#include "global.h" static point_t alienBlockPosition; static point_t tankPosition; static short alienDirection; static short guise = 0; static short guiseBullet = 0; static short aliens[55] = {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, \ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}; static short bunker1[10] = {0,0,0,0,0,0,0,0,0,0}; static short bunker2[10] = {0,0,0,0,0,0,0,0,0,0}; static short bunker3[10] = {0,0,0,0,0,0,0,0,0,0}; static short bunker4[10] = {0,0,0,0,0,0,0,0,0,0}; static point_t tankBulletPosition; static point_t alienBulletPosition1; static point_t alienBulletPosition2; static point_t alienBulletPosition3; static point_t alienBulletPosition4; static short tankBullet = 0; static short alienBullet1 = 0; static short alienBullet2 = 0; static short alienBullet3 = 0; static short alienBullet4 = 0; static point_t ufoPosition; static short ufo_state = 0; static short ufo_left; short getUfoDirection(){ return ufo_left; } short setUfoDirection(){ ufo_left = rand()%2; } short getUfoPositionY() { return ufoPosition.y; } void setUfoPositionY(short update) { ufoPosition.y = update; } short getUfoPositionX() { return ufoPosition.x; } void setUfoPositionX(short update) { ufoPosition.x = update; } short getUfoState(){ return ufo_state; } void setUfoState(short state){ ufo_state = state; } unsigned short getGuiseBullet() { return guiseBullet; } void setGuiseBullet(unsigned short frame) { guiseBullet = frame; } // for tank bullet void setTankBulletState(short state) { tankBullet = state; } short getTankBulletState() { return tankBullet; } void initialTankBulletPosition() { tankBulletPosition.x = getTankPositionX()+11; tankBulletPosition.y = 410; } short getTankBulletPositionX() { return tankBulletPosition.x; } short getTankBulletPositionY() { return tankBulletPosition.y; } void setTankBulletPositionY(short update) { tankBulletPosition.y = update; } //for alien bullet1 void setAlien1BulletState(short state) { alienBullet1 = state; } short getAlien1BulletState() { return alienBullet1; } short getAlien1BulletPositionX() { return alienBulletPosition1.x; } short getAlien1BulletPositionY() { return alienBulletPosition1.y; } void setAlien1BulletPositionY(short update) { alienBulletPosition1.y = update; } void setAlien1BulletPosition(short x, short y) { alienBulletPosition1.x = x; alienBulletPosition1.y = y; } //for alien bullet2 void setAlien2BulletState(short state) { alienBullet2 = state; } short getAlien2BulletState() { return alienBullet2; } short getAlien2BulletPositionX() { return alienBulletPosition2.x; } short getAlien2BulletPositionY() { return alienBulletPosition2.y; } void setAlien2BulletPositionY(short update) { alienBulletPosition2.y = update; } void setAlien2BulletPosition(short x, short y) { alienBulletPosition2.x = x; alienBulletPosition2.y = y; } //for alien bullet3 void setAlien3BulletState(short state) { alienBullet3 = state; } short getAlien3BulletState() { return alienBullet3; } short getAlien3BulletPositionX() { return alienBulletPosition3.x; } short getAlien3BulletPositionY() { return alienBulletPosition3.y; } void setAlien3BulletPositionY(short update) { alienBulletPosition3.y = update; } void setAlien3BulletPosition(short x, short y) { alienBulletPosition3.x = x; alienBulletPosition3.y = y; } //for alien bullet4 void setAlien4BulletState(short state) { alienBullet4 = state; } short getAlien4BulletState() { return alienBullet4; } short getAlien4BulletPositionX() { return alienBulletPosition4.x; } short getAlien4BulletPositionY() { return alienBulletPosition4.y; } void setAlien4BulletPositionY(short update) { alienBulletPosition4.y = update; } void setAlien4BulletPosition(short x, short y) { alienBulletPosition4.x = x; alienBulletPosition4.y = y; } //for bunker short* getBunker1() { return bunker1; } void setBunker1(unsigned short state, unsigned short block) { bunker1[block] = state; } short* getBunker2() { return bunker2; } void setBunker2(unsigned short state, unsigned short block) { bunker2[block] = state; } short* getBunker3() { return bunker3; } void setBunker3(unsigned short state, unsigned short block) { bunker3[block] = state; } short* getBunker4() { return bunker4; } void setBunker4(unsigned short state, unsigned short block) { bunker1[block] = state; } // Here are the accessors. short* getAliens() { return aliens; } void setAliens(unsigned short alien, unsigned short position) { xil_printf("setting alien\r\n"); aliens[position] = alien; } unsigned short getGuise() { return guise; } void setGuise(unsigned short frame) { guise = frame; } unsigned short getDirection() { return alienDirection; } void setDirection(unsigned short direction) { alienDirection = direction; } void setAlienBlockPosition(unsigned short x, unsigned short y) { alienBlockPosition.x = x; alienBlockPosition.y = y; } unsigned short getAlienBlockPositionX() { return alienBlockPosition.x; } unsigned short getAlienBlockPositionY() { return alienBlockPosition.y; } void setTankPosition(unsigned short x, unsigned short y) { tankPosition.x = x; tankPosition.y = y; } unsigned short getTankPositionX() { return tankPosition.x; } unsigned short getTankPositionY() { return tankPosition.y; }