18,18 → 18,17 |
Cube_Overlay_Clear(); |
|
// Draw player 1 light trail |
uint32_t index = 0; |
Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_HEAD); |
for (index = 1; index < data_p->length; index++) { |
uint32_t index; |
for (index = 0; index < data_p->length - 1; index++) { |
Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_COLOR); |
} |
Cube_Set_Pixel(data_p->p1_body[data_p->length-1].z, data_p->p1_body[data_p->length-1].x, data_p->p1_body[data_p->length-1].y, TRON_PLAYER_1_HEAD); |
|
// Draw player 2 light trail |
index = 0; |
Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_HEAD); |
for (index = 1; index < data_p->length; index++) { |
for (index = 0; index < data_p->length - 1; index++) { |
Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_COLOR); |
} |
Cube_Set_Pixel(data_p->p2_body[data_p->length-1].z, data_p->p2_body[data_p->length-1].x, data_p->p2_body[data_p->length-1].y, TRON_PLAYER_2_HEAD); |
} |
|
void Tron_Main(void) { |
129,18 → 128,16 |
|
Cube_Clear(); |
// Draw player 1 light trail |
index = 0; |
Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_HEAD); |
for (index = 1; index < data_p->length; index++) { |
for (index = 0; index < data_p->length - 1; index++) { |
Cube_Set_Pixel(data_p->p1_body[index].z, data_p->p1_body[index].x, data_p->p1_body[index].y, TRON_PLAYER_1_COLOR); |
} |
Cube_Set_Pixel(data_p->p1_body[data_p->length-1].z, data_p->p1_body[data_p->length-1].x, data_p->p1_body[data_p->length-1].y, TRON_PLAYER_1_HEAD); |
|
// Draw player 2 light trail |
index = 0; |
Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_HEAD); |
for (index = 1; index < data_p->length; index++) { |
for (index = 0; index < data_p->length - 1; index++) { |
Cube_Set_Pixel(data_p->p2_body[index].z, data_p->p2_body[index].x, data_p->p2_body[index].y, TRON_PLAYER_2_COLOR); |
} |
Cube_Set_Pixel(data_p->p2_body[data_p->length-1].z, data_p->p2_body[data_p->length-1].x, data_p->p2_body[data_p->length-1].y, TRON_PLAYER_2_HEAD); |
|
// Indicate the point of collision and reset to idle mode |
if (p1_collision || p2_collision) { |