Updated Space Invaders on the mbed. Improved upon Michael Son's "Mbed Space Invaders" at https://os.mbed.com/users/michaeljson/notebook/mbed-space-invaders/.
Dependencies: mbed wave_player mbed-rtos 4DGL-uLCD-SE SparkfunAnalogJoystick SDFileSystem LSM9DS1_Library_cal_updated
Fork of Two-PlayerSpaceInvaders by
test
barrier.cpp@23:56f6a12aaebd, 2021-04-26 (annotated)
- Committer:
- wminix3
- Date:
- Mon Apr 26 21:53:25 2021 +0000
- Revision:
- 23:56f6a12aaebd
- Child:
- 26:3270c6edd7d9
Added barriers that both enemies and the player can damage. More true to original space invaders.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
wminix3 | 23:56f6a12aaebd | 1 | #include "barrier.h" |
wminix3 | 23:56f6a12aaebd | 2 | #include "missile.h" |
wminix3 | 23:56f6a12aaebd | 3 | #include "globals.h" |
wminix3 | 23:56f6a12aaebd | 4 | /* |
wminix3 | 23:56f6a12aaebd | 5 | #define GREEN 0x00FF00 |
wminix3 | 23:56f6a12aaebd | 6 | |
wminix3 | 23:56f6a12aaebd | 7 | // Modified from the RPG Game from ECE 2035. Draw more complex player object (with changing color). |
wminix3 | 23:56f6a12aaebd | 8 | void draw_img(int u, int v, int width, int height, const char* img) |
wminix3 | 23:56f6a12aaebd | 9 | { |
wminix3 | 23:56f6a12aaebd | 10 | int colors[width*height]; |
wminix3 | 23:56f6a12aaebd | 11 | for (int i = 0; i < width*height; i++) |
wminix3 | 23:56f6a12aaebd | 12 | { |
wminix3 | 23:56f6a12aaebd | 13 | if (img[i] == 'G') colors[i] = GREEN; |
wminix3 | 23:56f6a12aaebd | 14 | //else if (img[i] == 'B') colors[i] = BLUE; |
wminix3 | 23:56f6a12aaebd | 15 | //else if (img[i] == 'P') colors[i] = PINK; |
wminix3 | 23:56f6a12aaebd | 16 | //else if (img[i] == 'U') colors[i] = PURPLE; |
wminix3 | 23:56f6a12aaebd | 17 | //else if (img[i] == 'Y') colors[i] = YELLOW; |
wminix3 | 23:56f6a12aaebd | 18 | //else if (img[i] == 'R') colors[i] = RED; |
wminix3 | 23:56f6a12aaebd | 19 | else colors[i] = BLACK; |
wminix3 | 23:56f6a12aaebd | 20 | } |
wminix3 | 23:56f6a12aaebd | 21 | uLCD.BLIT(u, v, width, height, colors); |
wminix3 | 23:56f6a12aaebd | 22 | wait_us(250); // Recovery time! |
wminix3 | 23:56f6a12aaebd | 23 | } |
wminix3 | 23:56f6a12aaebd | 24 | */ |
wminix3 | 23:56f6a12aaebd | 25 | |
wminix3 | 23:56f6a12aaebd | 26 | void draw_barrier_object(int blk_x, int blk_y, int barrier_color, int barrier_width, int barrier_height, barrier_t *g) |
wminix3 | 23:56f6a12aaebd | 27 | { |
wminix3 | 23:56f6a12aaebd | 28 | char* colors; |
wminix3 | 23:56f6a12aaebd | 29 | //uLCD.filled_rectangle(blk_x,blk_y,blk_x+p_width,blk_y+p_height,player_color); |
wminix3 | 23:56f6a12aaebd | 30 | if (barrier_color == GREEN) { |
wminix3 | 23:56f6a12aaebd | 31 | colors = "000000GGGGGGGG00000000000GGGGGGGGGG000000000GGGGGGGGGGGG0000000GGGGGGGGGGGGGG00000GGGGGGGGGGGGGGGG000GGGGGGGGGGGGGGGGGG0GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG00000000GGGGGGGGGGG0000000000GGGGGGGGG000000000000GGGGGGGG000000000000GGGGGGGG000000000000GGGG"; |
wminix3 | 23:56f6a12aaebd | 32 | } |
wminix3 | 23:56f6a12aaebd | 33 | |
wminix3 | 23:56f6a12aaebd | 34 | /* 000000GGGGGGGG000000 |
wminix3 | 23:56f6a12aaebd | 35 | 00000GGGGGGGGGG00000 |
wminix3 | 23:56f6a12aaebd | 36 | 0000GGGGGGGGGGGG0000 |
wminix3 | 23:56f6a12aaebd | 37 | 000GGGGGGGGGGGGGG000 |
wminix3 | 23:56f6a12aaebd | 38 | 00GGGGGGGGGGGGGGGG00 |
wminix3 | 23:56f6a12aaebd | 39 | 0GGGGGGGGGGGGGGGGGG0 |
wminix3 | 23:56f6a12aaebd | 40 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 41 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 42 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 43 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 44 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 45 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 46 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 47 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 48 | GGGGGGGGGGGGGGGGGGGG |
wminix3 | 23:56f6a12aaebd | 49 | GGGGGG00000000GGGGGG |
wminix3 | 23:56f6a12aaebd | 50 | GGGGG0000000000GGGGG |
wminix3 | 23:56f6a12aaebd | 51 | GGGG000000000000GGGG |
wminix3 | 23:56f6a12aaebd | 52 | GGGG000000000000GGGG |
wminix3 | 23:56f6a12aaebd | 53 | GGGG000000000000GGGG */ |
wminix3 | 23:56f6a12aaebd | 54 | // This initializes the boolean array of pixels to be 1 when the pixel is green and 0 when the pixel is black. |
wminix3 | 23:56f6a12aaebd | 55 | for (int x = 0; x < 20; x++) { |
wminix3 | 23:56f6a12aaebd | 56 | for (int y = 0; y < 20; y++) { |
wminix3 | 23:56f6a12aaebd | 57 | g->barrierPixels[y*20 + x] = (colors[y*20 + x] == 'G'); |
wminix3 | 23:56f6a12aaebd | 58 | } |
wminix3 | 23:56f6a12aaebd | 59 | } |
wminix3 | 23:56f6a12aaebd | 60 | draw_img(blk_x, blk_y, barrier_width, barrier_height, colors); // draw the barrier |
wminix3 | 23:56f6a12aaebd | 61 | } |
wminix3 | 23:56f6a12aaebd | 62 | |
wminix3 | 23:56f6a12aaebd | 63 | void erase_barrier(int blk_x, int blk_y, int barrier_width, int barrier_height) |
wminix3 | 23:56f6a12aaebd | 64 | { |
wminix3 | 23:56f6a12aaebd | 65 | uLCD.filled_rectangle(blk_x,blk_y,blk_x+barrier_width,blk_y+barrier_height,BACKGROUND_COLOR); |
wminix3 | 23:56f6a12aaebd | 66 | } |
wminix3 | 23:56f6a12aaebd | 67 | |
wminix3 | 23:56f6a12aaebd | 68 | void barrier_init(barrier_t * g, int blk_x, int blk_y, int color) |
wminix3 | 23:56f6a12aaebd | 69 | { |
wminix3 | 23:56f6a12aaebd | 70 | g->barrier_blk_x = blk_x; |
wminix3 | 23:56f6a12aaebd | 71 | g->barrier_blk_y = blk_y; |
wminix3 | 23:56f6a12aaebd | 72 | g->barrier_color = 0x00FF00; |
wminix3 | 23:56f6a12aaebd | 73 | //g->player_height = 8; |
wminix3 | 23:56f6a12aaebd | 74 | //g->player_width = 8; |
wminix3 | 23:56f6a12aaebd | 75 | g->barrier_height = 20; |
wminix3 | 23:56f6a12aaebd | 76 | g->barrier_width = 20; |
wminix3 | 23:56f6a12aaebd | 77 | memset(g->barrierPixels, 0, sizeof(bool) * 20 * 20); |
wminix3 | 23:56f6a12aaebd | 78 | //g->status = PLAYER_ALIVE; |
wminix3 | 23:56f6a12aaebd | 79 | } |
wminix3 | 23:56f6a12aaebd | 80 | |
wminix3 | 23:56f6a12aaebd | 81 | void barrier_show(barrier_t * g) |
wminix3 | 23:56f6a12aaebd | 82 | { |
wminix3 | 23:56f6a12aaebd | 83 | draw_barrier_object(g->barrier_blk_x, g->barrier_blk_y, g->barrier_color, g->barrier_width, g->barrier_height, g); |
wminix3 | 23:56f6a12aaebd | 84 | } |
wminix3 | 23:56f6a12aaebd | 85 | |
wminix3 | 23:56f6a12aaebd | 86 | void barrier_erase(barrier_t *g) |
wminix3 | 23:56f6a12aaebd | 87 | { |
wminix3 | 23:56f6a12aaebd | 88 | erase_barrier(g->barrier_blk_x, g->barrier_blk_y, g->barrier_width, g->barrier_height); |
wminix3 | 23:56f6a12aaebd | 89 | } |
wminix3 | 23:56f6a12aaebd | 90 | |
wminix3 | 23:56f6a12aaebd | 91 | void check_barrier(barrier_t * g, missile_t * h) |
wminix3 | 23:56f6a12aaebd | 92 | { |
wminix3 | 23:56f6a12aaebd | 93 | //int barrier_died = 0; |
wminix3 | 23:56f6a12aaebd | 94 | // handle the two possible types of missiles: player and enemy. |
wminix3 | 23:56f6a12aaebd | 95 | if (h->status == ENEMY_MISSILE_ACTIVE) { |
wminix3 | 23:56f6a12aaebd | 96 | if (((h->missile_blk_x >= g->barrier_blk_x) && (h->missile_blk_x <= (g->barrier_blk_x + g->barrier_width))) |
wminix3 | 23:56f6a12aaebd | 97 | && ((h->missile_blk_y >= g->barrier_blk_y) && (h->missile_blk_y <= (g->barrier_blk_y + g->barrier_height))) |
wminix3 | 23:56f6a12aaebd | 98 | && ((g->barrierPixels[h->missile_blk_x - g->barrier_blk_x + (h->missile_blk_y - g->barrier_blk_y)*20]))) |
wminix3 | 23:56f6a12aaebd | 99 | { |
wminix3 | 23:56f6a12aaebd | 100 | //player_erase(g); |
wminix3 | 23:56f6a12aaebd | 101 | // "destroy" the pixels surrounding the impact of the missile in a 11x6 rectangle. Set the colors of these pixels to black. |
wminix3 | 23:56f6a12aaebd | 102 | for (int x = h->missile_blk_x - 5; ((x <= h->missile_blk_x + 5) && (x <= g->barrier_blk_x + g->barrier_width)); x++) { |
wminix3 | 23:56f6a12aaebd | 103 | for (int y = h->missile_blk_y; ((y <= h->missile_blk_y + 5) && (y <= g->barrier_blk_y + g->barrier_height)); y++) { |
wminix3 | 23:56f6a12aaebd | 104 | if (x >= g->barrier_blk_x) { |
wminix3 | 23:56f6a12aaebd | 105 | g->barrierPixels[x - g->barrier_blk_x + (y - g->barrier_blk_y)*20] = 0; |
wminix3 | 23:56f6a12aaebd | 106 | uLCD.pixel(x, y, BLACK); |
wminix3 | 23:56f6a12aaebd | 107 | } |
wminix3 | 23:56f6a12aaebd | 108 | } |
wminix3 | 23:56f6a12aaebd | 109 | } |
wminix3 | 23:56f6a12aaebd | 110 | h->status = ENEMY_MISSILE_EXPLODED; |
wminix3 | 23:56f6a12aaebd | 111 | } |
wminix3 | 23:56f6a12aaebd | 112 | } else { |
wminix3 | 23:56f6a12aaebd | 113 | //printf("%d\n\r", h->missile_blk_y - h->missile_height <= g->barrier_blk_y); |
wminix3 | 23:56f6a12aaebd | 114 | //uLCD.filled_rectangle(h->missile_blk_x, h->missile_blk_y - h->missile_height, h->missile_blk_x+1, h->missile_blk_y - h->missile_height + 2, RED); |
wminix3 | 23:56f6a12aaebd | 115 | //uLCD.filled_rectangle(g->barrier_blk_x, g->barrier_blk_y, g->barrier_blk_x + 1, g->barrier_blk_y + 2, RED); |
wminix3 | 23:56f6a12aaebd | 116 | //while(1) { |
wminix3 | 23:56f6a12aaebd | 117 | // printf("%d\n\r", h->missile_blk_y - h->missile_height >= g->barrier_blk_y); |
wminix3 | 23:56f6a12aaebd | 118 | //}; |
wminix3 | 23:56f6a12aaebd | 119 | //printf("%d\n\r", h->missile_blk_y - h->missile_height); |
wminix3 | 23:56f6a12aaebd | 120 | //printf("%d\n\r", h->missile_blk_y); |
wminix3 | 23:56f6a12aaebd | 121 | //printf("%d\n\r", g->barrier_blk_y); |
wminix3 | 23:56f6a12aaebd | 122 | if (((h->missile_blk_x >= g->barrier_blk_x) && (h->missile_blk_x <= (g->barrier_blk_x + g->barrier_width))) |
wminix3 | 23:56f6a12aaebd | 123 | && ((h->missile_blk_y - h->missile_height <= g->barrier_blk_y + g->barrier_height) && (h->missile_blk_y - h->missile_height >= g->barrier_blk_y)) |
wminix3 | 23:56f6a12aaebd | 124 | && ((g->barrierPixels[h->missile_blk_x - g->barrier_blk_x + (h->missile_blk_y - h->missile_height - g->barrier_blk_y)*20]))) |
wminix3 | 23:56f6a12aaebd | 125 | { |
wminix3 | 23:56f6a12aaebd | 126 | //player_erase(g); |
wminix3 | 23:56f6a12aaebd | 127 | // "destroy" the pixels surrounding the impact of the missile in a 11x6 rectangle. Set the colors of these pixels to black. |
wminix3 | 23:56f6a12aaebd | 128 | //printf("%d", h->missile_blk_y - h->missile_height <= g->barrier_blk_y + g->barrier_height); |
wminix3 | 23:56f6a12aaebd | 129 | h->status = PLAYER_MISSILE_EXPLODED; |
wminix3 | 23:56f6a12aaebd | 130 | for (int x = h->missile_blk_x - 5; ((x <= h->missile_blk_x + 5) && (x <= g->barrier_blk_x + g->barrier_width)); x++) { |
wminix3 | 23:56f6a12aaebd | 131 | for (int y = h->missile_blk_y - h->missile_height; ((y >= h->missile_blk_y - h->missile_height - 5) && (y >= g->barrier_blk_y)); y--) { |
wminix3 | 23:56f6a12aaebd | 132 | if (x >= g->barrier_blk_x) { |
wminix3 | 23:56f6a12aaebd | 133 | g->barrierPixels[x - g->barrier_blk_x + (y - g->barrier_blk_y)*20] = 0; |
wminix3 | 23:56f6a12aaebd | 134 | uLCD.pixel(x, y, BLACK); |
wminix3 | 23:56f6a12aaebd | 135 | } |
wminix3 | 23:56f6a12aaebd | 136 | } |
wminix3 | 23:56f6a12aaebd | 137 | } |
wminix3 | 23:56f6a12aaebd | 138 | } |
wminix3 | 23:56f6a12aaebd | 139 | } |
wminix3 | 23:56f6a12aaebd | 140 | //g->status = PLAYER_DEAD; |
wminix3 | 23:56f6a12aaebd | 141 | //player_died = 1; |
wminix3 | 23:56f6a12aaebd | 142 | // make sure to take into account both player and enemy missile types... |
wminix3 | 23:56f6a12aaebd | 143 | //if (h->status == PLAYER_MISSILE_ACTIVE) { |
wminix3 | 23:56f6a12aaebd | 144 | // h->status = PLAYER_MISSILE_EXPLODED; // missile explodes |
wminix3 | 23:56f6a12aaebd | 145 | //} else { |
wminix3 | 23:56f6a12aaebd | 146 | // h->status = ENEMY_MISSILE_EXPLODED; // missile explodes. |
wminix3 | 23:56f6a12aaebd | 147 | //} |
wminix3 | 23:56f6a12aaebd | 148 | //} |
wminix3 | 23:56f6a12aaebd | 149 | //return player_died; |
wminix3 | 23:56f6a12aaebd | 150 | } |