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
HumanObject.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 : HumanObject.cpp |
RichardE | 7:e72691603fd3 | 3 | * |
RichardE | 7:e72691603fd3 | 4 | * Represents a wandering human. |
RichardE | 7:e72691603fd3 | 5 | * |
RichardE | 7:e72691603fd3 | 6 | */ |
RichardE | 7:e72691603fd3 | 7 | |
RichardE | 7:e72691603fd3 | 8 | #include "HumanObject.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 | // Index of next animation to use when constructing. |
RichardE | 7:e72691603fd3 | 16 | UInt8 HumanObject::nextAnimationIndex = 0; |
RichardE | 7:e72691603fd3 | 17 | |
RichardE | 7:e72691603fd3 | 18 | /***************/ |
RichardE | 7:e72691603fd3 | 19 | /* CONSTRUCTOR */ |
RichardE | 7:e72691603fd3 | 20 | /***************/ |
RichardE | 7:e72691603fd3 | 21 | // Pass number of sprite to use in sn. |
RichardE | 7:e72691603fd3 | 22 | // Pass address of animation data in ad. |
RichardE | 7:e72691603fd3 | 23 | // Animation data must consist of AnimationStages bytes which gives the sprite |
RichardE | 7:e72691603fd3 | 24 | // image numbers used for each state of the animation. |
RichardE | 7:e72691603fd3 | 25 | HumanObject::HumanObject() : |
RichardE | 7:e72691603fd3 | 26 | CurrentState( WalkingAbout ), |
RichardE | 7:e72691603fd3 | 27 | animationData( Animations::HumanAnimations[ nextAnimationIndex++ ] ), |
RichardE | 7:e72691603fd3 | 28 | countdown( 100 ) |
RichardE | 7:e72691603fd3 | 29 | { |
RichardE | 7:e72691603fd3 | 30 | // Wrap around animation index. |
RichardE | 7:e72691603fd3 | 31 | nextAnimationIndex %= Animations::HumanAnimationCount; |
RichardE | 7:e72691603fd3 | 32 | // Initialise horizontal and vertical speeds. |
RichardE | 7:e72691603fd3 | 33 | Walker::InitialiseVelocities( &hSpeed, &vSpeed ); |
RichardE | 7:e72691603fd3 | 34 | // Movement is always restricted (property of GameObject). |
RichardE | 7:e72691603fd3 | 35 | MovementRestricted = true; |
RichardE | 7:e72691603fd3 | 36 | // Restrict to boundary of arena. |
RichardE | 7:e72691603fd3 | 37 | Bounds = &ArenaRectangle; |
RichardE | 7:e72691603fd3 | 38 | } |
RichardE | 7:e72691603fd3 | 39 | |
RichardE | 7:e72691603fd3 | 40 | /**************/ |
RichardE | 7:e72691603fd3 | 41 | /* DESTRUCTOR */ |
RichardE | 7:e72691603fd3 | 42 | /**************/ |
RichardE | 7:e72691603fd3 | 43 | HumanObject::~HumanObject() { |
RichardE | 7:e72691603fd3 | 44 | } |
RichardE | 7:e72691603fd3 | 45 | |
RichardE | 7:e72691603fd3 | 46 | /*****************************/ |
RichardE | 7:e72691603fd3 | 47 | /* GET TYPE OF HUMAN THIS IS */ |
RichardE | 7:e72691603fd3 | 48 | /*****************************/ |
RichardE | 7:e72691603fd3 | 49 | // Returns type of human. |
RichardE | 7:e72691603fd3 | 50 | HumanObject::HumanType HumanObject::GetHumanType( void ) { |
RichardE | 7:e72691603fd3 | 51 | return ( animationData == Animations::WomanAnimation ) ? Woman : Man; |
RichardE | 7:e72691603fd3 | 52 | } |
RichardE | 7:e72691603fd3 | 53 | |
RichardE | 7:e72691603fd3 | 54 | /************************/ |
RichardE | 7:e72691603fd3 | 55 | /* MOVE THE GAME OBJECT */ |
RichardE | 7:e72691603fd3 | 56 | /************************/ |
RichardE | 7:e72691603fd3 | 57 | void HumanObject::ProtectedMove( void ) { |
RichardE | 7:e72691603fd3 | 58 | switch( CurrentState ) { |
RichardE | 7:e72691603fd3 | 59 | case WalkingAbout : |
RichardE | 7:e72691603fd3 | 60 | // Make human bounce of edges of restriction area. |
RichardE | 7:e72691603fd3 | 61 | Walker::Walk( &Xco, &Yco, &hSpeed, &vSpeed, RestrictionFlags ); |
RichardE | 7:e72691603fd3 | 62 | break; |
RichardE | 7:e72691603fd3 | 63 | case Rescued : |
RichardE | 7:e72691603fd3 | 64 | case Dead : |
RichardE | 7:e72691603fd3 | 65 | // Count down and when count reaches zero make human invisible. |
RichardE | 7:e72691603fd3 | 66 | if( countdown > 0 ) { |
RichardE | 7:e72691603fd3 | 67 | countdown--; |
RichardE | 7:e72691603fd3 | 68 | } |
RichardE | 7:e72691603fd3 | 69 | Visible = ( countdown > 0 ); |
RichardE | 7:e72691603fd3 | 70 | break; |
RichardE | 7:e72691603fd3 | 71 | } |
RichardE | 7:e72691603fd3 | 72 | } |
RichardE | 7:e72691603fd3 | 73 | |
RichardE | 7:e72691603fd3 | 74 | /************************/ |
RichardE | 7:e72691603fd3 | 75 | /* DRAW THE GAME OBJECT */ |
RichardE | 7:e72691603fd3 | 76 | /************************/ |
RichardE | 7:e72691603fd3 | 77 | // Pass pointer to a Gameduino to draw on in gd. |
RichardE | 7:e72691603fd3 | 78 | // This is only called after it has been established that the |
RichardE | 7:e72691603fd3 | 79 | // game object is visible. |
RichardE | 7:e72691603fd3 | 80 | void HumanObject::Draw( Gameduino *gd ) { |
RichardE | 7:e72691603fd3 | 81 | switch( CurrentState ) { |
RichardE | 7:e72691603fd3 | 82 | case WalkingAbout : |
RichardE | 7:e72691603fd3 | 83 | Walker::Draw( gd, SpriteNumber, Xco, Yco, hSpeed, FrameCounter >> 3, animationData ); |
RichardE | 7:e72691603fd3 | 84 | break; |
RichardE | 7:e72691603fd3 | 85 | case Rescued : |
RichardE | 7:e72691603fd3 | 86 | gd->sprite( SpriteNumber, ToPixel( Xco ), ToPixel( Yco ), FiftyImage, 0, Gameduino::None, GoodGuy ); |
RichardE | 7:e72691603fd3 | 87 | break; |
RichardE | 7:e72691603fd3 | 88 | case Dead : |
RichardE | 7:e72691603fd3 | 89 | gd->sprite( SpriteNumber, ToPixel( Xco ), ToPixel( Yco ), SkullImage, 0, Gameduino::None, GoodGuy ); |
RichardE | 7:e72691603fd3 | 90 | break; |
RichardE | 7:e72691603fd3 | 91 | } |
RichardE | 7:e72691603fd3 | 92 | } |