Hugo Hu / Mbed 2 deprecated BRAVEHEART

Dependencies:   mbed N5110 ShiftReg PinDetect

Game.h

Committer:
Siriagus
Date:
2015-05-11
Revision:
17:d6a3b29cab31
Parent:
16:caf613d5b85e
Child:
18:709ea375b0df

File content as of revision 17:d6a3b29cab31:

#ifndef GAME_H
#define GAME_H

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

#include "State.h"
#include "Resources.h"
#include "Entity.h"
#include "Enemy.h"
#include "map.h"
#include "Geometry.h" // Rectangle and Point structs
#include <vector>
#include <sstream>
#include "Global.h"

#define TERMINAL_VELOCITY 3


/// State: Game
class Game : public State
{
    public:
        /// Creates the Game state
        Game(StateManager* fsm, N5110 *lcd, InputManager* input, Sound *sound)
                : State(fsm, lcd, input, sound) {init();}
                
        /// Deconstructor: Frees all memory that was temporarely allocated by the Game state.
        ~Game();
                                
        /// Handle input and update logic.
        virtual void update(float dt);
        
        /// Draw state to lcd.
        virtual void render();
        
        
    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
        
        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.
        
        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
};

#endif