Missile Control Game with uLCD
Dependencies: 4DGL-uLCD-SE SDFileSystem mbed wave_player
Fork of missile_command by
city_landscape/city_landscape_public.h
- Committer:
- ajindia6
- Date:
- 2015-10-20
- Revision:
- 2:eba4ed0263a4
- Parent:
- 1:3da29f1d84b4
File content as of revision 2:eba4ed0263a4:
#ifndef CITY_LANDSCAPE_PUBLIC_H #define CITY_LANDSCAPE_PUBLIC_H /// The enum define the status of a city typedef enum { EXIST=1, ///< The city will be shown on screen DESTROYED=0 ///< The city won't be shown on screen } CITY_STATUS; /// The structure to store the information of a city typedef struct { int x; ///< Bottom-left corner of the city. x coordinate on the screen. int y; ///< Bottom-left corner of the city. y coordinate on the screen. int width; ///< The width of the city. The shape of the city is an rectangle. int height; ///< The height of the city CITY_STATUS status; ///< See enum CITY_STATUS } CITY; #define MAX_NUM_CITY 6 /** Call city_landscape_init() once at the begining of your code @brief It initialize the city data structure and draw the cities. @param num_city number of city to be draw. It must be less/equal to MAX_NUM_CITY. */ void city_landscape_init(int num_city); /** Get the information of city @param index The index in city_record. It must be smaller than MAX_NUM_CITY. @return The structure of city information */ CITY city_get_info(int index); /** Remove the city from its record and the screen @param index The index in city_record. It must be smaller than MAX_NUM_CITY. */ void city_destroy(int index); /** Draw all exist cities on the screen @brief You might not need to use this function, but you could still use it if you want. */ void draw_cities(void); /** Draw the landscape @brief You might not need to use this function, but you could still use it if you want. */ void draw_landscape(void); #endif //CITY_LANDSCAPE_H