Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: 4DGL-uLCD-SE mbed wave_player
Fork of missile_command by
Revision 3:7e33224a6f1d, committed 2016-11-09
- Comitter:
- tianyeapply
- Date:
- Wed Nov 09 17:04:42 2016 +0000
- Parent:
- 2:5e7876719560
- Commit message:
Changed in this revision
--- a/main.cpp Wed Nov 12 02:06:48 2014 +0000
+++ b/main.cpp Wed Nov 09 17:04:42 2016 +0000
@@ -26,6 +26,8 @@
#include "wave_player.h"
#include "SDFileSystem.h"
#include "segment_display.h"
+#include <math.h>
+#include <stdio.h>
// Include header files for missile command project
#include "globals.h"
@@ -34,7 +36,7 @@
#include "player.h"
// Platform initialization
-DigitalIn left_pb(p23); DigitalIn right_pb(p21); DigitalIn fire_pb(p22);
+DigitalIn left_pb(p23); DigitalIn right_pb(p21); DigitalIn fire_pb(p22);DigitalIn fourth_pb(p24);
uLCD_4DGL uLCD(p28,p27,p29);
AnalogOut DACout(p18);
wave_player waver(&DACout);
@@ -49,19 +51,9 @@
*/
int main()
{
- // [Demo of 7-segment display]
- // 1.Initialize the segment display
setup_sequence();
seg_driver_initialize();
- // 2.show numbers
- int i;
- for(i=0;i<10;i++){
- seg_driver(i);
- wait(0.2);
- }
-
- // [Demo of play sound file]
- playSound("/sd/wavfiles/BUZZER.wav");
+// playSound("/sd/wavfiles/BUZZER.wav");
/// [Example of missile command implementation]
/// Here is a rough flow to implement the missile command: <br><br>
@@ -72,12 +64,37 @@
left_pb.mode(PullUp); // The variable left_pb will be zero when the pushbutton for moving the player left is pressed
right_pb.mode(PullUp); // The variable rightt_pb will be zero when the pushbutton for moving the player right is pressed
fire_pb.mode(PullUp); //the variable fire_pb will be zero when the pushbutton for firing a missile is pressed
-
+ fourth_pb.mode(PullUp);
+ int x=60;
+ int y=100;
+ int count=0;
+ int tem=0;
+ int num_city=4;
+ int life=3;
+ int delta=10;
+ int level=0;
+ int num_missile=0;;
+ int speed=0,interval=0,player_speed=0,pre_point=0;
+ int t=0;
+ CITY city;
+ MISSILE missile,player_missile;
/// 2.Begin the game loop
+ int current_life;
+ current_life=life_generate(life);
+ //playSound("/sd/wavfiles/begin.wav");
+ char begin[20];
+ sprintf(begin,"%s" ,"Press PB4 To Start!");
+ uLCD.text_string(begin,0,8,3,0xFF9900);
while(1){
-
+ if(fourth_pb==0){t=1;
+ playSound("/sd/wavfiles/start.wav");
+ uLCD.text_string(begin,0,8,3,BACKGROUND_COLOR);
+ break;}}
+ while(t){
+ display_score(count);
+ display_level(level);
/// 3.Example of drawing the player
- player_draw(60,100); // draws a player at the center of the screen
+ player_draw(x,y); // draws a player at the center of the screen
/// 4.Example of calling the missile API.
missile_generator(); /// It updates all incoming missiles on the screen
@@ -85,37 +102,148 @@
/// 5.Implement the code to get user input and update the player
/// -[Hint] You could see city_landscape.cpp to get some ideas about how to implement your player. <br>
if(left_pb == 0){
+ if(x<=109){
+ player_clear(x,y);
+ x=x+3;
+ player_draw(x,y);
+ }
/// -[Hint] Implement the code to move player left <br>
}
if(right_pb == 0){
+ if(x>=3){
+ player_clear(x,y);
+ x=x-3;
+ player_draw(x,y);
+ }
/// -[Hint] Implement the code to move player right <br>
}
- if(fire_pb == 0){
- /// -[Hint] Implement the code to fire player-missile <br>
-
- // [Demo of play sound file]
- playSound("/sd/wavfiles/BUZZER.wav");
- }
- /// 6.Implement the code to draw a user missile
- /// -[Hint] You could see missile.cpp or missile_generator() for your reference <br>
-
- /// 7.Implement the code to detect the collision between missiles and cities
- /// -[Hint] You could use city_get_info() and missile_get_info() <br>
- /// -[Hint] You could use missile_set_exploded() to notify the missile module that the missile was exploded. <br>
- /// -[Hint] You need to check which city was hit by the missile, and call city_destroy() to destroy it. <br>
- /// -[Hint] You might also check whether the missile hit the land <br>
-
- /// 8.Implement the code to detect a collision between player-missiles and incoming missiles
- /// -[Hint] You could use missile_get_info() to get the position of incoming missile <br>
- /// -[Hint] You could use missile_set_exploded() to notify the missile module that the missile was exploded. <br>
- /// -[Hint] You might also check whether the missile hit the player <br>
-
+ //player_missile_generator(x, y);
+ if(fire_pb == 0){
+ while( fire_pb==0){
+ }
+ //implement the code to fire player-missile <br>
+ player_missile_create(x+8, y-8.5);
+ }
+ if(fourth_pb==0&&num_missile<4){
+ while( fourth_pb==0){
+ }
+ use_fourth_pb();
+ }
+
+ if(left_pb==0&&right_pb==0){
+ speed++;interval=interval+5;
+ level++;
+ advanced_level(8-speed%8,100-interval%100);
+ }
+ player_missile_update_position();
+ int i,j,k;
+ for (i=0; i<MAX_NUM_MISSILE;i++){
+ missile=missile_get_info(i);
+ if(abs(missile.x-x)<10 &&abs(missile.y-y)<10&&missile.status==MISSILE_ACTIVE||abs(missile.x-x-10)<10 &&abs(missile.y-y)<10&&missile.status==MISSILE_ACTIVE){
+ missile_set_exploded(i);
+ life--;
+ life_reduce(current_life);
+ current_life=current_life-7;
+
+ }
+ for(k=0;k<MAX_NUM_CITY;k++){
+ city=city_get_info(k);
+ if(missile.y<127-city.height){
+ if(abs(missile.x-city.x)<10 && abs(missile.y-city.y)<10 &&missile.status==MISSILE_ACTIVE&&city.status==EXIST){
+ missile_set_exploded(i);
+ city_destroy(k);
+ num_city--;
+ uLCD.filled_circle(missile.x , missile.y , 4, 0xCCAA00);
+ wait(0.4);
+ circle_explosion(missile.x , missile.y);
+
+ uLCD.filled_circle(missile.x , missile.y , 4, BACKGROUND_COLOR);
+ //count=count-10;
+ display_score(count);
+ city_destory();
+
+
+ }
+ }
+ else{
+ if(abs(missile.x-(city.x-5))<10&&missile.status==MISSILE_ACTIVE &&city.status==EXIST ||abs(missile.x-(city.x+5))<10&&missile.status==MISSILE_ACTIVE&&city.status==EXIST){
+ uLCD.filled_circle(missile.x , missile.y , 2, 0xCCAA00);
+ missile_set_exploded(i);
+ city_destroy(k);
+ num_city--;
+ uLCD.filled_circle(missile.x , missile.y , 4, 0xCCAA00);
+ wait(0.4);
+ circle_explosion(missile.x , missile.y);
+ uLCD.filled_circle(missile.x , missile.y , 4, BACKGROUND_COLOR);
+ //count=count-10;
+ display_score(count);
+ city_destory();
+
+ }
+ }
+ }
+ for(j=0; j<MAX_NUM_PLAYER_MISSILE;j++){
+
+ player_missile=player_missile_get_info(j);
+ int radius_x=abs(missile.x-player_missile.x);
+ int radius_y=abs(player_missile.y-missile.y);
+ if(radius_x<delta &&radius_y<delta){
+
+ //delta can change depend on current level
+ if(missile.status==MISSILE_ACTIVE &&player_missile.status==MISSILE_ACTIVE){
+ uLCD.filled_circle(missile.x , missile.y , 2, 0xC90000);
+
+ missile_set_exploded(i);
+ player_missile_set_exploded(j);
+ wait(0.2);
+ uLCD.filled_circle(missile.x , missile.y , 2, BACKGROUND_COLOR);
+ interval=interval+5;
+ set_missile_interval(interval);
+ count++;
+ display_score(count);
+ point_get();
+
+
+ }//if
+
+ }//if
+
+ }//for j
+ }//for i
+
/// 9.Implement the code to check the end of game
/// -[Hint] For example, if there is no more city, it should be gameover. <br>
-
- }
-}
+ num_missile=num_missile_avi(tem);
+ seg_driver(5-num_missile%6);
+ //||num_city==0
+ if (life==-1||num_city==0){
+ //player_clear(x,y);
+ break;}
+ if(count%10==0 && count!=0&&count>pre_point){
+ player_set_missile_speed((8-player_speed%8));
+ char level_up[10];
+ sprintf(level_up,"%s" ,"Level up");
+ uLCD.text_string(level_up,0,8,3,0xFF9900);
+ wait(0.3);
+
+ uLCD.text_string(level_up,0,8,3,BACKGROUND_COLOR);
+ char speed_up[10];
+ sprintf(speed_up,"%s" ,"Speed up");
+ uLCD.text_string(speed_up,0,8,3,0xFF9900);
+ wait(0.2);
+ uLCD.text_string(level_up,0,8,3,BACKGROUND_COLOR);
+ playSound("/sd/wavfiles/level.wav");
+ speed++;interval=interval+5;
+ level++;
+ advanced_level(8-speed%8,100-interval%100);
+ pre_point=count;
+ }
+ } //while
+ uLCD.text_char('g', 6, 2, 0xCCAA00); uLCD.text_char('a', 7, 2, 0xCCAA00); uLCD.text_char('m', 8, 2, 0xCCAA00); uLCD.text_char('e', 9, 2, 0xCCAA00);
+ uLCD.text_char('o', 6, 4, 0xCCAA00);uLCD.text_char('v', 7, 4, 0xCCAA00);uLCD.text_char('e', 8, 4, 0xCCAA00);uLCD.text_char('r', 9, 4, 0xCCAA00);
+playSound("/sd/wavfiles/end.wav");
+}//main
// Example of implementation of your functions
void playSound(char * wav)
--- a/missile/missile.cpp Wed Nov 12 02:06:48 2014 +0000
+++ b/missile/missile.cpp Wed Nov 09 17:04:42 2016 +0000
@@ -21,11 +21,11 @@
*/
#include "missile_private.h"
-
-MISSILE missile_record[MAX_NUM_MISSILE];
-int missile_tick=0;
-int missile_interval = 10;
-int missile_speed = 4;
+#include "city_landscape_public.h"
+MISSILE missile_record[MAX_NUM_MISSILE];//MAX_NUM_MISSILE
+int missile_tick=1;
+int missile_interval =100;
+int missile_speed = 8;
// See the comments in missile_public.h
void missile_generator(void){
@@ -76,14 +76,21 @@
void missile_create(void){
int i;
for(i=0;i<MAX_NUM_MISSILE;i++){
+ //MAX_NUM_MISSILE
if(missile_record[i].status == MISSILE_DEACTIVE){
missile_record[i].y = 0;
//each missile has its own tick
missile_record[i].tick = 0;
+ //missile_record[i].tick = missile_tick;
//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;
+
+ missile_record[i].source_y = 0;
+
+ //missile_record[i].target_y = SIZE_X-3;
//the missile starts at its source
missile_record[i].x = missile_record[i].source_x;
missile_record[i].status = MISSILE_ACTIVE;
@@ -97,7 +104,7 @@
void missile_update_position(void){
int i;
//controls how fast the missile will move
- int rate = missile_speed * 25;
+ int rate = missile_speed * 23;
//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++){
@@ -112,6 +119,17 @@
missile_draw(missile_record[i], MISSILE_COLOR);
//update missile's internal tick
missile_record[i].tick++;
+ if (missile_record[i].y>122){
+
+ 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;
+ }
+ draw_landscape();
+
}
else if(missile_record[i].status == MISSILE_EXPLODED){
// clear the missile on the screen
--- a/missile/missile_public.h Wed Nov 12 02:06:48 2014 +0000
+++ b/missile/missile_public.h Wed Nov 09 17:04:42 2016 +0000
@@ -36,6 +36,8 @@
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;
@@ -67,4 +69,8 @@
*/
void set_missile_interval(int interval);
+void missile_clear(MISSILE missile);
+void missile_update_position();
+
+
#endif //MISSILE_PUBLIC_H
\ No newline at end of file
--- a/player.cpp Wed Nov 12 02:06:48 2014 +0000
+++ b/player.cpp Wed Nov 09 17:04:42 2016 +0000
@@ -1,37 +1,255 @@
-/* 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.
- */
+
// Template of player implementation
#include "mbed.h"
#include "uLCD_4DGL.h"
#include "globals.h"
#include "player.h"
-
-// Example of drawing the player
+#include "missile_public.h"
+#include "city_landscape_public.h"
+#define pi 3.14159265
void player_draw(int x, int y) {
- uLCD.filled_rectangle(x, y, x+PLAYER_WIDTH, y+PLAYER_HEIGHT, PLAYER_COLOR);
- uLCD.filled_rectangle(x+PLAYER_DELTA, y-PLAYER_DELTA, x+PLAYER_WIDTH-PLAYER_DELTA, y+PLAYER_HEIGHT, PLAYER_COLOR);
+ uLCD.circle(x+2,y,2,0x58C1FD);
+ uLCD.circle(x+14,y,2,0x58C1FD);
+ uLCD.rectangle(x+4, y-1.5, x+12, y+1.5, 0xECE9D8);
+ uLCD.triangle(x+2,y-1.5, x+12, y-1.5,x+9,y-8.5,0xECE9D8);
+ //uLCD.filled_rectangle(x+PLAYER_DELTA, y-PLAYER_DELTA, x+PLAYER_WIDTH-PLAYER_DELTA, y+PLAYER_HEIGHT, PLAYER_COLOR);
}
-
+void player_clear(int x,int y){
+ uLCD.circle(x+2,y,2,BACKGROUND_COLOR);
+ uLCD.circle(x+14,y,2,BACKGROUND_COLOR);
+ uLCD.rectangle(x+4, y-1.5, x+12, y+1.5, BACKGROUND_COLOR);
+ uLCD.triangle(x+2,y-1.5, x+12, y-1.5,x+9,y-8.5,BACKGROUND_COLOR);
+ //uLCD.filled_rectangle(x, y, x+PLAYER_WIDTH, y+PLAYER_HEIGHT, BACKGROUND_COLOR);
+ //uLCD.filled_rectangle(x+PLAYER_DELTA, y-PLAYER_DELTA, x+PLAYER_WIDTH-PLAYER_DELTA, y+PLAYER_HEIGHT, BACKGROUND_COLOR);
+ }
// ... You need to implement your own functions for player ...
+
+
+
+
+
+
+
+
+
+MISSILE player_missile_record[MAX_NUM_PLAYER_MISSILE];
+int player_missile_tick=1;
+int player_missile_interval = 17;
+int player_missile_speed = 8;
+int num_missile=0;
+void player_missile_generator(int x, int y){
+ player_missile_tick++;
+ // only fire the missile at certain ticks
+ if((player_missile_tick % player_missile_interval)==0 || player_missile_tick==1){
+ player_missile_create(x,y);
+ }
+
+ // update the missiles and draw them
+ player_missile_update_position();
+}
+
+void player_set_missile_speed(int speed){
+ ASSERT_P(player_missile_speed>=1 && player_missile_speed<=8,ERROR_MISSILE_SPEED);
+ if(player_missile_speed>=1 && player_missile_speed<=8){
+ player_missile_speed = speed;
+ }
+}
+
+// set missile interval (default interval is 10)
+void player_set_missile_interval(int interval){
+ ASSERT_P(player_missile_interval>=1 && player_missile_interval<=100,ERROR_MISSILE_INTERVAL);
+ if(player_missile_interval>=1 && interval<=100){
+ player_missile_interval = interval;
+ }
+}
+
+
+
+void player_missile_create(int current_x, int intcurrent_y){
+ int i;
+ for(i=0;i<MAX_NUM_PLAYER_MISSILE;i++){
+ if(player_missile_record[i].status == MISSILE_DEACTIVE){
+
+ player_missile_record[i].y = 97;
+ //each missile has its own tick
+ player_missile_record[i].tick = 0;
+ //missile_record[i].tick = missile_tick;
+ //set a random source for the missile
+ player_missile_record[i].source_x = current_x;
+ player_missile_record[i].source_y = 97;
+ //set a random target for the missile
+ player_missile_record[i].target_y = 0;
+ player_missile_record[i].target_x = current_x;
+ //player_missile_record[i].y = player_missile_record[i].source_y;
+ player_missile_record[i].status = MISSILE_ACTIVE;
+ num_missile++;
+ break;
+ }
+ }
+}
+
+
+
+
+
+
+
+
+
+
+
+void player_missile_update_position(void){
+ int i;
+ player_missile_tick++;
+ //controls how fast the missile will move
+ //int rate = player_missile_speed * 25;
+ int rate = player_missile_speed * 25;
+ //delta_x and delta_y account for the slope of the missile
+ double delta_y;
+ for(i=0;i<MAX_NUM_PLAYER_MISSILE;i++){
+ if(player_missile_record[i].status == MISSILE_ACTIVE){
+ // update missile position
+ //delta_x = (player_missile_record[i].target_x - player_missile_record[i].source_x)/rate;
+ delta_y = -200/rate;
+ player_missile_draw(player_missile_record[i], BACKGROUND_COLOR);
+ //player_missile_record[i].x = player_missile_record[i].source_x;
+ player_missile_record[i].y = (int)(player_missile_record[i].source_y + delta_y*(player_missile_record[i].tick%rate));
+ // player_missile_record[i].y = (int)(delta_y*(player_missile_record[i].tick%rate));
+ player_missile_record[i].x = (int)(player_missile_record[i].source_x);
+
+ // draw missile
+ player_missile_draw(player_missile_record[i], 0x508ADF);
+ player_missile_record[i].tick++;
+ //draw_landscape();
+ //update missile's internal tick
+ if (player_missile_record[i].tick==rate){
+ player_missile_record[i].status= MISSILE_DEACTIVE;
+
+ player_missile_record[i].tick = 0;
+ num_missile--;
+ }
+ //player_missile_record[i].tick++;
+ }
+ else if(player_missile_record[i].status == MISSILE_EXPLODED){
+ // clear the missile on the screen
+
+ player_missile_draw(player_missile_record[i], BACKGROUND_COLOR);
+
+ // we have done with this missile, remove it from record
+ player_missile_record[i].status = MISSILE_DEACTIVE;
+ //resets the missile's internal tick
+ player_missile_record[i].tick = 0;
+ num_missile--;
+ }
+
+ }
+}
+
+MISSILE player_missile_get_info(int index){
+ // All interface for user should have error checking
+ ASSERT_P(index<MAX_NUM_PLAYER_MISSILE,ERROR_MISSILE_INDEX_GET_INFO);
+
+ return player_missile_record[index];
+}
+
+
+void player_missile_set_exploded(int index){
+ // All interface for user should have error checking
+ ASSERT_P(index<MAX_NUM_PLAYER_MISSILE,ERROR_MISSILE_INDEX_UPDATE_STATUS);
+
+ player_missile_record[index].status = MISSILE_EXPLODED;
+}
+
+
+void player_missile_draw(MISSILE player_missile, int color){
+ int init_x,init_y,current_x,current_y;
+
+ init_x = player_missile.source_x;
+ init_y = 100;
+ current_x = player_missile.x;
+ current_y = player_missile.y;
+ uLCD.line(init_x, init_y, current_x, current_y, color);
+}
+
+void life_reduce(int x){
+ uLCD.circle(x , 5 , 3, BACKGROUND_COLOR);
+ }
+
+int life_generate(int life){
+ int i;int x_=0;;
+ for(i=0;i<life;i++){
+ x_=5+7*i;
+ uLCD.circle( x_, 5 , 3, 0x508ADF);
+ }
+
+ return x_;
+}
+int num_missile_avi(int x){
+ x= num_missile;
+ return x;
+ }
+void city_destory(){
+ uLCD.text_char('-', 13, 6, 0xCCAA00);
+ uLCD.text_char('1', 14, 6, 0xCCAA00);
+ uLCD.text_char('0',15, 6, 0xCCAA00);
+
+ wait(0.3);
+ uLCD.text_char('-', 13, 6, BACKGROUND_COLOR);
+ uLCD.text_char('1', 14, 6, BACKGROUND_COLOR);
+ uLCD.text_char('0', 15, 6, BACKGROUND_COLOR);
+ }
+void point_get(){
+ uLCD.text_char('+', 13, 6, 0xCCAA00);
+ uLCD.text_char('1', 14, 6, 0xCCAA00);
+ wait(0.3);
+ uLCD.text_char('-', 13, 6, BACKGROUND_COLOR);
+ uLCD.text_char('1', 14, 6, BACKGROUND_COLOR);
+ }
+void display_score(int x){
+ char str[8];
+ sprintf(str, "%d", x);
+ uLCD.text_string(str,15,1,3,0xFF9900);
+ }
+ void advanced_level(int speed, int interval){
+ set_missile_interval(interval);
+ set_missile_speed( speed);
+ }
+void display_level(int x){
+ char str[2];
+ sprintf(str, "%d", x);
+ uLCD.text_string(str,0,3,3,0xFF9900);
+ }
+void circle_explosion(int x,int y){
+ int angle=0;
+ for(angle=0;angle<=360;angle=angle+20){
+ int delta_x=4*cos(angle*pi/180);
+ int delta_y=4*sin(angle*pi/180);
+ uLCD.filled_circle(x+delta_x-2 , y+delta_y-2 , 2, 0xECE9D8);
+ wait(0.15);
+ uLCD.filled_circle(x+delta_x-2 , y+delta_y-2 , 2, BACKGROUND_COLOR);
+ }
+ }
+
+ void use_fourth_pb(){
+ char str[10];
+ sprintf(str, "%s", "super bomb");
+ uLCD.text_string(str,5,3,3,0xECE9D8);
+ wait(0.25);
+ uLCD.text_string(str,5,3,3,BACKGROUND_COLOR);
+ int i;
+ MISSILE missile;
+ for(i=0;i<5;i++){
+
+ missile=missile_get_info(i);
+ if(missile.status == MISSILE_ACTIVE){
+
+ uLCD.filled_circle(missile.x ,missile.y, 2, 0xECE9D8);
+ wait(0.2);
+ uLCD.filled_circle(missile.x ,missile.y, 2, BACKGROUND_COLOR);
+ missile_set_exploded(i);
+ }
+ }
+ }
\ No newline at end of file
--- a/player.h Wed Nov 12 02:06:48 2014 +0000
+++ b/player.h Wed Nov 09 17:04:42 2016 +0000
@@ -28,14 +28,35 @@
#define PLAYER_WIDTH 10
#define PLAYER_HEIGHT 3
#define PLAYER_DELTA 3
-#define PLAYER_COLOR 0x0000FF
-
+#define PLAYER_COLOR 0x4DB849
+#include "missile_public.h"
+//#include "missile_public.h"
/** Get the information of city
@brief x and y are the top left corner of the player drawing
@param x x-coordinate
@param y y-coordinate
*/
+ #define MAX_NUM_PLAYER_MISSILE 5
+
void player_draw(int x, int y);
+void player_clear(int x_clear,int y_clear);
+void player_missile_create(int x2,int y2);
+void player_missile_update_position(void);
+void player_missile_draw(MISSILE missile, int color);
+void player_missile_generator(int x1, int y1);
+MISSILE player_missile_get_info(int index);
+void player_missile_set_exploded(int index);
+void player_set_missile_speed(int speed);
+void life_reduce(int x);
+int life_generate(int life);
+int num_missile_avi(int x);
+void city_destory();
+void point_get();
+void display_score(int x);
+void advanced_level(int speed, int interval);
+void display_level(int x);
+void circle_explosion(int x,int y);
+void use_fourth_pb();
#endif //PLAYER_H
\ No newline at end of file
