);  // Return Y coordinate of blast
-
-#endif
-
+/*---------------------------------------------
+  Send all graphics to the Gameduino
+---------------------------------------------*/
+#ifndef INVADER_GRAPHICS
+#define INVADER_GRAPHICS
+#include "shield.h"
+#include "mbed.h"
+#include "arduino.h"
+void makeGraphics();
+
+/*---------------------------------------------
+  Identifiers for custom chars
+---------------------------------------------*/
+enum char_id {
+  CH_FLOOR=128,
+  CH_PLAYERL,
+  CH_PLAYERR
+};
+/*---------------------------------------------
+  Identifiers for each sprite graphic
+  
+  Sprites are made in four color mode so
+  each 'sprite' can have four images inside
+  it.
+ 
+  The first image is usually the 'normal'
+  (eg. player/saucer) one and the third is
+  usually blank (so you can hide the sprite).
+ 
+  The other two are used for animations
+  (eg. invaders) and explosions (eg. player)
+---------------------------------------------*/
+enum graphic_id {
+  // Invader sprites - Top, Middle, Bottom, two animation frames each...
+  GR_INVADER_T,
+  GR_INVADER_M,
+  GR_INVADER_B,
+  GR_BOMB_ZIGZAG,  // Zigzag bomb
+  GR_BOMB_BARS,    // The bomb with rolling horizontal bars across it
+  GR_BOMB_DIAG,    // The bomb with diagonal bars across it
+  GR_BOMB_OTHER,   // Other bomb graphics (explosion and blank)
+  // The player (with bullet)
+  GR_PLAYER,
+  GR_BULLET,       // nb. Has a '0' in frame 2 (for the saucer...)
+  // The saucer at the top
+  GR_SAUCER,
+  GR_SAUCER_SCORE,
+  // Shields
+  GR_SHIELD1,
+  GR_SHIELD2,
+  GR_SHIELD3,
+  GR_SHIELD4
+};
+
+/*---------------------------------------------
+  Functions for wrecking/rebuilding shields
+---------------------------------------------*/
+void remakeShields();
+
+// Damage the shield with either a bomb or a bullet (ie. above/below)
+// n=shield number [0..4], x is relative to the shield's top-left corner
+int8 zapShield(byte n, int8 x, bool withBullet);  // Return Y coordinate of blast
+
+#endif
+