Space invaders with a nRF2401A wireless joypad
Dependencies: Gameduino mbed nRF2401A
Fork of Gameduino_Invaders_game by
Gameduino and an nRF2401A hooked up to an mbed on an mbeduino:
graphics.h
- Committer:
- TheChrisyd
- Date:
- 2014-03-09
- Revision:
- 5:3ede9991d8e0
- Parent:
- 4:bb78bedae411
File content as of revision 5:3ede9991d8e0:
/*--------------------------------------------- Send all graphics to the Gameduino ---------------------------------------------*/ #ifndef INVADER_GRAPHICS #define INVADER_GRAPHICS #include "shield.h" #include "mbed.h" #include "arduino.h" void makeGraphics(); /*--------------------------------------------- Identifiers for custom chars ---------------------------------------------*/ enum char_id { CH_FLOOR=128, CH_PLAYERL, CH_PLAYERR }; /*--------------------------------------------- Identifiers for each sprite graphic Sprites are made in four color mode so each 'sprite' can have four images inside it. The first image is usually the 'normal' (eg. player/saucer) one and the third is usually blank (so you can hide the sprite). The other two are used for animations (eg. invaders) and explosions (eg. player) ---------------------------------------------*/ enum graphic_id { // Invader sprites - Top, Middle, Bottom, two animation frames each... GR_INVADER_T, GR_INVADER_M, GR_INVADER_B, GR_BOMB_ZIGZAG, // Zigzag bomb GR_BOMB_BARS, // The bomb with rolling horizontal bars across it GR_BOMB_DIAG, // The bomb with diagonal bars across it GR_BOMB_OTHER, // Other bomb graphics (explosion and blank) // The player (with bullet) GR_PLAYER, GR_BULLET, // nb. Has a '0' in frame 2 (for the saucer...) // The saucer at the top GR_SAUCER, GR_SAUCER_SCORE, // Shields GR_SHIELD1, GR_SHIELD2, GR_SHIELD3, GR_SHIELD4 }; /*--------------------------------------------- Functions for wrecking/rebuilding shields ---------------------------------------------*/ void remakeShields(); // Damage the shield with either a bomb or a bullet (ie. above/below) // n=shield number [0..4], x is relative to the shield's top-left corner int8_t zapShield(int8_t n, int8_t x, bool withBullet); // Return Y coordinate of blast #endif