Missile Command Game

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Committer:
bpritchettjr
Date:
Sat Jul 23 03:28:14 2022 +0000
Revision:
2:a09accf52491
Parent:
0:09aa1ecd6c39
Final game

Who changed what in which revision?

UserRevisionLine numberNew contents of line
lwills 0:09aa1ecd6c39 1 #ifndef HARDWARE_H
lwills 0:09aa1ecd6c39 2 #define HARDWARE_H
lwills 0:09aa1ecd6c39 3
lwills 0:09aa1ecd6c39 4 /**
lwills 0:09aa1ecd6c39 5 * Structure that represents all the inputs to the game.
lwills 0:09aa1ecd6c39 6 * If additional hardware is added, new elements should be added to this struct.
lwills 0:09aa1ecd6c39 7 */
lwills 0:09aa1ecd6c39 8 struct GameInputs {
lwills 0:09aa1ecd6c39 9 int b1, b2, b3; // Button presses
lwills 0:09aa1ecd6c39 10 double ax, ay, az; // Accelerometer readings
lwills 0:09aa1ecd6c39 11 };
lwills 0:09aa1ecd6c39 12
lwills 0:09aa1ecd6c39 13 /**
lwills 0:09aa1ecd6c39 14 * Initialize all the hardware.
lwills 0:09aa1ecd6c39 15 */
lwills 0:09aa1ecd6c39 16 int hardware_init();
lwills 0:09aa1ecd6c39 17
lwills 0:09aa1ecd6c39 18 /**
lwills 0:09aa1ecd6c39 19 * Read all the user inputs.
lwills 0:09aa1ecd6c39 20 * This is all input hardware interaction should happen.
lwills 0:09aa1ecd6c39 21 * Returns a GameInputs struct that has all the inputs recorded.
lwills 0:09aa1ecd6c39 22 * This GameInputs is used elsewhere to compute the game update.
lwills 0:09aa1ecd6c39 23 */
lwills 0:09aa1ecd6c39 24 GameInputs read_inputs();
lwills 0:09aa1ecd6c39 25
lwills 0:09aa1ecd6c39 26 #endif // HARDWARE_H