Missile Control Game with uLCD

Dependencies:   4DGL-uLCD-SE SDFileSystem mbed wave_player

Fork of missile_command by ECE 2035 TA

Revision:
0:532cb55d6136
Child:
2:eba4ed0263a4
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/missile/missile.cpp	Wed Oct 29 01:21:34 2014 +0000
@@ -0,0 +1,143 @@
+/* Gatech ECE2035 2014 FALL missile command
+ * Copyright (c) 2014 Gatech ECE2035
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#include "missile_private.h"
+
+MISSILE missile_record[MAX_NUM_MISSILE];
+int missile_tick=0;
+int missile_interval = 10;
+int missile_speed = 4;
+
+// See the comments in missile_public.h
+void missile_generator(void){
+    missile_tick++;
+    // only fire the missile at certain ticks
+    if((missile_tick % missile_interval)==0 || missile_tick==0){
+        missile_create();
+    }
+    
+    // update the missiles and draw them
+    missile_update_position();
+}
+
+// set missile speed (default speed is 4)
+void set_missile_speed(int speed){
+    ASSERT_P(speed>=1 && speed<=8,ERROR_MISSILE_SPEED);
+    if(speed>=1 && speed<=8){  
+        missile_speed = speed;
+    }
+}
+
+// set missile interval (default interval is 10)
+void set_missile_interval(int interval){
+    ASSERT_P(interval>=1 && interval<=100,ERROR_MISSILE_INTERVAL);
+    if(interval>=1 && interval<=100){
+        missile_interval = interval;
+    }
+}
+
+// See the comments in missile_public.h
+MISSILE missile_get_info(int index){
+    // All interface for user should have error checking
+    ASSERT_P(index<MAX_NUM_MISSILE,ERROR_MISSILE_INDEX_GET_INFO);
+    
+    return missile_record[index];
+}
+
+// See the comments in missile_public.h
+void missile_set_exploded(int index){
+    // All interface for user should have error checking
+    ASSERT_P(index<MAX_NUM_MISSILE,ERROR_MISSILE_INDEX_UPDATE_STATUS);
+    
+    missile_record[index].status = MISSILE_EXPLODED;
+}
+
+/** This function finds an empty slot of missile record, and active it.
+*/
+void missile_create(void){
+    int i;
+    for(i=0;i<MAX_NUM_MISSILE;i++){
+        if(missile_record[i].status == MISSILE_DEACTIVE){
+            missile_record[i].y = 0;
+            //each missile has its own tick
+            missile_record[i].tick = 0;
+            //set a random source for the missile
+            missile_record[i].source_x = rand() % SIZE_X;
+            //set a random target for the missile
+            missile_record[i].target_x = rand() % SIZE_X;
+            //the missile starts at its source
+            missile_record[i].x = missile_record[i].source_x;
+            missile_record[i].status = MISSILE_ACTIVE;
+            break;
+        }
+    }
+}
+
+/** This function update the position of all missiles and draw them
+*/
+void missile_update_position(void){
+    int i;
+    //controls how fast the missile will move
+    int rate = missile_speed * 25;
+    //delta_x and delta_y account for the slope of the missile
+    double delta_x,delta_y;
+    for(i=0;i<MAX_NUM_MISSILE;i++){
+        if(missile_record[i].status == MISSILE_ACTIVE){
+            // update missile position
+            delta_y = 200/rate;
+            delta_x = (missile_record[i].target_x - missile_record[i].source_x)/rate;
+            missile_draw(missile_record[i], BACKGROUND_COLOR);
+            missile_record[i].y = (int)(delta_y*(missile_record[i].tick%rate));
+            missile_record[i].x = (int)(missile_record[i].source_x + delta_x*(missile_record[i].tick%rate));
+            // draw missile
+            missile_draw(missile_record[i], MISSILE_COLOR);
+            //update missile's internal tick
+            missile_record[i].tick++;
+        }       
+        else if(missile_record[i].status == MISSILE_EXPLODED){
+            // clear the missile on the screen
+            missile_draw(missile_record[i], BACKGROUND_COLOR);
+            
+            // we have done with this missile, remove it from record
+            missile_record[i].status = MISSILE_DEACTIVE;
+            //resets the missile's internal tick
+            missile_record[i].tick = 0;
+        }
+        
+    }
+}
+
+/** This function draw a missile.
+    @param missile The missile to be drawn
+    @param color The color of the missile
+*/
+void missile_draw(MISSILE missile, int color){
+    int init_x,init_y,current_x,current_y;
+
+    init_x = missile.source_x;
+    init_y = 0;
+    current_x = missile.x;
+    current_y = missile.y;
+    uLCD.line(init_x, init_y, current_x, current_y, color);
+}
+
+