Revenge of the Mouse

Dependencies:   4DGL-uLCD-SE EthernetInterface Game_Synchronizer LCD_fonts MMA8452 SDFileSystem mbed-rtos mbed wave_player

Fork of 2035_Tanks_Shell by ECE2035 Spring 2015 TA

Revision:
28:fdaa7ecfbd80
Parent:
27:bd55ab4d137c
--- a/Bullet/bullet.h	Fri Oct 30 11:08:31 2015 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,53 +0,0 @@
-#ifndef BULLET_H__
-#define BULLET_H__
-
-#include "tank.h"
-
-#define BULLET_NO_COLLISION -1
-#define BULLET_OFF_SCREEN   -2
-
-class Bullet{
-    public:
-        
-        // (x0, y0) is the position of the bullet at the start of its trajectory.
-        int x0, y0;
-        
-        // The components of the bullet's initial velocity.
-        float vx0, vy0;
-        
-        // The current position of the bullet.
-        int x, y;
-        
-        // How fast is the bullet?
-        int speed;
-        
-        // Keep track of the time since the bullet was shot.
-        float time;
-        
-        // Keep track of whether the bullet is currently in flight.
-        // If it is in_flight, update its position. Otherwise, ignore it.
-        // Set in_flight when the bullet is shot.
-        // Reset in_flight when the bullet hits something.
-        bool in_flight;
-        
-        // Keep a pointer to the tank that shot this bullet. You'll need
-        // it to access information about the tank.
-        Tank* tank;
-        
-        // Create a bullet!
-        Bullet(Tank* t);
-        
-        // Shoot the bullet!
-        void shoot(void);
-        
-        // given a time delta, calculate the new (x, y) coords of the bullet.
-        void update_position(float dt);
-        
-        // Once per frame, plug in the time since the last frame.
-        // Clear the old bullet and redraw it in the new place.
-        // Do collision detection here. Return a code describing what has
-        // (or hasn't) been hit.
-        int time_step(float dt);    
-};
-
-#endif
\ No newline at end of file