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:
5:0b0651ac7832
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 : Level1.cpp
RichardE 0:5fa232ee5fdf 3 *
RichardE 0:5fa232ee5fdf 4 * Definition of class Level1.
RichardE 0:5fa232ee5fdf 5 * Machine written by program MapleRobotRicLevelGenerator.
RichardE 0:5fa232ee5fdf 6 * DO NOT EDIT BY HAND!
RichardE 0:5fa232ee5fdf 7 *
RichardE 0:5fa232ee5fdf 8 */
RichardE 0:5fa232ee5fdf 9
RichardE 0:5fa232ee5fdf 10 #include "Level1.h"
RichardE 0:5fa232ee5fdf 11
RichardE 0:5fa232ee5fdf 12 /**************/
RichardE 0:5fa232ee5fdf 13 /* PLAY LEVEL */
RichardE 0:5fa232ee5fdf 14 /**************/
RichardE 0:5fa232ee5fdf 15 // Returns code indicating how level ended.
RichardE 0:5fa232ee5fdf 16 Level::LevelExitCode Level1::Play( void ) {
RichardE 0:5fa232ee5fdf 17 #if 0
RichardE 0:5fa232ee5fdf 18 LevelData dataForThisLevel;
RichardE 0:5fa232ee5fdf 19 GameObject **ptr = dataForThisLevel.Enemies;
RichardE 0:5fa232ee5fdf 20 UInt8 i, humanCount, enemyCount = 0;
RichardE 0:5fa232ee5fdf 21 // Enemies of type GruntObject.
RichardE 0:5fa232ee5fdf 22 #define GRUNTOBJECTCOUNT 5
RichardE 0:5fa232ee5fdf 23 GruntObject gruntobjects[ GRUNTOBJECTCOUNT ];
RichardE 0:5fa232ee5fdf 24 for( i = 0; i < GRUNTOBJECTCOUNT; ++i ) {
RichardE 0:5fa232ee5fdf 25 if( enemyCount < LevelData::MaxEnemies ) {
RichardE 0:5fa232ee5fdf 26 *ptr++ = gruntobjects + i;
RichardE 0:5fa232ee5fdf 27 enemyCount++;
RichardE 0:5fa232ee5fdf 28 }
RichardE 0:5fa232ee5fdf 29 }
RichardE 0:5fa232ee5fdf 30 // Enemies of type CrusherObject.
RichardE 0:5fa232ee5fdf 31 #define CRUSHEROBJECTCOUNT 5
RichardE 0:5fa232ee5fdf 32 CrusherObject crusherobjects[ CRUSHEROBJECTCOUNT ];
RichardE 0:5fa232ee5fdf 33 for( i = 0; i < CRUSHEROBJECTCOUNT; ++i ) {
RichardE 0:5fa232ee5fdf 34 if( enemyCount < LevelData::MaxEnemies ) {
RichardE 0:5fa232ee5fdf 35 *ptr++ = crusherobjects + i;
RichardE 0:5fa232ee5fdf 36 enemyCount++;
RichardE 0:5fa232ee5fdf 37 }
RichardE 0:5fa232ee5fdf 38 }
RichardE 0:5fa232ee5fdf 39 // Humans.
RichardE 0:5fa232ee5fdf 40 #define HUMANCOUNT 5
RichardE 0:5fa232ee5fdf 41 HumanObject humans[ HUMANCOUNT ];
RichardE 0:5fa232ee5fdf 42 ptr = dataForThisLevel.Humans;
RichardE 0:5fa232ee5fdf 43 humanCount = ( HUMANCOUNT > LevelData::MaxHumans ) ? LevelData::MaxHumans : HUMANCOUNT;
RichardE 0:5fa232ee5fdf 44 for( i = 0; i < humanCount; ++i ) {
RichardE 0:5fa232ee5fdf 45 *ptr++ = humans + i;
RichardE 0:5fa232ee5fdf 46 }
RichardE 0:5fa232ee5fdf 47 DataForLevel = &dataForThisLevel;
RichardE 0:5fa232ee5fdf 48 return PlayLoop();
RichardE 0:5fa232ee5fdf 49 #else
RichardE 0:5fa232ee5fdf 50 return Completed;
RichardE 0:5fa232ee5fdf 51 #endif
RichardE 0:5fa232ee5fdf 52 }
RichardE 0:5fa232ee5fdf 53