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Dependencies: mbed wave_player 4DGL-uLCD-SE MMA8452
missile_public.h
- Committer:
- lwills
- Date:
- 2021-05-11
- Revision:
- 1:5724f2947554
- Parent:
- 0:09aa1ecd6c39
File content as of revision 1:5724f2947554:
//================================================================= // The header file defining the missile module // // Copyright 2021 Georgia Tech. All rights reserved. // The materials provided by the instructor in this course are for // the use of the students currently enrolled in the course. // Copyrighted course materials may not be further disseminated. // This file must not be made publicly available anywhere. //================================================================== /** @file missile_public.h */ #ifndef MISSILE_PUBLIC_H #define MISSILE_PUBLIC_H #include "doubly_linked_list.h" typedef enum { MISSILE_EXPLODED=0, MISSILE_ACTIVE=1, } MISSILE_STATUS; /// The structure to store the information of a missile typedef struct { int x; ///< The x-coordinate of missile current position int y; ///< The y-coordinate of missile current position double source_x; ///< The x-coordinate of the missile's origin double target_x; ///< The x-coordinate of the missile's target int tick; ///< The missile's internal tick MISSILE_STATUS status; ///< The missile status, see MISSILE_STATUS } MISSILE; /** Call missile_init() only once at the begining of your code */ void missile_init(void); /** Call missile_init() only once at the begining of your code */ void missile_init(void); /** This function draw the missiles onto the screen Call missile_generator() repeatedly in your game-loop. ex: main() */ void missile_generator(void); /** This function will return a linked-list of all active MISSILE structures. This can be used to modify the active missiles. Marking missiles with status MISSILE_EXPLODED will cue their erasure from the screen and removal from the list at the next missile_generator() call. */ DLinkedList* get_missile_list(); /** Set the speed of missiles, Speed has range of 1-8 with 1 being fastest and 8 being slowest */ void set_missile_speed(int speed); /** Set the interval that the missiles fire, interval has range of 1-100 with 1 being fired in very quick succession and 100 being fired very slowly after one another */ void set_missile_interval(int interval); #endif //MISSILE_PUBLIC_H