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missile is no longer active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
