Missile Control Game with uLCD
Dependencies: 4DGL-uLCD-SE SDFileSystem mbed wave_player
Fork of missile_command by
Diff: missile/missile.cpp
- 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); +} + +