C++ (Arduino wrapper) question: I'm writing a shoot em up game on an Arduino which has a LCD connected -
I have a base class (Sprite
), and from this other classes are derived - Alien
, Missile
and Player
. The constructor of the Alien class also has private member pMissile
(a pointer to a Missile
class) - 'an object within an object' would be a way to describe this I think.
[when an Alien
fires a missile, it passes its own (x,y) coordinates to the missile, and the missile has its own method of moving starting from the Alien
's coordinates]
My question is: How can I access the coordinates of the missile through the Alien
object?
Streamlined code is below and I have also drawn a representation of the classes:
// Bass class - has a form/shape, x and y position
class Sprite
{
public:
Sprite(unsigned char * const spacePtrIn, unsigned int xInit, unsigned int yInit);
virtual void Move() = 0;
void Render() { display.drawBitmap(x,y, spacePtr, 5, 6, BLACK); }
unsigned int getX() const { return x; }
unsigned int getY() const { return y; }
protected:
unsigned char *spacePtr;
unsigned int x, y;
};
// Derived class "Missile", also a sprite and has a specific form/shape, and specific (x,y) derived from input sprite
class Missile : public Sprite
{
public:
Missile(): Sprite(&spaceMissile[0], 0, 0) {}
virtual void Move(); // its own method of moving
};
// Derived class "Alien" - has a specific form/shape, and specific (x,y) position
class Alien : public Sprite
{
public:
Alien();
virtual void Move(); // its own method of moving
private:
Missile *pMissile;
};
Alien::Alien(): Sprite(&spaceAlien[0], random(5, 75), random(4, 10))
{
Missile MissileArray[MaxAmmoSize];
pMissile = &MissileArray[0];
}
void Alien::Move()
{
if( random(10) % 2 == 0 )
x += 1;
if( random(10) % 3 == 0 )
y += 1;
if( (pMissile != NULL) && (random(10) == 1) )
{
pMissile->setCoord(x, y);
pMissile->Move(); // move the missile
pMissile++; // move onto the next missile in the array
}
Render();
}
/*****************************************************************************************/
Alien MONSTER;
Player HERO;
Alien *pMONSTER = &MONSTER;
void loop()
{
display.clearDisplay();
MONSTER.Move();
HERO.Move();
pMONSTER->getX(); // this is x location of MONSTER
**// how does pMONSTER access pMissile(x,y) within MONSTER.**
delay(100);
display.display();
}