Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
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