Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: mbed N5110 ShiftReg PinDetect
Diff: Game.h
- Revision:
- 18:709ea375b0df
- Parent:
- 17:d6a3b29cab31
- Child:
- 19:89c3eeb3761b
--- a/Game.h Mon May 11 03:52:18 2015 +0000 +++ b/Game.h Mon May 11 04:40:23 2015 +0000 @@ -6,7 +6,6 @@ */ #include "State.h" -#include "Resources.h" #include "Entity.h" #include "Enemy.h" #include "map.h" @@ -37,27 +36,27 @@ private: - void init(); /// Sets some initial values - void spawnEnemy(); /// Spawns a new enemy - void moveEnemies(); /// Movement and AI for all enemies - void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]); /// Moves entity in map. If collision occurs, entity can not move further. - bool hitTestRect(Rectangle r1, Rectangle r2); /// Returns true if two rectangles overlap - bool bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]); /// Help function for detecting collision between moving bullet and map. - void renderScore(); /// Draws the current score in upper right corner - void respawnPlayer(); /// Respawns player at start position + void init(); // Sets some initial values + void spawnEnemy(); // Spawns a new enemy + void moveEnemies(); // Movement and AI for all enemies + void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]); // Moves entity in map. If collision occurs, entity can not move further. + bool hitTestRect(Rectangle r1, Rectangle r2); // Returns true if two rectangles overlap @see https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection#Axis-Aligned_Bounding_Box + bool bulletHitMap(Rectangle &bulletColRect, const int map[HEIGHT][WIDTH]); // Help function for detecting collision between moving bullet and map. + void renderScore(); // Draws the current score in upper right corner + void respawnPlayer(); // Respawns player at start position - int livesLeft; /// The number of lives left - bool paused; // True if the game is paused + int livesLeft; // The number of lives left + bool paused; // True if the game is paused - int spawnRate; /// Probability of enemy spawning in a single frame/update. - static const int spawnPoints[3][2]; /// Positions where enemies can spawn. + int spawnRate; // Probability of enemy spawning in a single frame/update. + static const int spawnPoints[3][2]; // Positions where enemies can spawn. - Entity player; /// Player object - std::vector<Point*> bullets; /// Container for bullets - std::vector<Enemy*> enemies; /// Container for enemies + Entity player; // Player object + std::vector<Point*> bullets; // Container for bullets + std::vector<Enemy*> enemies; // Container for enemies - bool releasedBtnB; /// True if button B has been released after being pressed down - bool releasedBtnC; /// True if button C has been released after being pressed down + bool releasedBtnB; // True if button B has been released after being pressed down + bool releasedBtnC; // True if button C has been released after being pressed down }; #endif