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
diff -r bd55ab4d137c -r fdaa7ecfbd80 Bullet/bullet.cpp
--- a/Bullet/bullet.cpp	Fri Oct 30 11:08:31 2015 +0000
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,44 +0,0 @@
-#include "uLCD_4DGL.h"
-#include "bullet.h"
-#include "game_synchronizer.h"
-#include "globals.h"
-#include "math.h"
-
-extern Game_Synchronizer sync;
-
-// Initialize the bullet. Don't have to do much here.
-// Keep a pointer to this bullet's tank.
-// Set the speed, and default the bullet to not in_flight.
-Bullet::Bullet(Tank* t) {
-    tank = t;
-    //speed = ???;
-    in_flight = false;
-}
-
-// If in_flight, do nothing. Otherwise,
-// set the in_flight flag, and initialize values needed for
-// the trajectory calculations. (x0, y0), (vx0, vy0), time
-// Hint: tank->barrel_end(...) is useful here.
-void Bullet::shoot(void) {
-    in_flight = true;
-}
-
-// If the bullet is in flight, calculate its new position
-// after a time delta dt.
-void Bullet::update_position(float dt) {
-
-}
-
-int Bullet::time_step(float dt) {
-    // If the bullet hasn't hit anything, 
-    // redraw the bullet at its new location. 
-    // If it has hit something (obstacle, tank, edge of the screen), 
-    // set the in_flight flag back to false, explode the nearby area,
-    // and return one of the following codes.
-    //
-    // return codes:
-    //      BULLET_NO_COLLISION: no collision
-    //      BULLET_OFF_SCREEN:   off the side of the screen
-    //      Otherwise, return the color you've hit in 16bpp format. 
-    return BULLET_NO_COLLISION;
-}
\ No newline at end of file