class for obstacles in Car_race game
Obstacles.cpp
- Committer:
- fy14aaz
- Date:
- 2017-03-17
- Revision:
- 2:4430d4fd91c2
- Parent:
- 1:a735e7396af4
- Child:
- 3:124cf90ee993
File content as of revision 2:4430d4fd91c2:
#include "Obstacles.h" Obstacles::Obstacles() { } Obstacles::~Obstacles() { } void Obstacles::init(int seed) { _Obstacle_x = seed; // try to draw them here in this function as we need the draw function for another purpose // are we done though? we might need to split the draw function into two, one for drawing the car // and the other for drawing the obstacles as they are drawn in a time basis } void Obstacles::draw(N5110 &lcd,int seed) { _Obstacle_x = seed; switch(_Obstacle_x){ case 0: lcd.drawRect(2,2,24,2,1); break; case 1: lcd.drawRect(30,2,24,2,1); break; case 2: lcd.drawRect(58,2,24,2,1); break; } } void Obstacles::update(N5110 &lcd) // adjust this function to be able to store all pixels values { // then they are used to shift th screen // _Obstacle_x = seed; char pixelstate[82][46]; for (int i=1; i<83; i+=1) { for (int j=1; j<47; j+=1) { if (lcd.getPixel(i,j)) { pixelstate[i-1][j-1]=1; } else { pixelstate[i-1][j-1]=0; } } } for (int i=1; i<83; i+=1) { for (int j=1; j<47; j+=1) { if ((pixelstate[i-1][j-1]) ) { lcd.setPixel(i,j+1); } if ((pixelstate[i-1][j-2]==0) ) { lcd.clearPixel(i,j); } } } }