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Dependencies: 4DGL-uLCD-SE SDFileSystem mbed wave_player
Fork of missile_command by
Diff: missile/missile.cpp
- Revision:
- 0:532cb55d6136
- Child:
- 2:d39a6a36e0c0
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/missile/missile.cpp Wed Oct 29 01:21:34 2014 +0000
@@ -0,0 +1,143 @@
+/* Gatech ECE2035 2014 FALL missile command
+ * Copyright (c) 2014 Gatech ECE2035
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a copy
+ * of this software and associated documentation files (the "Software"), to deal
+ * in the Software without restriction, including without limitation the rights
+ * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+ * copies of the Software, and to permit persons to whom the Software is
+ * furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included in
+ * all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+ * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#include "missile_private.h"
+
+MISSILE missile_record[MAX_NUM_MISSILE];
+int missile_tick=0;
+int missile_interval = 10;
+int missile_speed = 4;
+
+// See the comments in missile_public.h
+void missile_generator(void){
+ missile_tick++;
+ // only fire the missile at certain ticks
+ if((missile_tick % missile_interval)==0 || missile_tick==0){
+ missile_create();
+ }
+
+ // update the missiles and draw them
+ missile_update_position();
+}
+
+// set missile speed (default speed is 4)
+void set_missile_speed(int speed){
+ ASSERT_P(speed>=1 && speed<=8,ERROR_MISSILE_SPEED);
+ if(speed>=1 && speed<=8){
+ missile_speed = speed;
+ }
+}
+
+// set missile interval (default interval is 10)
+void set_missile_interval(int interval){
+ ASSERT_P(interval>=1 && interval<=100,ERROR_MISSILE_INTERVAL);
+ if(interval>=1 && interval<=100){
+ missile_interval = interval;
+ }
+}
+
+// See the comments in missile_public.h
+MISSILE missile_get_info(int index){
+ // All interface for user should have error checking
+ ASSERT_P(index<MAX_NUM_MISSILE,ERROR_MISSILE_INDEX_GET_INFO);
+
+ return missile_record[index];
+}
+
+// See the comments in missile_public.h
+void missile_set_exploded(int index){
+ // All interface for user should have error checking
+ ASSERT_P(index<MAX_NUM_MISSILE,ERROR_MISSILE_INDEX_UPDATE_STATUS);
+
+ missile_record[index].status = MISSILE_EXPLODED;
+}
+
+/** This function finds an empty slot of missile record, and active it.
+*/
+void missile_create(void){
+ int i;
+ for(i=0;i<MAX_NUM_MISSILE;i++){
+ if(missile_record[i].status == MISSILE_DEACTIVE){
+ missile_record[i].y = 0;
+ //each missile has its own tick
+ missile_record[i].tick = 0;
+ //set a random source for the missile
+ missile_record[i].source_x = rand() % SIZE_X;
+ //set a random target for the missile
+ missile_record[i].target_x = rand() % SIZE_X;
+ //the missile starts at its source
+ missile_record[i].x = missile_record[i].source_x;
+ missile_record[i].status = MISSILE_ACTIVE;
+ break;
+ }
+ }
+}
+
+/** This function update the position of all missiles and draw them
+*/
+void missile_update_position(void){
+ int i;
+ //controls how fast the missile will move
+ int rate = missile_speed * 25;
+ //delta_x and delta_y account for the slope of the missile
+ double delta_x,delta_y;
+ for(i=0;i<MAX_NUM_MISSILE;i++){
+ if(missile_record[i].status == MISSILE_ACTIVE){
+ // update missile position
+ delta_y = 200/rate;
+ delta_x = (missile_record[i].target_x - missile_record[i].source_x)/rate;
+ missile_draw(missile_record[i], BACKGROUND_COLOR);
+ missile_record[i].y = (int)(delta_y*(missile_record[i].tick%rate));
+ missile_record[i].x = (int)(missile_record[i].source_x + delta_x*(missile_record[i].tick%rate));
+ // draw missile
+ missile_draw(missile_record[i], MISSILE_COLOR);
+ //update missile's internal tick
+ missile_record[i].tick++;
+ }
+ else if(missile_record[i].status == MISSILE_EXPLODED){
+ // clear the missile on the screen
+ missile_draw(missile_record[i], BACKGROUND_COLOR);
+
+ // we have done with this missile, remove it from record
+ missile_record[i].status = MISSILE_DEACTIVE;
+ //resets the missile's internal tick
+ missile_record[i].tick = 0;
+ }
+
+ }
+}
+
+/** This function draw a missile.
+ @param missile The missile to be drawn
+ @param color The color of the missile
+*/
+void missile_draw(MISSILE missile, int color){
+ int init_x,init_y,current_x,current_y;
+
+ init_x = missile.source_x;
+ init_y = 0;
+ current_x = missile.x;
+ current_y = missile.y;
+ uLCD.line(init_x, init_y, current_x, current_y, color);
+}
+
+
