Ben Evans University Second Year Project. Game Called Defender.

Dependencies:   mbed

https://os.mbed.com/media/uploads/evanso/84bc1a30759fd6a1e3f1fd1fae3e97c2.png

Hello, soldier, you have been specially selected as the defender of planet earth.

Your mission, if you choose to accept it. Fly around the planet and pulverise invading alien ships for as long as you can. Stop the aliens abducting the innocent people on the ground. Be warned if an alien ship manages to abduct a person and take them to top of the screen, they will no longer move randomly and will begin to hunt you down. This sounds like a challenge you were trained for.

But don’t worry soldier you’re not going into battle empty-handed. Your ship is equipped with a state of the art laser beam that has unlimited ammo and four smart bombs that will destroy anything on the screen. The ship also has three lives so use them wisely.

As time goes on more alien ships will arrive on planet earth increasing the difficulty of your mission. And remember the landscape bellow loops around so if you continually fly in the same direction you go to your original position. Good luck soldier.

Gamepad2/Bitmap.h

Committer:
evanso
Date:
2020-05-27
Revision:
87:832ca78426b5
Parent:
1:1f2ae263248e

File content as of revision 87:832ca78426b5:

#ifndef BITMAP_H
#define BITMAP_H

#include <vector>

// Forward declarations
class N5110;

/**
 * @brief  A black & white bitmap that can be rendered on an N5110 screen
 * @author Alex Valavanis <a.valavanis@leeds.ac.uk>
 * 
 * @code
  // First declare the pixel map data using '1' for black,
  // or '0' for white pixels
  static int sprite_data[] = {
    0,0,1,0,0,
    0,1,1,1,0,
    0,0,1,0,0,
    0,1,1,1,0,
    1,1,1,1,1,
    1,1,1,1,1,
    1,1,0,1,1,
    1,1,0,1,1
  };

  // Instantiate the Bitmap object using the data above
  Bitmap sprite(sprite_data, 8, 5); // Specify rows and columns in sprite
  
  // We can render the bitmap wherever we want on the screen
  sprite.render(lcd, 20, 6); // x and y locations for rendering
  sprite.render(lcd, 30, 10);
  
  // We can also print its values to the terminal
  sprite.print();
 * @endcode
 */
class Bitmap
{
private:
    /**
     * @brief The contents of the drawing, with pixels stored in row-major order
     * @details '1' represents a black pixel; '0' represents white
     */
    std::vector<int> _contents;
    
    unsigned int _height; ///< The height of the drawing in pixels
    unsigned int _width;  ///< The width of the drawing in pixels
    
public:
    Bitmap(int const          *contents,
           unsigned int const  height,
           unsigned int const  width);

    int get_pixel(unsigned int const row,
                  unsigned int const column) const;

    void print() const;

    void render(N5110 &lcd,
                unsigned int const x0,
                unsigned int const y0) const;
};

#endif // BITMAP_H