Version of Robotron arcade game using LPC1768, a Gameduino shield, a serial EEPROM (for high scores), two microswitch joysticks and two buttons plus a box to put it in. 20 levels of mayhem.
Dependencies: 25LCxxx_SPI CommonTypes Gameduino mbed
CrusherObject.cpp@18:70190f956a24, 2013-06-17 (annotated)
- Committer:
- RichardE
- Date:
- Mon Jun 17 15:10:43 2013 +0000
- Revision:
- 18:70190f956a24
- Parent:
- 7:e72691603fd3
Improved response to button 1 when entering high scores (HighScoreEntry.cpp).
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
RichardE | 7:e72691603fd3 | 1 | /* |
RichardE | 7:e72691603fd3 | 2 | * SOURCE FILE : CrusherObject.cpp |
RichardE | 7:e72691603fd3 | 3 | * |
RichardE | 7:e72691603fd3 | 4 | * Represents a big square robot that crushes humans. |
RichardE | 7:e72691603fd3 | 5 | * |
RichardE | 7:e72691603fd3 | 6 | */ |
RichardE | 7:e72691603fd3 | 7 | |
RichardE | 7:e72691603fd3 | 8 | #include "CrusherObject.h" |
RichardE | 7:e72691603fd3 | 9 | #include "Gameduino.h" |
RichardE | 7:e72691603fd3 | 10 | #include "FrameCounter.h" |
RichardE | 7:e72691603fd3 | 11 | #include "ArenaConst.h" |
RichardE | 7:e72691603fd3 | 12 | #include "Animations.h" |
RichardE | 7:e72691603fd3 | 13 | #include "Walker.h" |
RichardE | 7:e72691603fd3 | 14 | |
RichardE | 7:e72691603fd3 | 15 | /***************/ |
RichardE | 7:e72691603fd3 | 16 | /* CONSTRUCTOR */ |
RichardE | 7:e72691603fd3 | 17 | /***************/ |
RichardE | 7:e72691603fd3 | 18 | CrusherObject::CrusherObject() : |
RichardE | 7:e72691603fd3 | 19 | animationData( Animations::CrusherAnimation ), |
RichardE | 7:e72691603fd3 | 20 | stunCountdown( 0 ), |
RichardE | 7:e72691603fd3 | 21 | stunFrameCount( 0 ) |
RichardE | 7:e72691603fd3 | 22 | { |
RichardE | 7:e72691603fd3 | 23 | // Initialise horizontal and vertical speeds. |
RichardE | 7:e72691603fd3 | 24 | Walker::InitialiseVelocities( &hSpeed, &vSpeed ); |
RichardE | 7:e72691603fd3 | 25 | // Movement is always restricted (property of GameObject). |
RichardE | 7:e72691603fd3 | 26 | MovementRestricted = true; |
RichardE | 7:e72691603fd3 | 27 | // Restrict to boundary of arena. |
RichardE | 7:e72691603fd3 | 28 | Bounds = &ArenaRectangle; |
RichardE | 7:e72691603fd3 | 29 | // Crushers are indestructable. |
RichardE | 7:e72691603fd3 | 30 | HitPoints = Indestructable; |
RichardE | 7:e72691603fd3 | 31 | // Crushers squash humans. |
RichardE | 7:e72691603fd3 | 32 | SquashesHumans = true; |
RichardE | 7:e72691603fd3 | 33 | } |
RichardE | 7:e72691603fd3 | 34 | |
RichardE | 7:e72691603fd3 | 35 | /**************/ |
RichardE | 7:e72691603fd3 | 36 | /* DESTRUCTOR */ |
RichardE | 7:e72691603fd3 | 37 | /**************/ |
RichardE | 7:e72691603fd3 | 38 | CrusherObject::~CrusherObject() { |
RichardE | 7:e72691603fd3 | 39 | } |
RichardE | 7:e72691603fd3 | 40 | |
RichardE | 7:e72691603fd3 | 41 | /************************/ |
RichardE | 7:e72691603fd3 | 42 | /* MOVE THE GAME OBJECT */ |
RichardE | 7:e72691603fd3 | 43 | /************************/ |
RichardE | 7:e72691603fd3 | 44 | void CrusherObject::ProtectedMove( void ) { |
RichardE | 7:e72691603fd3 | 45 | if( stunCountdown > 0 ) { |
RichardE | 7:e72691603fd3 | 46 | stunCountdown--; |
RichardE | 7:e72691603fd3 | 47 | } |
RichardE | 7:e72691603fd3 | 48 | else { |
RichardE | 7:e72691603fd3 | 49 | Walker::Walk( &Xco, &Yco, &hSpeed, &vSpeed, RestrictionFlags ); |
RichardE | 7:e72691603fd3 | 50 | } |
RichardE | 7:e72691603fd3 | 51 | } |
RichardE | 7:e72691603fd3 | 52 | |
RichardE | 7:e72691603fd3 | 53 | /************************/ |
RichardE | 7:e72691603fd3 | 54 | /* DRAW THE GAME OBJECT */ |
RichardE | 7:e72691603fd3 | 55 | /************************/ |
RichardE | 7:e72691603fd3 | 56 | // Pass pointer to Gameduino to draw on in gd. |
RichardE | 7:e72691603fd3 | 57 | // This is only called after it has been established that the |
RichardE | 7:e72691603fd3 | 58 | // game object is visible. |
RichardE | 7:e72691603fd3 | 59 | void CrusherObject::Draw( Gameduino *gd ) { |
RichardE | 7:e72691603fd3 | 60 | // Only update stunFrameCount when not stunned. |
RichardE | 7:e72691603fd3 | 61 | // This halts animation when in stunned state. |
RichardE | 7:e72691603fd3 | 62 | if( stunCountdown == 0 ) { |
RichardE | 7:e72691603fd3 | 63 | stunFrameCount = FrameCounter >> 3; |
RichardE | 7:e72691603fd3 | 64 | } |
RichardE | 7:e72691603fd3 | 65 | Walker::Draw( gd, SpriteNumber, Xco, Yco, hSpeed, stunFrameCount, animationData ); |
RichardE | 7:e72691603fd3 | 66 | } |
RichardE | 7:e72691603fd3 | 67 | |
RichardE | 7:e72691603fd3 | 68 | /********************************************/ |
RichardE | 7:e72691603fd3 | 69 | /* INFORM ENEMY IT HAS BEEN HIT BY A BULLET */ |
RichardE | 7:e72691603fd3 | 70 | /********************************************/ |
RichardE | 7:e72691603fd3 | 71 | // Default implementation does nothing but if special behaviour |
RichardE | 7:e72691603fd3 | 72 | // is required in a derived class then this should be overridden. |
RichardE | 7:e72691603fd3 | 73 | // Note that this does NOT deal with determining if the enemy is dead or not. |
RichardE | 7:e72691603fd3 | 74 | // An enemy ALWAYS dies if HitPoints reaches zero. |
RichardE | 7:e72691603fd3 | 75 | void CrusherObject::RegisterHitByBullet( void ) { |
RichardE | 7:e72691603fd3 | 76 | stunCountdown = 10; |
RichardE | 7:e72691603fd3 | 77 | } |