Hugo Hu / Mbed 2 deprecated BRAVEHEART

Dependencies:   mbed N5110 ShiftReg PinDetect

Game.h

Committer:
Siriagus
Date:
2015-05-10
Revision:
16:caf613d5b85e
Parent:
15:d5eb13c4c1c6
Child:
17:d6a3b29cab31

File content as of revision 16:caf613d5b85e:

#ifndef GAME_H
#define GAME_H

/** @file Game.h
*   @author Andreas Garmannslund
*/

#include "State.h"
#include "Resources.h" // TODO: Move to State.h ?
#include "Entity.h"
#include "map.h"
#include <vector>

#define TERMINAL_VELOCITY 3

/// Simple objects with a position (x,y) and velocity (vx, vy)
struct Point
{
    int x;
    int y;
    int vx, vy;
};

struct Rectangle
{
    Rectangle(int x, int y, int w, int h) : x(x), y(y), width(w), height(h) {}
    int x;
    int y;
    int width;
    int height;
};
/// State: Game
class Game : public State
{
    public:
        /// Creates the Game state
        Game(StateManager* fsm, N5110 *lcd, InputManager* input)
                : State(fsm, lcd, input) {init();}
                                
        /// Handle input and update logic
        virtual void update(float dt);
        
        /// Draw state to lcd
        virtual void render();
        
        
    private:
        /// Moves entity in map. If collision occurs, entity can not move further
        void spawnEnemy();  /// Spawns a new enemy
        void moveEnemies(); /// Movement and AI for all enemies
        void moveWithCollisionTest(Entity* entity, const int map[HEIGHT][WIDTH]);
        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 init();    /// Sets some initial values
        Entity player;  /// Player object
        
        bool releasedBtnB;  /// True if button B has been released after being pressed down
        bool releasedBtnC;
        bool paused;        // True if the game is paused
        
        std::vector<Point*> bullets;    /// Container for bullets
        std::vector<Enemy*> enemies;    /// Container for enemies
};

#endif