Arnav Jindia / Mbed 2 deprecated Missile_Control_Game

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Show/hide line numbers city_landscape.cpp Source File

city_landscape.cpp

00001 #include "city_landscape_private.h"
00002 
00003 CITY city_record[MAX_NUM_CITY];
00004 int building_height[NUM_BUILDING];
00005 
00006 // See the comments in city_landscape_public.h
00007 void city_landscape_init(int num_city) {
00008     int i;
00009     int city_distance = (SIZE_X-CITY_TO_SCREEN_MARGIN*2)/num_city;
00010     
00011     // All interface for user should have error checking
00012     ASSERT_P(num_city<=MAX_NUM_CITY,ERROR_CITY_NUMBER);
00013     
00014     //initialize the record of cities
00015     for(i=0;i<MAX_NUM_CITY;i++){
00016         if(i<num_city){
00017             // See the definition of CITY structure in city_landscape.h
00018             city_record[i].y = REVERSE_Y(LANDSCAPE_HEIGHT)-1;
00019             city_record[i].x = i*city_distance + CITY_TO_SCREEN_MARGIN;
00020             city_record[i].width = CITY_WIDTH;            // the width is fix number
00021             city_record[i].height = MAX_BUILDING_HEIGHT;  // the height is fix number
00022             city_record[i].status = EXIST;
00023         }
00024         else{
00025             city_record[i].status = DESTROYED;
00026         }
00027     }
00028     
00029     //initialize the height of the buildings
00030     srand(1);
00031     for(i=0;i<NUM_BUILDING;i++){
00032         building_height[i] = (rand() % MAX_BUILDING_HEIGHT*2/3)+MAX_BUILDING_HEIGHT/3;
00033     }
00034     
00035     //draw city landscape on the screen
00036     draw_cities();
00037     draw_landscape();
00038 
00039 }
00040 
00041 CITY city_get_info(int index){
00042     // All interface for user should have error checking
00043     ASSERT_P(index<MAX_NUM_CITY,ERROR_CITY_INDEX_GET_INFO);
00044     
00045     return city_record[index];
00046 }
00047 
00048 void city_destroy(int index){
00049     int j;
00050     int city_x, city_y, building_x, building_y;
00051     int height;
00052     
00053     // error checking. the index must smaller than its max.
00054     ASSERT_P(index<MAX_NUM_CITY,ERROR_CITY_INDEX_DESTROY);
00055     
00056     // remove the record
00057     city_record[index].status = DESTROYED;
00058     
00059     // use the background color to cover the city
00060     city_x = city_record[index].x;
00061     city_y = city_record[index].y;
00062     for(j=0;j<NUM_BUILDING;j++){
00063         building_x = city_x+j*BUILDING_WIDTH;
00064         building_y = city_y;
00065         height = building_y-building_height[j]+1;
00066         uLCD.filled_rectangle(building_x, building_y, building_x+BUILDING_WIDTH-1, height, BACKGROUND_COLOR);
00067     }
00068 }
00069 
00070 void draw_cities(void){
00071     int i,j;
00072     int city_x, city_y, building_x, building_y;
00073     int height;
00074     
00075     for(i=0;i<MAX_NUM_CITY;i++){
00076         
00077         // draw each city
00078         if(city_record[i].status==EXIST){
00079             city_x = city_record[i].x;
00080             city_y = city_record[i].y;
00081             
00082             // draw each building
00083             for(j=0;j<NUM_BUILDING;j++){
00084                 building_x = city_x+j*BUILDING_WIDTH;
00085                 building_y = city_y;
00086                 height = building_y-building_height[j]+1;
00087                 uLCD.filled_rectangle(building_x, building_y, building_x+BUILDING_WIDTH-1, height, BUILDING_COLOR);
00088             }
00089         }
00090     }
00091 }
00092 
00093 void draw_landscape(void){
00094     uLCD.filled_rectangle(0, SIZE_Y-1, SIZE_X-1, REVERSE_Y(LANDSCAPE_HEIGHT), LANDSCAPE_COLOR);
00095 }