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

Level0.cpp

Committer:
RichardE
Date:
2013-06-04
Revision:
0:5fa232ee5fdf
Child:
1:dfd5eaaf96a3

File content as of revision 0:5fa232ee5fdf:

/*
 * SOURCE FILE : Level0.cpp
 *
 * Definition of class Level0.
 *
 */

#include "Level0.h"
#if 0
    #include "CharBlocks.h"
    #include "EEPROMDump.h"
#endif

/***************/
/* CONSTRUCTOR */
/***************/
Level0::Level0() {
}

/**************/
/* DESTRUCTOR */
/**************/
Level0::~Level0() {
}

/**************/
/* PLAY LEVEL */
/**************/
// Returns code indicating how level ended.
Level::LevelExitCode Level0::Play( void ) {
  return PlayLoop();
}

static const char startText[] = "OPERATE EITHER JOYSTICK TO START GAME";

/********************/
/* DRAW HIGH SCORES */
/********************/
void Level0::DrawHighScores( void ) {
#if 0
  // Draw high score table.
  GDExtra::WriteProgString( 16, 11, StringData::HighScoresString );
  PlayerName name;
  UInt32 score;
  UInt8 y = 13;
  for( UInt8 i = 0; i < highScores->GetCapacity(); ++i ) {
    highScores->Get( i, &name, &score );
    GD.putstr( 18, y, name.Name );
    GDExtra::WriteBCDNumber( 22, y, score, 8 );
    y += 2;
  }
#endif
}

/*************/
/* PLAY LOOP */
/*************/
// Returns code indicating how level ended.
// This method should be called from the Play method after the
// level data has been initialised and the return value returned
// by the Play method.
Level::LevelExitCode Level0::PlayLoop( void ) {
#if 0
  // Set screen background to black.
  GD.wr( BG_COLOR, RGB( 0, 0, 0 ) );
  GDExtra::ClearScreen( TransparentChar );
  GDExtra::HideAllSprites();
  SoundManager::Instance.SilenceAll();
  // Draw border around screen.
  CharFrame::Draw( 0, 0, VISIBLE_CHAR_WIDTH, VISIBLE_CHAR_HEIGHT );
  // Draw big block of characters that read "ROBOTRIC".
  GDExtra::WriteProgCharBlock( 2, 2, CharBlocks::RobotRicText );
    // Write message telling user how to start game.
    GDExtra::WriteProgString( 2, VISIBLE_CHAR_HEIGHT - 3, startText );
    // Validate high scores in EEPROM which will re-write the entire
    // table with default data if it finds nonsense in the EEPROM.
    // Then check if EEPROM now makes sense. If it does then display
    // the high score table. If it does not then chances are there
    // is no EEPROM connected so don't bother with high scores.
    if( highScores != (HighScoreTable*)NULL ) {
        highScores->ValidateEEPROM();
        if( highScores->EEPROMValid() ) {
            DrawHighScores();
        }
    }
  // Must have a player with non-NULL controls.
  PanelControls *controls;
  if(
    ( player != (PlayerObject*)NULL ) &&
    ( ( controls = player->GetControls() ) != (PanelControls*)NULL )
  ) {
    // Wait until all panel controls are released.
    UInt16 inputs;
    do {
      controls->Read();
      inputs = controls->GetInputs();
    } while( inputs != 0 );
    // Wait until a panel control is activated.
    do {
      controls->Read();
      inputs = controls->GetInputs();
    } while( inputs == 0 );
  }
#endif
  return Completed;
}