Missile Control Game with uLCD

Dependencies:   4DGL-uLCD-SE SDFileSystem mbed wave_player

Fork of missile_command by ECE 2035 TA

Files at this revision

API Documentation at this revision

Comitter:
arvahsu
Date:
Wed Oct 29 02:58:53 2014 +0000
Parent:
0:532cb55d6136
Child:
2:eba4ed0263a4
Commit message:
fix typo

Changed in this revision

city_landscape/city_landscape.cpp Show annotated file Show diff for this revision Revisions of this file
city_landscape/city_landscape_public.h Show annotated file Show diff for this revision Revisions of this file
globals.h Show annotated file Show diff for this revision Revisions of this file
main.cpp Show annotated file Show diff for this revision Revisions of this file
--- a/city_landscape/city_landscape.cpp	Wed Oct 29 01:21:34 2014 +0000
+++ b/city_landscape/city_landscape.cpp	Wed Oct 29 02:58:53 2014 +0000
@@ -44,7 +44,7 @@
             city_record[i].status = EXIST;
         }
         else{
-            city_record[i].status = DESTORIED;
+            city_record[i].status = DESTROYED;
         }
     }
     
@@ -67,7 +67,7 @@
     return city_record[index];
 }
 
-void city_destory(int index){
+void city_destroy(int index){
     int j;
     int city_x, city_y, building_x, building_y;
     int height;
@@ -76,7 +76,7 @@
     ASSERT_P(index<MAX_NUM_CITY,ERROR_CITY_INDEX_DESTROY);
     
     // remove the record
-    city_record[index].status = DESTORIED;
+    city_record[index].status = DESTROYED;
     
     // use the background color to cover the city
     city_x = city_record[index].x;
--- a/city_landscape/city_landscape_public.h	Wed Oct 29 01:21:34 2014 +0000
+++ b/city_landscape/city_landscape_public.h	Wed Oct 29 02:58:53 2014 +0000
@@ -26,7 +26,7 @@
 /// The enum define the status of a city
 typedef enum {
     EXIST=1,      ///< The city will be shown on screen
-    DESTORIED=0   ///< The city won't be shown on screen
+    DESTROYED=0   ///< The city won't be shown on screen
 } CITY_STATUS;
 
 /// The structure to store the information of a city
@@ -55,7 +55,7 @@
 /** Remove the city from its record and the screen
     @param index The index in city_record. It must be smaller than MAX_NUM_CITY.
 */
-void city_destory(int index);
+void city_destroy(int index);
 
 /** Draw all exist cities on the screen
     @brief You might not need to use this function, but you could still use it if you want.
--- a/globals.h	Wed Oct 29 01:21:34 2014 +0000
+++ b/globals.h	Wed Oct 29 02:58:53 2014 +0000
@@ -50,7 +50,7 @@
 // other missile error code ...
 #define ERROR_CITY_NUMBER                 -11 // num_city in city_landscape_init() is larger than MAX_NUM_CITY
 #define ERROR_CITY_INDEX_GET_INFO         -12 // make sure your code give the valid index for city_get_info()
-#define ERROR_CITY_INDEX_DESTROY          -13 // make sure your code give the valid index for city_destory()
+#define ERROR_CITY_INDEX_DESTROY          -13 // make sure your code give the valid index for city_destroy()
 // other player-missile error code ...
 
 #endif //GLOBAL_H
\ No newline at end of file
--- a/main.cpp	Wed Oct 29 01:21:34 2014 +0000
+++ b/main.cpp	Wed Oct 29 02:58:53 2014 +0000
@@ -103,7 +103,7 @@
         /// 7.Implement the code to detect the collision between missiles and cities
             /// -[Hint] You could use city_get_info() and  missile_get_info() <br>
             /// -[Hint] You could use missile_set_exploded() to notify the missile module that the missile was exploded. <br>
-            /// -[Hint] You need to check which city was hit by the missile, and call city_destory() to destroy it. <br>
+            /// -[Hint] You need to check which city was hit by the missile, and call city_destroy() to destroy it. <br>
             /// -[Hint] You might also check whether the missile hit the land <br>
         
         /// 8.Implement the code to detect a collision between player-missiles and incoming missiles