JianWei Lee
/
project_game
Meteor defense project
Diff: GameEngine/GameEngine.cpp
- Revision:
- 28:450ab72fabdc
- Parent:
- 27:d4926f19c12a
- Child:
- 29:6632dd9c48d8
--- a/GameEngine/GameEngine.cpp Fri Apr 14 21:43:05 2017 +0000 +++ b/GameEngine/GameEngine.cpp Mon Apr 17 18:22:16 2017 +0000 @@ -23,9 +23,28 @@ drawLaserPlayer(pad, lcd); bombAndShield(pad, lcd); } +void GameEngine::weapUpgrade(Gamepad &pad, N5110 &lcd) { + if (pad.check_event(Gamepad::START_PRESSED)) { + wu.upgrading = 1; + while (wu.upgrading == 1) { + wu.main_Upgrades(pad, lcd); + if (wu.saveTheData == 1) { + Data _upgrades = wu.savedata(); //saving data + wu.testingtest(_upgrades); //code used to test the struct + printf("TESTING up = %d, up1 = %d, u1p = %d, u1p1 = %d \n",_upgrades.up,_upgrades.up1,_upgrades.u1p,_upgrades.u1p1); + wu.saveTheData = 0; + wu.upgrading = 0; //get out of while loop after done upgrading + } + lcd.refresh(); + wait(0.3); + lcd.clear(); + } + done = 1; + //remember to re-initialise everything after a wave. + } +} void GameEngine::drawSpawn(N5110 &lcd){ updateArray(); //clean up & update the array after the spawn took damage. - //spa.updateSpawn(Array, Array2, charArray, charArray2, lcd); //clean up on the array if the spawn dies after taking damage. if (drawit == 0) { //DONT FORGET TO CHANGE THIS TO TICKER. MORE EFFICIENT. drawit = 30; spa.randomizeSpawn(Array, charArray); @@ -65,7 +84,7 @@ void GameEngine::bombAndShield(Gamepad &pad, N5110 &lcd) { weap.bombCooldown(Array2, pad, lcd); if (pad.check_event(Gamepad::X_PRESSED)) { - //to prevent from detonating the bomb at instant when button X is accidentally pressed + //to prevent from detonating the bomb at instant when button X is ay1identally pressed } if (pad.buttonhold_B == 1) { //if B pressed, generate shield. Shield doesnt have to be fully charged to be activated if (weap._shield > 0) { //shield will only activate if the shield has not depleted.