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

Revision:
5:0b0651ac7832
Parent:
4:673eb9735d44
Child:
6:8bbdb70bc11c
--- a/GameObject.h	Sat Jun 08 11:24:05 2013 +0000
+++ b/GameObject.h	Sat Jun 08 14:40:47 2013 +0000
@@ -62,10 +62,10 @@
     // Indicates which Gameduino sprite is being used for this object.
     UInt8 SpriteNumber;
     
-        // Determines if object is retained on a level restart.
-        // Most enemy objects are retained on a level restart, although their positions change.
-        // However, enemy bullets (for example) are killed off on a level restart.
-        bool RetainOnLevelRestart;
+    // Determines if object is retained on a level restart.
+    // Most enemy objects are retained on a level restart, although their positions change.
+    // However, enemy bullets (for example) are killed off on a level restart.
+    bool RetainOnLevelRestart;
         
     /***************/
     /* CONSTRUCTOR */
@@ -81,7 +81,7 @@
       DeleteWhenRestricted( false ),
       RestrictionFlags( 0 ),
       SpriteNumber( 0 ),
-            RetainOnLevelRestart( true )
+      RetainOnLevelRestart( true )
     {
     }
 
@@ -172,9 +172,10 @@
     /************************/
     /* DRAW THE GAME OBJECT */
     /************************/
+    // Pass pointer to Gameduino to draw on in gd.
     // Note if Visible is false this should not draw anything
     // and/or hide the visible object.
-    virtual void Draw( void ) = 0;
+    virtual void Draw( Gameduino *gd ) = 0;
     
     /**********************************/
     /* INITIALISE AN ARRAY OF OBJECTS */