A simple asteroids-like game utilizing various Mbed-compatible sensors
Dependencies: mbed 4DGL-uLCD-SE PinDetect
Diff: ConcreteAsteroid2.cpp
- Revision:
- 0:f2cc64948895
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/ConcreteAsteroid2.cpp Fri Nov 30 04:49:11 2018 +0000 @@ -0,0 +1,33 @@ +#include "uLCD_4DGL.h" +#include "ConcreteAsteroid2.h" +#include "AbsAst.h" +#include <math.h> + +extern int asteroid_sprite_2; +extern uLCD_4DGL uLCD; + +#define ASTEROID_HEIGHT 12 +#define ASTEROID_WIDTH 15 +#define SPRITE_MAX 15 +#define SCREEN_MAX 125 +#define SCREEN_MIN 1 +#define NUM_ASTEROIDS 4 + +ConcreteAsteroid2::ConcreteAsteroid2(){ + //START IN RANDOM XPOS AND ZERO YPOS + xpos = (rand() % SCREEN_MAX ); + ypos = SCREEN_MAX; + //VELOCITY VECTOR, X VECTOR IS -5 TO +5, Y VECTOR IS -1 TO -11 + dx = (rand() % 10) - 5; + dy = (rand() % 10 -11); +} + +void ConcreteAsteroid2::draw(){ + uLCD.BLIT(xpos, ypos, ASTEROID_WIDTH, ASTEROID_HEIGHT, &asteroid_sprite_2); + } + +// MOVE BY ONE UNIT OF THE VELOCITY VECTOR +void ConcreteAsteroid2::update(){ + xpos= xpos + dx; + ypos = ypos + dy; +} \ No newline at end of file