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
CrusherObject.h
- Committer:
- RichardE
- Date:
- 2013-06-17
- Revision:
- 18:70190f956a24
- Parent:
- 7:e72691603fd3
File content as of revision 18:70190f956a24:
/* * SOURCE FILE : CrusherObject.h * * Represents a wandering human. * */ #ifndef CrusherObjectIncluded #define CrusherObjectIncluded #include "Types.h" #include "EnemyObject.h" #include "GameObjectTypes.h" class CrusherObject : public EnemyObject { public : /***************/ /* CONSTRUCTOR */ /***************/ CrusherObject(); /**************/ /* DESTRUCTOR */ /**************/ virtual ~CrusherObject(); /*****************************/ /* GET TYPE OF ENEMY THIS IS */ /*****************************/ // Returns enemy type. virtual EnemyType GetEnemyType( void ) { return Crusher; } /*******************************************************/ /* GET NUMBER OF POINTS AWARDED FOR KILLING THIS ENEMY */ /*******************************************************/ // Returns number of points. virtual UInt8 GetPoints( void ) { return 0x10; // BCD! } /************************/ /* MOVE THE GAME OBJECT */ /************************/ virtual void ProtectedMove( void ); /************************/ /* DRAW THE GAME OBJECT */ /************************/ // Pass pointer to a Gameduino to draw on in gd. // This is only called after it has been established that the // game object is visible. virtual void Draw( Gameduino *gd ); /********************************************/ /* INFORM ENEMY IT HAS BEEN HIT BY A BULLET */ /********************************************/ // Default implementation does nothing but if special behaviour // is required in a derived class then this should be overridden. // Note that this does NOT deal with determining if the enemy is dead or not. // An enemy ALWAYS dies if HitPoints reaches zero. virtual void RegisterHitByBullet( void ); private : // Address of animation data in program memory. const UInt8 *animationData; // Horizontal and vertical velocities. Int16 hSpeed, vSpeed; // Stun countdown. Crusher does not move until this reaches zero. UInt8 stunCountdown; // Frame count at the moment crusher was stunned. UInt8 stunFrameCount; }; #endif /* END of CrusherObject.h */