Byron Pritchett Jr / Mbed 2 deprecated MC_Summer_shell

Dependencies:   mbed wave_player 4DGL-uLCD-SE MMA8452

Revision:
0:09aa1ecd6c39
Child:
1:5724f2947554
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/missile_public.h	Wed Jun 24 21:09:03 2020 +0000
@@ -0,0 +1,58 @@
+//=================================================================
+// The header file defining the missile module
+//
+// Copyright 2020 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
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