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Diff: BreakoutEngine/BreakoutEngine.cpp
- Revision:
- 31:516d4e27765a
- Parent:
- 30:e3d2f0ca416f
- Child:
- 32:4dba7a85dbb2
--- a/BreakoutEngine/BreakoutEngine.cpp Wed Apr 24 05:56:06 2019 +0000
+++ b/BreakoutEngine/BreakoutEngine.cpp Wed Apr 24 05:59:02 2019 +0000
@@ -53,8 +53,6 @@
_laser1.init(-10);
_laser2.init(-10);
_laser3.init(-10);
- _laser4.init(-10);
- _laser5.init(-10);
//listofBricks.push_back(_brick11); maybe be able yo iterate through and this.draw(), maybe useful if i figure out how to delete objects aswell
//listofBricks.push_back(_brick12);
@@ -89,7 +87,7 @@
else {
_p1.set_joy();
}
- if (pad.check_event(Gamepad::B_PRESSED)) { // max of 5 lasers on screen at once
+ if (pad.check_event(Gamepad::B_PRESSED)) { // max of 3 lasers on screen at once
Vector2D p_pos = _p1.get_pos();
switch(_index){
@@ -112,20 +110,6 @@
laser3_pos.x = p_pos.x+7;
laser3_pos.y = p_pos.y;
_laser3.set_pos(laser3_pos);
- inc_index();
- break;
- case 3:
- Vector2D laser4_pos = _laser4.get_pos();
- laser4_pos.x = p_pos.x+7;
- laser4_pos.y = p_pos.y;
- _laser1.set_pos(laser4_pos);
- inc_index();
- break;
- case 4:
- Vector2D laser5_pos = _laser5.get_pos();
- laser5_pos.x = p_pos.x+7;
- laser5_pos.y = p_pos.y;
- _laser5.set_pos(laser5_pos);
reset_index();
break;
}
@@ -178,8 +162,6 @@
_laser1.draw(lcd);
_laser2.draw(lcd);
_laser3.draw(lcd);
- _laser4.draw(lcd);
- _laser5.draw(lcd);
// for (it = listofBricks.begin(); it != listofBricks.end(); it++)
@@ -212,8 +194,6 @@
_laser1.update();
_laser2.update();
_laser3.update();
- _laser4.update();
- _laser5.update();
lives_leds(pad);
check_wall_collision(pad);