Missile Control Game with uLCD
Dependencies: 4DGL-uLCD-SE SDFileSystem mbed wave_player
Fork of missile_command by
player.cpp
- Committer:
- arvahsu
- Date:
- 2014-10-29
- Revision:
- 0:532cb55d6136
- Child:
- 2:eba4ed0263a4
File content as of revision 0:532cb55d6136:
/* 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 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); } // ... You need to implement your own functions for player ...