Missile Control Game with uLCD

Dependencies:   4DGL-uLCD-SE SDFileSystem mbed wave_player

Fork of missile_command by ECE 2035 TA

Revision:
2:eba4ed0263a4
Parent:
0:532cb55d6136
--- a/player.cpp	Wed Oct 29 02:58:53 2014 +0000
+++ b/player.cpp	Tue Oct 20 19:13:03 2015 +0000
@@ -1,37 +1,54 @@
-/* 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.
- */
-
-// Template of player implementation
 #include "mbed.h"
 #include "uLCD_4DGL.h"
 #include "globals.h"
 #include "player.h"
 
-// Example of drawing the player
+//Initialize antimissile status
+PLAYER_MISSILE_STATUS status;
+
+
+
+
+    
+//Function to draw the player
 void player_draw(int x, int y) {
-    uLCD.filled_rectangle(x, y, x+PLAYER_WIDTH, y+PLAYER_HEIGHT, PLAYER_COLOR); 
-    uLCD.filled_rectangle(x+PLAYER_DELTA, y-PLAYER_DELTA, x+PLAYER_WIDTH-PLAYER_DELTA, y+PLAYER_HEIGHT, PLAYER_COLOR);  
+    uLCD.filled_rectangle(x, y, x+PLAYER_WIDTH, y+PLAYER_HEIGHT, 0xFFA500); 
+    uLCD.filled_rectangle(x+PLAYER_DELTA, y-PLAYER_DELTA, x+PLAYER_WIDTH-PLAYER_DELTA, y+PLAYER_HEIGHT, 0xFF0000);
+    uLCD.filled_rectangle(x,y, x+PLAYER_WIDTH/4, y+2+PLAYER_HEIGHT, 0xFFA500);
+    uLCD.filled_rectangle(x+8, y, x+PLAYER_WIDTH, y+2+PLAYER_HEIGHT, 0xFFA500);    
+}
+
+//Function to delete player
+void player_delete(int x, int y) {
+    uLCD.filled_rectangle(x, y, x+PLAYER_WIDTH, y+PLAYER_HEIGHT, BLACK_COLOR); 
+    uLCD.filled_rectangle(x+PLAYER_DELTA, y-PLAYER_DELTA, x+PLAYER_WIDTH-PLAYER_DELTA, y+PLAYER_HEIGHT, BLACK_COLOR);
+    uLCD.filled_rectangle(x,y, x+PLAYER_WIDTH/4, y+2+PLAYER_HEIGHT, BLACK_COLOR);
+    uLCD.filled_rectangle(x+8, y, x+PLAYER_WIDTH, y+2+PLAYER_HEIGHT, BLACK_COLOR);     
 }
 
-// ... You need to implement your own functions for player ...
 
+void gameover(int s) {
+            
+            while(1) {
+            uLCD.filled_rectangle(0, 0, 128, 128, 0x000000);
+            uLCD.locate(4, 5);
+            uLCD.printf("GAME OVER \n \n");
+            uLCD.printf("YOUR SCORE WAS:%2d",s);
+            wait(1);
+            }
+            
+            }
+            
 
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+