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

Committer:
RichardE
Date:
Tue Jun 04 20:16:33 2013 +0000
Revision:
0:5fa232ee5fdf
Child:
1:dfd5eaaf96a3
Started conversion from Maple version of game. So far Gameduino seems to have been initialised OK and just displays a sign on message. Lots of commented out code.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
RichardE 0:5fa232ee5fdf 1 /*
RichardE 0:5fa232ee5fdf 2 * SOURCE FILE : Level.h
RichardE 0:5fa232ee5fdf 3 *
RichardE 0:5fa232ee5fdf 4 * Definition of class Level.
RichardE 0:5fa232ee5fdf 5 * Base class for all levels.
RichardE 0:5fa232ee5fdf 6 *
RichardE 0:5fa232ee5fdf 7 */
RichardE 0:5fa232ee5fdf 8
RichardE 0:5fa232ee5fdf 9 #ifndef LevelDefined
RichardE 0:5fa232ee5fdf 10
RichardE 0:5fa232ee5fdf 11 #define LevelDefined
RichardE 0:5fa232ee5fdf 12
RichardE 0:5fa232ee5fdf 13 #include "Types.h"
RichardE 0:5fa232ee5fdf 14 #include "Gameduino.h" // Gameduino library
RichardE 0:5fa232ee5fdf 15 #include "HighScoreTable.h"
RichardE 0:5fa232ee5fdf 16 #if 0
RichardE 0:5fa232ee5fdf 17 #include "GDConst.h" // a few more Gameduino constants
RichardE 0:5fa232ee5fdf 18 #include "GDExtra.h" // a few more Gameduino related functions
RichardE 0:5fa232ee5fdf 19 #include "ArenaConst.h"
RichardE 0:5fa232ee5fdf 20 #include "SpriteImageId.h"
RichardE 0:5fa232ee5fdf 21 #include "CharCodes.h" // character codes
RichardE 0:5fa232ee5fdf 22 #include "GameObject.h"
RichardE 0:5fa232ee5fdf 23 #include "GruntObject.h"
RichardE 0:5fa232ee5fdf 24 #include "BlueMeanyObject.h"
RichardE 0:5fa232ee5fdf 25 #include "CrusherObject.h"
RichardE 0:5fa232ee5fdf 26 #include "BrainObject.h"
RichardE 0:5fa232ee5fdf 27 #include "StringData.h"
RichardE 0:5fa232ee5fdf 28 #include "CharFrame.h"
RichardE 0:5fa232ee5fdf 29 #include "SoundManager.h"
RichardE 0:5fa232ee5fdf 30 #include "Sounds.h"
RichardE 0:5fa232ee5fdf 31 #endif
RichardE 0:5fa232ee5fdf 32
RichardE 0:5fa232ee5fdf 33 class Level {
RichardE 0:5fa232ee5fdf 34
RichardE 0:5fa232ee5fdf 35 public :
RichardE 0:5fa232ee5fdf 36
RichardE 0:5fa232ee5fdf 37 // Number of this level.
RichardE 0:5fa232ee5fdf 38 UInt8 LevelNumber;
RichardE 0:5fa232ee5fdf 39
RichardE 0:5fa232ee5fdf 40 /***************/
RichardE 0:5fa232ee5fdf 41 /* CONSTRUCTOR */
RichardE 0:5fa232ee5fdf 42 /***************/
RichardE 0:5fa232ee5fdf 43 Level();
RichardE 0:5fa232ee5fdf 44
RichardE 0:5fa232ee5fdf 45 /**************/
RichardE 0:5fa232ee5fdf 46 /* DESTRUCTOR */
RichardE 0:5fa232ee5fdf 47 /**************/
RichardE 0:5fa232ee5fdf 48 virtual ~Level();
RichardE 0:5fa232ee5fdf 49
RichardE 0:5fa232ee5fdf 50 /************************/
RichardE 0:5fa232ee5fdf 51 /* SET HIGH SCORE TABLE */
RichardE 0:5fa232ee5fdf 52 /************************/
RichardE 0:5fa232ee5fdf 53 // Pass pointer to EEPROM in e.
RichardE 0:5fa232ee5fdf 54 void SetHighScores( HighScoreTable *hst ) {
RichardE 0:5fa232ee5fdf 55 highScores = hst;
RichardE 0:5fa232ee5fdf 56 }
RichardE 0:5fa232ee5fdf 57
RichardE 0:5fa232ee5fdf 58 /***************************************/
RichardE 0:5fa232ee5fdf 59 /* SET PLAYER WHO IS PLAYING THE LEVEL */
RichardE 0:5fa232ee5fdf 60 /***************************************/
RichardE 0:5fa232ee5fdf 61 // Pass pointer to player in p.
RichardE 0:5fa232ee5fdf 62 #if 0
RichardE 0:5fa232ee5fdf 63 void SetPlayer( PlayerObject *p ) {
RichardE 0:5fa232ee5fdf 64 player = p;
RichardE 0:5fa232ee5fdf 65 }
RichardE 0:5fa232ee5fdf 66 #endif
RichardE 0:5fa232ee5fdf 67
RichardE 0:5fa232ee5fdf 68 // Enumeration of reasons why level ended.
RichardE 0:5fa232ee5fdf 69 enum LevelExitCode {
RichardE 0:5fa232ee5fdf 70 Completed, // level was completed
RichardE 0:5fa232ee5fdf 71 GameOver, // player has no more lives
RichardE 0:5fa232ee5fdf 72 };
RichardE 0:5fa232ee5fdf 73
RichardE 0:5fa232ee5fdf 74 /**************/
RichardE 0:5fa232ee5fdf 75 /* PLAY LEVEL */
RichardE 0:5fa232ee5fdf 76 /**************/
RichardE 0:5fa232ee5fdf 77 // Returns code indicating how level ended.
RichardE 0:5fa232ee5fdf 78 virtual LevelExitCode Play( void ) = 0;
RichardE 0:5fa232ee5fdf 79
RichardE 0:5fa232ee5fdf 80 protected :
RichardE 0:5fa232ee5fdf 81
RichardE 0:5fa232ee5fdf 82 // Pointer to high score table.
RichardE 0:5fa232ee5fdf 83 HighScoreTable *highScores;
RichardE 0:5fa232ee5fdf 84
RichardE 0:5fa232ee5fdf 85 // Player playing the level.
RichardE 0:5fa232ee5fdf 86 // PlayerObject *player;
RichardE 0:5fa232ee5fdf 87
RichardE 0:5fa232ee5fdf 88 /*************/
RichardE 0:5fa232ee5fdf 89 /* PLAY LOOP */
RichardE 0:5fa232ee5fdf 90 /*************/
RichardE 0:5fa232ee5fdf 91 // Returns code indicating how level ended.
RichardE 0:5fa232ee5fdf 92 // This method should be called from the Play method after the
RichardE 0:5fa232ee5fdf 93 // level data has been initialised and the return value returned
RichardE 0:5fa232ee5fdf 94 // by the Play method.
RichardE 0:5fa232ee5fdf 95 virtual LevelExitCode PlayLoop( void ) = 0;
RichardE 0:5fa232ee5fdf 96
RichardE 0:5fa232ee5fdf 97 };
RichardE 0:5fa232ee5fdf 98
RichardE 0:5fa232ee5fdf 99 #endif
RichardE 0:5fa232ee5fdf 100
RichardE 0:5fa232ee5fdf 101 /* END of Level.h */
RichardE 0:5fa232ee5fdf 102