Space invaders with a nRF2401A wireless joypad
Dependencies: Gameduino mbed nRF2401A
Fork of Gameduino_Invaders_game by
Gameduino and an nRF2401A hooked up to an mbed on an mbeduino:
Diff: graphics.h
- 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 +