2035
Dependencies: 4DGL-uLCD-SE mbed wave_player
Fork of missile_command by
missile/missile_public.h
- Committer:
- tianyeapply
- Date:
- 2016-11-09
- Revision:
- 3:7e33224a6f1d
- Parent:
- 0:532cb55d6136
File content as of revision 3:7e33224a6f1d:
/* 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. */ /** @file missile_public.h */ #ifndef MISSILE_PUBLIC_H #define MISSILE_PUBLIC_H ///The missile status typedef enum { MISSILE_EXPLODED=2,///<missile has been destroyed MISSILE_ACTIVE=1,///<missile is active MISSILE_DEACTIVE=0///<missile is no longer active } MISSILE_STATUS; /// The structure to store the information of a missile typedef struct { int x; ///< The x-coordinate of missile current position int y; ///< The y-coordinate of missile current position double source_x; ///< The x-coordinate of the missile's origin double target_x; ///< The x-coordinate of the missile's target double source_y; double target_y; int tick; ///< The missile's internal tick MISSILE_STATUS status; ///< The missile status, see MISSILE_STATUS } MISSILE; #define MAX_NUM_MISSILE 5 /** This function draw the missiles onto the screen Call missile_generator() repeatedly in your game-loop. ex: main() */ void missile_generator(void); /** The function set the status of missile to be MISSILE_EXPLODED @param index The index in missile_record. It must be smaller than MAX_NUM_MISSILE. */ void missile_set_exploded(int index); /** Get the information of a missile @param index The index in missile_record. It must be smaller than MAX_NUM_MISSILE. @return The structure of missile information */ MISSILE missile_get_info(int index); /** Set the speed of missiles, Speed has range of 1-8 with 1 being fastest and 8 being slowest */ void set_missile_speed(int speed); /** Set the interval that the missiles fire, interval has range of 1-100 with 1 being fired in very quick succession and 100 being fired very slowly after one another */ void set_missile_interval(int interval); void missile_clear(MISSILE missile); void missile_update_position(); #endif //MISSILE_PUBLIC_H