Missile Control Game with uLCD
Dependencies: 4DGL-uLCD-SE SDFileSystem mbed wave_player
Fork of missile_command by
missile/missile.cpp
- Committer:
- ajindia6
- Date:
- 2015-10-20
- Revision:
- 2:eba4ed0263a4
- Parent:
- 0:532cb55d6136
File content as of revision 2:eba4ed0263a4:
#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); }