class for bullet in Car_race game
Bullet.cpp
- Committer:
- fy14aaz
- Date:
- 2017-05-01
- Revision:
- 11:61bbec4ede2c
- Parent:
- 10:3726b7994e2f
- Child:
- 12:170175334df8
File content as of revision 11:61bbec4ede2c:
#include "Bullet.h" Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::init(Vector2D CarHead) { _bullet_x = CarHead.x; _bullet_y = CarHead.y + 2; // printf("x=%d y=%d \n",_bullet_x,_bullet_y); } void Bullet::draw(N5110 &lcd) { // printf("x=%d y=%d \n",_bullet_x,_bullet_y); lcd.drawRect(_bullet_x,_bullet_y,2,2,FILL_BLACK); // printf("Crashes 0 \n"); } void Bullet::update(N5110 &lcd,int bulletDirection) { clearBullet(lcd); // printf("x=%d y=%d \n",_bullet_x,_bullet_y); if(bulletDirection==1) { _bullet_x = _bullet_x; _bullet_y = _bullet_y - 3; } else if(bulletDirection==2) { _bullet_x = _bullet_x - 3; _bullet_y = _bullet_y - 3; } else if(bulletDirection==3) { _bullet_x = _bullet_x + 3; _bullet_y = _bullet_y - 3; } // the following piece of code to get around the problem of the game getting stuck when the value of _bullet_x = 1 if ((_bullet_x == -2)) { clearBullet(lcd); _bullet_x = _bullet_x - 1; _bullet_y = _bullet_y - 1; } } void Bullet::clearBullet(N5110 &lcd) { lcd.setPixel(_bullet_x,_bullet_y,false); // top left lcd.setPixel(_bullet_x,_bullet_y+1,false); // bottom left lcd.setPixel(_bullet_x+1,_bullet_y,false); // top right lcd.setPixel(_bullet_x+1,_bullet_y+1,false); // bottom right } void Bullet::destroyObstacles(N5110 &lcd) { // printf("they are x=%d y=%d \n",_bullet_x,_bullet_y); if ((lcd.getPixel(_bullet_x,_bullet_y)) || // top left (lcd.getPixel(_bullet_x,_bullet_y+1)) || // bottom left (lcd.getPixel(_bullet_x+1,_bullet_y)) || // top right (lcd.getPixel(_bullet_x+1,_bullet_y+1)) || // bottom right (lcd.getPixel(_bullet_x,_bullet_y-1)) || // up left (lcd.getPixel(_bullet_x+1,_bullet_y-1)) || // up right (lcd.getPixel(_bullet_x,_bullet_y+2)) || // down left (lcd.getPixel(_bullet_x+1,_bullet_y+2))) { // down right for (int i=1; i<83; i+=1) { for (int j=_bullet_y-4; j<_bullet_y+5; j+=1) { lcd.setPixel(i,j,false); // loop through and turn off pixels around that obstacle } } _bullet_x = -10; // set the coordinates of the bullet out of the screen _bullet_y = -10; // so it won't be drawn again until re-initialise the coordinates } }