Missile Control Game with uLCD
Dependencies: 4DGL-uLCD-SE SDFileSystem mbed wave_player
Fork of missile_command by
player.h
- Committer:
- ajindia6
- Date:
- 2015-10-20
- Revision:
- 2:eba4ed0263a4
- Parent:
- 0:532cb55d6136
File content as of revision 2:eba4ed0263a4:
// Template of player header file #ifndef PLAYER_H #define PLAYER_H // Player settings #define PLAYER_WIDTH 10 #define PLAYER_HEIGHT 3 #define PLAYER_DELTA 3 #define PLAYER_COLOR 0x0000FF #define BLACK_COLOR 0x000000 #define YELLOW_COLOR 0xFFFF00 #define GREEN_COLOR 0x00FF00 typedef enum { PLAYER_MISSILE_EXPLODED=2,///<missile has been destroyed PLAYER_MISSILE_ACTIVE=1,///<missile is active PLAYER_MISSILE_DEACTIVE=0///<missile is no longer active } PLAYER_MISSILE_STATUS; //Initialize ANTI-missile structure typedef struct { int x; int origin_y; ///< The x-coordinate of missile current position int y; ///< The y-coordinate of missile current position int source_x; int source_y; PLAYER_MISSILE_STATUS status; ///< The missile status, see MISSILE_STATUS } PLAYER_MISSILE; //Initialize PLAYER structure typedef struct { int x; int y; int numMissile; int lives; } PLAYER; //Declare functions void player_missile_draw(PLAYER_MISSILE player_missile, int color); void player_draw(int x, int y); void player_delete(int x, int y); void missile_start(int counter); void player_set_exploded(int index); void gameover(int s); #endif //PLAYER_H