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 William Minix

test

Committer:
wminix3
Date:
Fri Apr 16 15:22:31 2021 +0000
Revision:
4:739f6e0dd8af
Parent:
3:e6c081c7f6f1
Child:
5:b7934866b264
Added mbed 2-player thread and wait for both mbeds to be ready during two-player before starting.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
michaeljson 0:3817adfaeb06 1 #include "mbed.h"
michaeljson 0:3817adfaeb06 2 #include "SDFileSystem.h"
michaeljson 0:3817adfaeb06 3 #include "wave_player.h"
michaeljson 0:3817adfaeb06 4 #include "enemy.h"
michaeljson 0:3817adfaeb06 5 #include "player.h"
michaeljson 0:3817adfaeb06 6 #include "missile.h"
michaeljson 0:3817adfaeb06 7 #include "globals.h"
michaeljson 0:3817adfaeb06 8 #include "rtos.h"
michaeljson 0:3817adfaeb06 9 #include <string>
michaeljson 0:3817adfaeb06 10
michaeljson 0:3817adfaeb06 11 /* ==== Navigation Switch ===== */
michaeljson 0:3817adfaeb06 12 class Nav_Switch
michaeljson 0:3817adfaeb06 13 {
michaeljson 0:3817adfaeb06 14 public:
michaeljson 0:3817adfaeb06 15 Nav_Switch(PinName up,PinName down,PinName left,PinName right,PinName fire);
michaeljson 0:3817adfaeb06 16 int read();
michaeljson 0:3817adfaeb06 17 //boolean functions to test each switch
michaeljson 0:3817adfaeb06 18 bool up();
michaeljson 0:3817adfaeb06 19 bool down();
michaeljson 0:3817adfaeb06 20 bool left();
michaeljson 0:3817adfaeb06 21 bool right();
michaeljson 0:3817adfaeb06 22 bool fire();
michaeljson 0:3817adfaeb06 23 //automatic read on RHS
michaeljson 0:3817adfaeb06 24 operator int ();
michaeljson 0:3817adfaeb06 25 //index to any switch array style
michaeljson 0:3817adfaeb06 26 bool operator[](int index) {
michaeljson 0:3817adfaeb06 27 return _pins[index];
michaeljson 0:3817adfaeb06 28 };
michaeljson 0:3817adfaeb06 29 private:
michaeljson 0:3817adfaeb06 30 BusIn _pins;
michaeljson 0:3817adfaeb06 31
michaeljson 0:3817adfaeb06 32 };
michaeljson 0:3817adfaeb06 33 Nav_Switch::Nav_Switch (PinName up,PinName down,PinName left,PinName right,PinName fire):
michaeljson 0:3817adfaeb06 34 _pins(up, down, left, right, fire)
michaeljson 0:3817adfaeb06 35 {
michaeljson 0:3817adfaeb06 36 _pins.mode(PullUp); //needed if pullups not on board or a bare nav switch is used - delete otherwise
michaeljson 0:3817adfaeb06 37 wait(0.001); //delays just a bit for pullups to pull inputs high
michaeljson 0:3817adfaeb06 38 }
michaeljson 0:3817adfaeb06 39 inline bool Nav_Switch::up()
michaeljson 0:3817adfaeb06 40 {
michaeljson 0:3817adfaeb06 41 return !(_pins[0]);
michaeljson 0:3817adfaeb06 42 }
michaeljson 0:3817adfaeb06 43 inline bool Nav_Switch::down()
michaeljson 0:3817adfaeb06 44 {
michaeljson 0:3817adfaeb06 45 return !(_pins[1]);
michaeljson 0:3817adfaeb06 46 }
michaeljson 0:3817adfaeb06 47 inline bool Nav_Switch::left()
michaeljson 0:3817adfaeb06 48 {
michaeljson 0:3817adfaeb06 49 return !(_pins[2]);
michaeljson 0:3817adfaeb06 50 }
michaeljson 0:3817adfaeb06 51 inline bool Nav_Switch::right()
michaeljson 0:3817adfaeb06 52 {
michaeljson 0:3817adfaeb06 53 return !(_pins[3]);
michaeljson 0:3817adfaeb06 54 }
michaeljson 0:3817adfaeb06 55 inline bool Nav_Switch::fire()
michaeljson 0:3817adfaeb06 56 {
michaeljson 0:3817adfaeb06 57 return !(_pins[4]);
michaeljson 0:3817adfaeb06 58 }
michaeljson 0:3817adfaeb06 59 inline int Nav_Switch::read()
michaeljson 0:3817adfaeb06 60 {
michaeljson 0:3817adfaeb06 61 return _pins.read();
michaeljson 0:3817adfaeb06 62 }
michaeljson 0:3817adfaeb06 63 inline Nav_Switch::operator int ()
michaeljson 0:3817adfaeb06 64 {
michaeljson 0:3817adfaeb06 65 return _pins.read();
michaeljson 0:3817adfaeb06 66 }
michaeljson 0:3817adfaeb06 67
michaeljson 0:3817adfaeb06 68 // Platform initialization
michaeljson 0:3817adfaeb06 69 uLCD_4DGL uLCD(p28,p27,p29); // LCD (serial tx, serial rx, reset pin;)
michaeljson 0:3817adfaeb06 70 AnalogOut DACout(p18); // speaker
michaeljson 0:3817adfaeb06 71 wave_player waver(&DACout); // wav player
michaeljson 0:3817adfaeb06 72 SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD card and filesystem (mosi, miso, sck, cs)
wminix3 2:4a3f97570578 73 Nav_Switch myNav(p16, p10, p11, p9, p12); //pin order on Sparkfun breakout. move U from p13 to p16 so we can use another Serial to communicate with mbed
michaeljson 0:3817adfaeb06 74 DigitalIn pb(p15); // push button for player misisle fire
wminix3 2:4a3f97570578 75 Serial pc(USBTX, USBRX);
wminix3 2:4a3f97570578 76 Serial secondMbed(p13, p14);
michaeljson 0:3817adfaeb06 77 // Initialize all global enemy objects
michaeljson 0:3817adfaeb06 78 enemy_t enemy_1;
michaeljson 0:3817adfaeb06 79 enemy_t enemy_2;
michaeljson 0:3817adfaeb06 80 enemy_t enemy_3;
michaeljson 0:3817adfaeb06 81 enemy_t enemy_4;
michaeljson 0:3817adfaeb06 82 enemy_t enemy_5;
michaeljson 0:3817adfaeb06 83 enemy_t enemy_6;
michaeljson 0:3817adfaeb06 84 enemy_t enemy_7;
michaeljson 0:3817adfaeb06 85 enemy_t enemy_8;
michaeljson 0:3817adfaeb06 86 enemy_t enemy_9;
michaeljson 0:3817adfaeb06 87 enemy_t enemy_10;
michaeljson 0:3817adfaeb06 88 enemy_t enemy_11;
michaeljson 0:3817adfaeb06 89 enemy_t enemy_12;
michaeljson 0:3817adfaeb06 90 enemy_t enemy_13;
michaeljson 0:3817adfaeb06 91 enemy_t enemy_14;
michaeljson 0:3817adfaeb06 92 enemy_t enemy_15;
michaeljson 0:3817adfaeb06 93
michaeljson 0:3817adfaeb06 94 // Initialize variables
wminix3 2:4a3f97570578 95 // Brice added "volatile" here to protect global variables.
wminix3 2:4a3f97570578 96 volatile int numOfEnemies = 0;
wminix3 2:4a3f97570578 97 volatile int ENEMY_MOVE = 1;
wminix3 2:4a3f97570578 98 volatile int MOVE_DOWN = 0;
wminix3 2:4a3f97570578 99 volatile int DIRECTION = 1;
wminix3 2:4a3f97570578 100 volatile int firing_col = 0;
wminix3 2:4a3f97570578 101 volatile int hit_player = 0;
wminix3 2:4a3f97570578 102 volatile bool lose = false;
wminix3 2:4a3f97570578 103 volatile int lives = 3;
wminix3 2:4a3f97570578 104 volatile bool game_menu = false;
wminix3 2:4a3f97570578 105 volatile bool begin_game = false;
wminix3 2:4a3f97570578 106 volatile bool gameover = false;
wminix3 2:4a3f97570578 107 volatile int numPlayers = 1;
wminix3 4:739f6e0dd8af 108 volatile bool first_player_ready = false;
wminix3 4:739f6e0dd8af 109 volatile bool second_player_ready = false;
michaeljson 0:3817adfaeb06 110
michaeljson 0:3817adfaeb06 111 // Initialize global player object
michaeljson 0:3817adfaeb06 112 player_t player;
michaeljson 0:3817adfaeb06 113
michaeljson 0:3817adfaeb06 114 // Intialize global player and enemy missile
michaeljson 0:3817adfaeb06 115 missile_t missile; // player missile
michaeljson 0:3817adfaeb06 116 missile_t enemy_missile; // enemy missile
michaeljson 0:3817adfaeb06 117
michaeljson 0:3817adfaeb06 118 // Array of enemy objects
michaeljson 0:3817adfaeb06 119 enemy_t * enemyArray[15];
michaeljson 0:3817adfaeb06 120
michaeljson 0:3817adfaeb06 121 // Function Prototypes
michaeljson 0:3817adfaeb06 122 void move_enemy_down();
michaeljson 0:3817adfaeb06 123 void playstart(void const *args);
michaeljson 0:3817adfaeb06 124
michaeljson 0:3817adfaeb06 125 // Draws the enemies at the initial starting location
michaeljson 0:3817adfaeb06 126 void draw_enemies_level()
michaeljson 0:3817adfaeb06 127 {
michaeljson 0:3817adfaeb06 128 // Initialize local variables
michaeljson 0:3817adfaeb06 129 unsigned int start_x_pos = 12;
michaeljson 0:3817adfaeb06 130 unsigned int start_enemy_y_pos = 20;
michaeljson 0:3817adfaeb06 131 numOfEnemies = 15;
michaeljson 0:3817adfaeb06 132
michaeljson 0:3817adfaeb06 133 // First Row of Enemies
michaeljson 0:3817adfaeb06 134 enemy_init(&enemy_1,start_x_pos,start_enemy_y_pos,WHITE); // initialize x-pos and y-pos and color of enemy
michaeljson 0:3817adfaeb06 135 enemy_show(&enemy_1); // displays the enemy on uLCD
michaeljson 0:3817adfaeb06 136
michaeljson 0:3817adfaeb06 137 enemy_init(&enemy_2,start_x_pos+15,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 138 enemy_show(&enemy_2);
michaeljson 0:3817adfaeb06 139
michaeljson 0:3817adfaeb06 140 enemy_init(&enemy_3,start_x_pos+30,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 141 enemy_show(&enemy_3);
michaeljson 0:3817adfaeb06 142
michaeljson 0:3817adfaeb06 143 enemy_init(&enemy_4,start_x_pos+45,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 144 enemy_show(&enemy_4);
michaeljson 0:3817adfaeb06 145
michaeljson 0:3817adfaeb06 146 enemy_init(&enemy_5,start_x_pos+60,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 147 enemy_show(&enemy_5);
michaeljson 0:3817adfaeb06 148
michaeljson 0:3817adfaeb06 149 // Second Row of Enemies
michaeljson 0:3817adfaeb06 150 enemy_init(&enemy_6,start_x_pos,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 151 enemy_show(&enemy_6);
michaeljson 0:3817adfaeb06 152
michaeljson 0:3817adfaeb06 153 enemy_init(&enemy_7,start_x_pos+15,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 154 enemy_show(&enemy_7);
michaeljson 0:3817adfaeb06 155
michaeljson 0:3817adfaeb06 156 enemy_init(&enemy_8,start_x_pos+30,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 157 enemy_show(&enemy_8);
michaeljson 0:3817adfaeb06 158
michaeljson 0:3817adfaeb06 159 enemy_init(&enemy_9,start_x_pos+45,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 160 enemy_show(&enemy_9);
michaeljson 0:3817adfaeb06 161
michaeljson 0:3817adfaeb06 162 enemy_init(&enemy_10,start_x_pos+60,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 163 enemy_show(&enemy_10);
michaeljson 0:3817adfaeb06 164
michaeljson 0:3817adfaeb06 165 // Third Row of Enemies
michaeljson 0:3817adfaeb06 166 enemy_init(&enemy_11,start_x_pos,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 167 enemy_show(&enemy_11);
michaeljson 0:3817adfaeb06 168
michaeljson 0:3817adfaeb06 169 enemy_init(&enemy_12,start_x_pos+15,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 170 enemy_show(&enemy_12);
michaeljson 0:3817adfaeb06 171
michaeljson 0:3817adfaeb06 172 enemy_init(&enemy_13,start_x_pos+30,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 173 enemy_show(&enemy_13);
michaeljson 0:3817adfaeb06 174
michaeljson 0:3817adfaeb06 175 enemy_init(&enemy_14,start_x_pos+45,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 176 enemy_show(&enemy_14);
michaeljson 0:3817adfaeb06 177
michaeljson 0:3817adfaeb06 178 enemy_init(&enemy_15,start_x_pos+60,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 179 enemy_show(&enemy_15);
michaeljson 0:3817adfaeb06 180
michaeljson 0:3817adfaeb06 181 // Put enemy objects into array
michaeljson 0:3817adfaeb06 182 enemyArray[0] = &enemy_1;
michaeljson 0:3817adfaeb06 183 enemyArray[1] = &enemy_2;
michaeljson 0:3817adfaeb06 184 enemyArray[2] = &enemy_3;
michaeljson 0:3817adfaeb06 185 enemyArray[3] = &enemy_4;
michaeljson 0:3817adfaeb06 186 enemyArray[4] = &enemy_5;
michaeljson 0:3817adfaeb06 187 enemyArray[5] = &enemy_6;
michaeljson 0:3817adfaeb06 188 enemyArray[6] = &enemy_7;
michaeljson 0:3817adfaeb06 189 enemyArray[7] = &enemy_8;
michaeljson 0:3817adfaeb06 190 enemyArray[8] = &enemy_9;
michaeljson 0:3817adfaeb06 191 enemyArray[9] = &enemy_10;
michaeljson 0:3817adfaeb06 192 enemyArray[10] = &enemy_11;
michaeljson 0:3817adfaeb06 193 enemyArray[11] = &enemy_12;
michaeljson 0:3817adfaeb06 194 enemyArray[12] = &enemy_13;
michaeljson 0:3817adfaeb06 195 enemyArray[13] = &enemy_14;
michaeljson 0:3817adfaeb06 196 enemyArray[14] = &enemy_15;
michaeljson 0:3817adfaeb06 197 }
michaeljson 0:3817adfaeb06 198
michaeljson 0:3817adfaeb06 199 // Draws the player at the initial starting location
michaeljson 0:3817adfaeb06 200 void draw_initial_player()
michaeljson 0:3817adfaeb06 201 {
michaeljson 0:3817adfaeb06 202 int start_x_pos = 59;
michaeljson 0:3817adfaeb06 203 int start_y_pos = 110;
michaeljson 0:3817adfaeb06 204
michaeljson 0:3817adfaeb06 205 player_init(&player,start_x_pos,start_y_pos,WHITE); // intialize x-pos and y-pos and color of player
michaeljson 0:3817adfaeb06 206 player_show(&player); // display player on uLCD
michaeljson 0:3817adfaeb06 207 }
michaeljson 0:3817adfaeb06 208
michaeljson 0:3817adfaeb06 209 // Checks all enemies in row 1
michaeljson 0:3817adfaeb06 210 void check_hit_enemy_row1()
michaeljson 0:3817adfaeb06 211 {
michaeljson 0:3817adfaeb06 212 int hit_enemy;
michaeljson 0:3817adfaeb06 213
michaeljson 0:3817adfaeb06 214 // First Row of Enemies
michaeljson 0:3817adfaeb06 215 hit_enemy = check_enemy(&enemy_1, &missile); // checks if the missile hits the enemy and returns 1 if hit, 0 if not hit
michaeljson 0:3817adfaeb06 216 numOfEnemies = numOfEnemies - hit_enemy; // updates the number of enemies left
michaeljson 0:3817adfaeb06 217 hit_enemy = check_enemy(&enemy_2, &missile);
michaeljson 0:3817adfaeb06 218 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 219 hit_enemy = check_enemy(&enemy_3, &missile);
michaeljson 0:3817adfaeb06 220 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 221 hit_enemy = check_enemy(&enemy_4, &missile);
michaeljson 0:3817adfaeb06 222 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 223 hit_enemy = check_enemy(&enemy_5, &missile);
michaeljson 0:3817adfaeb06 224 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 225 }
michaeljson 0:3817adfaeb06 226
michaeljson 0:3817adfaeb06 227 // Same as check_hit_enemy_row1, but checks enemies at row 2
michaeljson 0:3817adfaeb06 228 void check_hit_enemy_row2()
michaeljson 0:3817adfaeb06 229 {
michaeljson 0:3817adfaeb06 230 int hit_enemy;
michaeljson 0:3817adfaeb06 231
michaeljson 0:3817adfaeb06 232 // Second Row of Enemies
michaeljson 0:3817adfaeb06 233 hit_enemy = check_enemy(&enemy_6, &missile);
michaeljson 0:3817adfaeb06 234 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 235 hit_enemy = check_enemy(&enemy_7, &missile);
michaeljson 0:3817adfaeb06 236 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 237 hit_enemy = check_enemy(&enemy_8, &missile);
michaeljson 0:3817adfaeb06 238 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 239 hit_enemy = check_enemy(&enemy_9, &missile);
michaeljson 0:3817adfaeb06 240 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 241 hit_enemy = check_enemy(&enemy_10, &missile);
michaeljson 0:3817adfaeb06 242 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 243 }
michaeljson 0:3817adfaeb06 244
michaeljson 0:3817adfaeb06 245 // Same as check_hit_enemy_row1, but checks enemies at row 3
michaeljson 0:3817adfaeb06 246 void check_hit_enemy_row3()
michaeljson 0:3817adfaeb06 247 {
michaeljson 0:3817adfaeb06 248 int hit_enemy;
michaeljson 0:3817adfaeb06 249
michaeljson 0:3817adfaeb06 250 // Third Row of Enemies
michaeljson 0:3817adfaeb06 251 hit_enemy = check_enemy(&enemy_11, &missile);
michaeljson 0:3817adfaeb06 252 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 253 hit_enemy = check_enemy(&enemy_12, &missile);
michaeljson 0:3817adfaeb06 254 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 255 hit_enemy = check_enemy(&enemy_13, &missile);
michaeljson 0:3817adfaeb06 256 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 257 hit_enemy = check_enemy(&enemy_14, &missile);
michaeljson 0:3817adfaeb06 258 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 259 hit_enemy = check_enemy(&enemy_15, &missile);
michaeljson 0:3817adfaeb06 260 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 261 }
michaeljson 0:3817adfaeb06 262
michaeljson 0:3817adfaeb06 263 // Checks if player is hit
michaeljson 0:3817adfaeb06 264 void check_player_hit()
michaeljson 0:3817adfaeb06 265 {
michaeljson 0:3817adfaeb06 266 hit_player = check_player(&player, &enemy_missile); // checks if the missile hits the player and returns 1 if hit, 0 if not hit
michaeljson 0:3817adfaeb06 267 }
michaeljson 0:3817adfaeb06 268
michaeljson 0:3817adfaeb06 269 // Randomly selects an enemy to fire and updates the position of where the missile will fire from
michaeljson 0:3817adfaeb06 270 void random_attack_gen()
michaeljson 0:3817adfaeb06 271 {
michaeljson 0:3817adfaeb06 272 firing_col = rand() % 5; // selects a random column
michaeljson 0:3817adfaeb06 273
michaeljson 0:3817adfaeb06 274 // first checks if the 3rd row closest to the player is alive
michaeljson 0:3817adfaeb06 275 if (enemyArray[firing_col+10]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 276 {
michaeljson 0:3817adfaeb06 277 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 278 enemy_missile.missile_blk_x = enemyArray[firing_col+10]->enemy_blk_x + (enemyArray[firing_col+10]->enemy_width/2);
michaeljson 0:3817adfaeb06 279 enemy_missile.missile_blk_y = enemyArray[firing_col+10]->enemy_blk_y + enemyArray[firing_col+10]->enemy_height + 1;
michaeljson 0:3817adfaeb06 280 enemy_missile.status = ENEMY_MISSILE_ACTIVE; // sets the enemy missile as active
michaeljson 0:3817adfaeb06 281 }
michaeljson 0:3817adfaeb06 282 // if enemy at 3rd row is dead, checks the enemy in the 2nd row
michaeljson 0:3817adfaeb06 283 else if (enemyArray[firing_col+5]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 284 {
michaeljson 0:3817adfaeb06 285 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 286 enemy_missile.missile_blk_x = enemyArray[firing_col+5]->enemy_blk_x + (enemyArray[firing_col+5]->enemy_width/2);
michaeljson 0:3817adfaeb06 287 enemy_missile.missile_blk_y = enemyArray[firing_col+5]->enemy_blk_y + enemyArray[firing_col+5]->enemy_height + 1;
michaeljson 0:3817adfaeb06 288 enemy_missile.status = ENEMY_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 289 }
michaeljson 0:3817adfaeb06 290 // if enemy at 2nd and 3rd row is dead, checks the enemy in the 1st row
michaeljson 0:3817adfaeb06 291 else if (enemyArray[firing_col]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 292 {
michaeljson 0:3817adfaeb06 293 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 294 enemy_missile.missile_blk_x = enemyArray[firing_col]->enemy_blk_x + (enemyArray[firing_col]->enemy_width/2);
michaeljson 0:3817adfaeb06 295 enemy_missile.missile_blk_y = enemyArray[firing_col]->enemy_blk_y + enemyArray[firing_col]->enemy_height + 1;
michaeljson 0:3817adfaeb06 296 enemy_missile.status = ENEMY_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 297 }
michaeljson 0:3817adfaeb06 298 }
michaeljson 0:3817adfaeb06 299
michaeljson 0:3817adfaeb06 300 // moves the enemy
michaeljson 0:3817adfaeb06 301 void enemy_motion()
michaeljson 0:3817adfaeb06 302 {
michaeljson 0:3817adfaeb06 303 // will move the enemy every 6 loops
michaeljson 0:3817adfaeb06 304 if (ENEMY_MOVE % 6 == 0)
michaeljson 0:3817adfaeb06 305 {
michaeljson 0:3817adfaeb06 306 // FIrst Row of Enemies
michaeljson 0:3817adfaeb06 307 MOVE_DOWN = move_enemy(&enemy_1, MOVE_DOWN, DIRECTION); // moves the enemy based on the DIRECTION passed in and also sends global MOVE_DOWN to update in enemy.cpp
michaeljson 0:3817adfaeb06 308 MOVE_DOWN = move_enemy(&enemy_2, MOVE_DOWN, DIRECTION); // MOVE_DOWN will be 1 enemies reach the left or right edge of the screen
michaeljson 0:3817adfaeb06 309 MOVE_DOWN = move_enemy(&enemy_3, MOVE_DOWN, DIRECTION); // MOVE_DOWN will be 2 if enemies reach the player, otherwise 0
michaeljson 0:3817adfaeb06 310 MOVE_DOWN = move_enemy(&enemy_4, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 311 MOVE_DOWN = move_enemy(&enemy_5, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 312
michaeljson 0:3817adfaeb06 313 // Second Row of Enemies
michaeljson 0:3817adfaeb06 314 MOVE_DOWN = move_enemy(&enemy_6, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 315 MOVE_DOWN = move_enemy(&enemy_7, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 316 MOVE_DOWN = move_enemy(&enemy_8, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 317 MOVE_DOWN = move_enemy(&enemy_9, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 318 MOVE_DOWN = move_enemy(&enemy_10, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 319
michaeljson 0:3817adfaeb06 320 // Third Row of Enemies
michaeljson 0:3817adfaeb06 321 MOVE_DOWN = move_enemy(&enemy_11, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 322 MOVE_DOWN = move_enemy(&enemy_12, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 323 MOVE_DOWN = move_enemy(&enemy_13, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 324 MOVE_DOWN = move_enemy(&enemy_14, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 325 MOVE_DOWN = move_enemy(&enemy_15, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 326
michaeljson 0:3817adfaeb06 327 // if MOVE_DOWN is 2, then the enemies have reached the player
michaeljson 0:3817adfaeb06 328 if (MOVE_DOWN == 2)
michaeljson 0:3817adfaeb06 329 {
michaeljson 0:3817adfaeb06 330 lose = true; // set global lose to true to go to gameover screen
michaeljson 0:3817adfaeb06 331 }
michaeljson 0:3817adfaeb06 332
michaeljson 0:3817adfaeb06 333 // if MOVE_DOWN is 1, update the y-pos of the enemies
michaeljson 0:3817adfaeb06 334 if (MOVE_DOWN == 1)
michaeljson 0:3817adfaeb06 335 {
michaeljson 0:3817adfaeb06 336 move_enemy_down(); // updates the y-pos of the enemies
michaeljson 0:3817adfaeb06 337
michaeljson 0:3817adfaeb06 338 // Flips the direction when the enemy moves down
michaeljson 0:3817adfaeb06 339 if (DIRECTION == 1)
michaeljson 0:3817adfaeb06 340 {
michaeljson 0:3817adfaeb06 341 DIRECTION = 2;
michaeljson 0:3817adfaeb06 342 }
michaeljson 0:3817adfaeb06 343 else
michaeljson 0:3817adfaeb06 344 {
michaeljson 0:3817adfaeb06 345 DIRECTION = 1;
michaeljson 0:3817adfaeb06 346 }
michaeljson 0:3817adfaeb06 347 MOVE_DOWN = 0; // sets MOVE_DOWN back to 0 to stop down movement until
michaeljson 0:3817adfaeb06 348 }
michaeljson 0:3817adfaeb06 349
michaeljson 0:3817adfaeb06 350 ENEMY_MOVE += 1;
michaeljson 0:3817adfaeb06 351 }
michaeljson 0:3817adfaeb06 352 else
michaeljson 0:3817adfaeb06 353 {
michaeljson 0:3817adfaeb06 354 ENEMY_MOVE += 1;
michaeljson 0:3817adfaeb06 355 }
michaeljson 0:3817adfaeb06 356 }
michaeljson 0:3817adfaeb06 357
michaeljson 0:3817adfaeb06 358 // moves all the enemies down in the y-direction
michaeljson 0:3817adfaeb06 359 void move_enemy_down()
michaeljson 0:3817adfaeb06 360 {
michaeljson 0:3817adfaeb06 361 // First Row of Enemies
michaeljson 0:3817adfaeb06 362 enemy_erase(&enemy_1);
michaeljson 0:3817adfaeb06 363 enemy_erase(&enemy_2);
michaeljson 0:3817adfaeb06 364 enemy_erase(&enemy_3);
michaeljson 0:3817adfaeb06 365 enemy_erase(&enemy_4);
michaeljson 0:3817adfaeb06 366 enemy_erase(&enemy_5);
michaeljson 0:3817adfaeb06 367
michaeljson 0:3817adfaeb06 368 enemy_1.enemy_blk_y += enemy_1.enemy_height+4;
michaeljson 0:3817adfaeb06 369 enemy_2.enemy_blk_y += enemy_2.enemy_height+4;
michaeljson 0:3817adfaeb06 370 enemy_3.enemy_blk_y += enemy_3.enemy_height+4;
michaeljson 0:3817adfaeb06 371 enemy_4.enemy_blk_y += enemy_4.enemy_height+4;
michaeljson 0:3817adfaeb06 372 enemy_5.enemy_blk_y += enemy_5.enemy_height+4;
michaeljson 0:3817adfaeb06 373
michaeljson 0:3817adfaeb06 374 // Second Row of Enemies
michaeljson 0:3817adfaeb06 375 enemy_erase(&enemy_6);
michaeljson 0:3817adfaeb06 376 enemy_erase(&enemy_7);
michaeljson 0:3817adfaeb06 377 enemy_erase(&enemy_8);
michaeljson 0:3817adfaeb06 378 enemy_erase(&enemy_9);
michaeljson 0:3817adfaeb06 379 enemy_erase(&enemy_10);
michaeljson 0:3817adfaeb06 380
michaeljson 0:3817adfaeb06 381 enemy_6.enemy_blk_y += enemy_6.enemy_height+4;
michaeljson 0:3817adfaeb06 382 enemy_7.enemy_blk_y += enemy_7.enemy_height+4;
michaeljson 0:3817adfaeb06 383 enemy_8.enemy_blk_y += enemy_8.enemy_height+4;
michaeljson 0:3817adfaeb06 384 enemy_9.enemy_blk_y += enemy_9.enemy_height+4;
michaeljson 0:3817adfaeb06 385 enemy_10.enemy_blk_y += enemy_10.enemy_height+4;
michaeljson 0:3817adfaeb06 386
michaeljson 0:3817adfaeb06 387 // Third Row of Enemies
michaeljson 0:3817adfaeb06 388 enemy_erase(&enemy_11);
michaeljson 0:3817adfaeb06 389 enemy_erase(&enemy_12);
michaeljson 0:3817adfaeb06 390 enemy_erase(&enemy_13);
michaeljson 0:3817adfaeb06 391 enemy_erase(&enemy_14);
michaeljson 0:3817adfaeb06 392 enemy_erase(&enemy_15);
michaeljson 0:3817adfaeb06 393
michaeljson 0:3817adfaeb06 394 enemy_11.enemy_blk_y += enemy_11.enemy_height+4;
michaeljson 0:3817adfaeb06 395 enemy_12.enemy_blk_y += enemy_12.enemy_height+4;
michaeljson 0:3817adfaeb06 396 enemy_13.enemy_blk_y += enemy_13.enemy_height+4;
michaeljson 0:3817adfaeb06 397 enemy_14.enemy_blk_y += enemy_14.enemy_height+4;
michaeljson 0:3817adfaeb06 398 enemy_15.enemy_blk_y += enemy_15.enemy_height+4;
michaeljson 0:3817adfaeb06 399 }
michaeljson 0:3817adfaeb06 400
michaeljson 0:3817adfaeb06 401 // thread that plays sounds during game
michaeljson 0:3817adfaeb06 402 void playstart(void const *args)//Th
michaeljson 0:3817adfaeb06 403 { //Depending on the state of the game,
michaeljson 0:3817adfaeb06 404 //queue either screen music or play sound effect upon fire
michaeljson 0:3817adfaeb06 405 while(true) {
michaeljson 0:3817adfaeb06 406 FILE *wave_file;
michaeljson 0:3817adfaeb06 407
michaeljson 0:3817adfaeb06 408 // plays intro music during menu screen
michaeljson 0:3817adfaeb06 409 while(game_menu)
michaeljson 0:3817adfaeb06 410 {
wminix3 2:4a3f97570578 411 wave_file=fopen("/sd/wavfiles/futureEdit2.wav","r");
wminix3 2:4a3f97570578 412 if(wave_file==NULL) pc.printf("file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 413 waver.play(wave_file);
michaeljson 0:3817adfaeb06 414 fclose(wave_file);
michaeljson 0:3817adfaeb06 415 }
michaeljson 0:3817adfaeb06 416
michaeljson 0:3817adfaeb06 417 // Checks in game sound conditions
michaeljson 0:3817adfaeb06 418 while(begin_game)
michaeljson 0:3817adfaeb06 419 {
michaeljson 0:3817adfaeb06 420 // play firing sound when the player fires
michaeljson 0:3817adfaeb06 421 if(!pb && missile.status == PLAYER_MISSILE_INACTIVE) {
michaeljson 0:3817adfaeb06 422
wminix3 2:4a3f97570578 423 wave_file=fopen("/sd/wavfiles/laserEdit.wav","r");
wminix3 2:4a3f97570578 424 if(wave_file==NULL) pc.printf("laser file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 425
michaeljson 0:3817adfaeb06 426 waver.play(wave_file);
michaeljson 0:3817adfaeb06 427 fclose(wave_file);
michaeljson 0:3817adfaeb06 428 }
michaeljson 0:3817adfaeb06 429
michaeljson 0:3817adfaeb06 430 // if player hit, play hit sound
michaeljson 0:3817adfaeb06 431 if (hit_player)
michaeljson 0:3817adfaeb06 432 {
wminix3 2:4a3f97570578 433 wave_file=fopen("/sd/wavfiles/bigExplosionEdit2.wav","r");
wminix3 2:4a3f97570578 434 if(wave_file==NULL) pc.printf("explosion file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 435 waver.play(wave_file);
michaeljson 0:3817adfaeb06 436 fclose(wave_file);
michaeljson 0:3817adfaeb06 437 }
michaeljson 0:3817adfaeb06 438 }
michaeljson 0:3817adfaeb06 439
michaeljson 0:3817adfaeb06 440 // players gameover voice if player loses
michaeljson 0:3817adfaeb06 441 while(gameover)
michaeljson 0:3817adfaeb06 442 {
wminix3 2:4a3f97570578 443 wave_file=fopen("/sd/wavfiles/comicalgameoverEdit.wav","r");
wminix3 2:4a3f97570578 444 if(wave_file==NULL) pc.printf("gameover file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 445 waver.play(wave_file);
michaeljson 0:3817adfaeb06 446 fclose(wave_file);
michaeljson 0:3817adfaeb06 447 }
michaeljson 0:3817adfaeb06 448 }
michaeljson 0:3817adfaeb06 449 }
michaeljson 0:3817adfaeb06 450
wminix3 4:739f6e0dd8af 451 // Thread added for mbed communication, which allows two-player
wminix3 4:739f6e0dd8af 452 void mbedComm(void const *args) {
wminix3 4:739f6e0dd8af 453 while(1) {
wminix3 4:739f6e0dd8af 454 while(numPlayers == 1) Thread::yield();
wminix3 4:739f6e0dd8af 455 while(!first_player_ready || !second_player_ready) {
wminix3 4:739f6e0dd8af 456 //if (!first_player_ready || !second_player_ready) {
wminix3 4:739f6e0dd8af 457 secondMbed.putc('S');
wminix3 4:739f6e0dd8af 458 first_player_ready = true;
wminix3 4:739f6e0dd8af 459 //}
wminix3 4:739f6e0dd8af 460 if (secondMbed.readable()) {
wminix3 4:739f6e0dd8af 461 if (secondMbed.getc() == 'S') {
wminix3 4:739f6e0dd8af 462 second_player_ready = true;
wminix3 4:739f6e0dd8af 463 }
wminix3 4:739f6e0dd8af 464 }
wminix3 4:739f6e0dd8af 465 Thread::wait(1000);
wminix3 4:739f6e0dd8af 466 }
wminix3 4:739f6e0dd8af 467 }
wminix3 4:739f6e0dd8af 468 }
wminix3 4:739f6e0dd8af 469
michaeljson 0:3817adfaeb06 470 int main() {
michaeljson 0:3817adfaeb06 471
michaeljson 0:3817adfaeb06 472 // Initialization of Setup variables
michaeljson 0:3817adfaeb06 473 int blk_x, blk_y;
michaeljson 0:3817adfaeb06 474 pb.mode(PullUp);
michaeljson 0:3817adfaeb06 475
michaeljson 0:3817adfaeb06 476 Thread thread(playstart); // intializes the thread to play sound
wminix3 4:739f6e0dd8af 477 Thread thread2(mbedComm); // initialized thread to start mbed communication between players -- Brice
michaeljson 0:3817adfaeb06 478 uLCD.baudrate(500000); // set to 500000 to increase smooth gameplay
michaeljson 0:3817adfaeb06 479
michaeljson 0:3817adfaeb06 480 // Initialization of Game Menu variables
michaeljson 0:3817adfaeb06 481 const int title_x_pos = 2; // initial x-pos of title
michaeljson 0:3817adfaeb06 482 const int title_y_pos = 3; // initial y-pos of title
michaeljson 0:3817adfaeb06 483 int start_label_x_pos = 7; // start label x-pos
michaeljson 0:3817adfaeb06 484 int start_label_y_pos = 7; // start label y-pos
michaeljson 0:3817adfaeb06 485 int level_cursor_x_pos = 5; // level cursor x-position
wminix3 2:4a3f97570578 486 int level_cursor_y_pos_start = 7; // level cursor y-position
wminix3 2:4a3f97570578 487 //int level_cursor_y_pos = 7; // initial level_cursor_y_pos @ start -- Added by Brice for more menu options
wminix3 2:4a3f97570578 488 int level_cursor_y_pos_end = 8; // BOTTOM CURSOR POS -- Added by Brice for more menu options
michaeljson 0:3817adfaeb06 489 int gameover_x_pos = 5; // gameover label x-position
michaeljson 0:3817adfaeb06 490 int gameover_y_pos = 5; // gameover label y-position
michaeljson 0:3817adfaeb06 491 int win_x_pos = 2; // congratulations label x-position
michaeljson 0:3817adfaeb06 492 int win_y_pos = 5; // congratulations label y-position
michaeljson 0:3817adfaeb06 493 int startover_x_pos = 3; // startover label x-position
michaeljson 0:3817adfaeb06 494 int startover_y_pos = 8; // startover label y-position
michaeljson 0:3817adfaeb06 495
michaeljson 0:3817adfaeb06 496 // intialize temporary score and current score
michaeljson 0:3817adfaeb06 497 int temp = 0;
michaeljson 0:3817adfaeb06 498 int score = 0;
michaeljson 0:3817adfaeb06 499
wminix3 2:4a3f97570578 500 // Additional globals added for two-player and one-player capabilities (by Brice)
wminix3 2:4a3f97570578 501
michaeljson 0:3817adfaeb06 502 // Begin game loop
michaeljson 0:3817adfaeb06 503 while(1)
michaeljson 0:3817adfaeb06 504 {
michaeljson 0:3817adfaeb06 505 // initialize all starting conditions for the beginning of the game
michaeljson 0:3817adfaeb06 506 game_menu = true; // defaults to display menu screen
michaeljson 0:3817adfaeb06 507 ENEMY_MOVE = true; // defaults to move enemy
michaeljson 0:3817adfaeb06 508 DIRECTION = 1; // default to move right
michaeljson 0:3817adfaeb06 509 hit_player = 0; // default to not player hit
michaeljson 0:3817adfaeb06 510 MOVE_DOWN = 0; // default to not move down
michaeljson 0:3817adfaeb06 511 lose = false; // default to not lose
michaeljson 0:3817adfaeb06 512 lives = 3; // defaults to 3 lives
michaeljson 0:3817adfaeb06 513 score = 0; // default to score of 0
wminix3 2:4a3f97570578 514 int level_cursor_y_pos = 7; // initial level_cursor_y_pos @ start -- Added by Brice for more menu options
michaeljson 0:3817adfaeb06 515 uLCD.cls();
wminix3 2:4a3f97570578 516 // Brice moved this out of the loop since it shouldn't change
wminix3 2:4a3f97570578 517 //uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position
wminix3 2:4a3f97570578 518 //uLCD.printf("SPACE INVADERS"); // Title
michaeljson 0:3817adfaeb06 519 // Implementation of Game Menu
michaeljson 0:3817adfaeb06 520 while(game_menu)
michaeljson 0:3817adfaeb06 521 {
wminix3 2:4a3f97570578 522 // Brice added this in order to move the cursor through the menu options
wminix3 2:4a3f97570578 523 uLCD.locate(level_cursor_x_pos, level_cursor_y_pos);
wminix3 2:4a3f97570578 524 uLCD.printf(" ");
wminix3 2:4a3f97570578 525 if (myNav.down() && level_cursor_y_pos < level_cursor_y_pos_end) {
wminix3 2:4a3f97570578 526 level_cursor_y_pos += 1;
wminix3 2:4a3f97570578 527 } else if (myNav.up() && level_cursor_y_pos > level_cursor_y_pos_start) {
wminix3 2:4a3f97570578 528 level_cursor_y_pos -= 1;
wminix3 2:4a3f97570578 529 }
wminix3 2:4a3f97570578 530 // end of movable cursor
michaeljson 0:3817adfaeb06 531 uLCD.locate(level_cursor_x_pos,level_cursor_y_pos); // draws cursor next to "START" label
michaeljson 0:3817adfaeb06 532 uLCD.printf("->");
michaeljson 0:3817adfaeb06 533
michaeljson 0:3817adfaeb06 534 uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position
michaeljson 0:3817adfaeb06 535 uLCD.printf("SPACE INVADERS"); // Title
michaeljson 0:3817adfaeb06 536
michaeljson 0:3817adfaeb06 537 uLCD.locate(start_label_x_pos,start_label_y_pos); // "START" label position
wminix3 2:4a3f97570578 538 uLCD.printf("ONE-PLAYER");
wminix3 2:4a3f97570578 539
wminix3 2:4a3f97570578 540 uLCD.locate(start_label_x_pos,start_label_y_pos + 1);
wminix3 2:4a3f97570578 541 uLCD.printf("TWO-PLAYER");
michaeljson 0:3817adfaeb06 542 // if pushbutton is pressed, game menu is exited and game begins
michaeljson 0:3817adfaeb06 543 if(!pb)
michaeljson 0:3817adfaeb06 544 {
michaeljson 0:3817adfaeb06 545 game_menu = false;
wminix3 2:4a3f97570578 546 if (level_cursor_y_pos == start_label_y_pos) {
wminix3 2:4a3f97570578 547 numPlayers = 1;
wminix3 2:4a3f97570578 548 } else if (level_cursor_y_pos == start_label_y_pos + 1) {
wminix3 2:4a3f97570578 549 numPlayers = 2;
wminix3 2:4a3f97570578 550 }
wminix3 3:e6c081c7f6f1 551 Thread::wait(500); // changed this to Thread::wait ... originally wait(0.5);
michaeljson 0:3817adfaeb06 552 }
michaeljson 0:3817adfaeb06 553 }
wminix3 4:739f6e0dd8af 554 while(numPlayers != 1 && (!first_player_ready || !second_player_ready)) Thread::yield(); // added to force wait with two-player and one player not ready. -- added by Brice
michaeljson 0:3817adfaeb06 555 begin_game = true; // defaults begin_game to true
michaeljson 0:3817adfaeb06 556
michaeljson 0:3817adfaeb06 557 uLCD.cls();
michaeljson 0:3817adfaeb06 558
michaeljson 0:3817adfaeb06 559 // Draw the enemies
michaeljson 0:3817adfaeb06 560 draw_enemies_level();
michaeljson 0:3817adfaeb06 561
michaeljson 0:3817adfaeb06 562 // Draw the player
michaeljson 0:3817adfaeb06 563 draw_initial_player();
michaeljson 0:3817adfaeb06 564
michaeljson 0:3817adfaeb06 565 // sets the initial position of player missile and enemy missile (later updated)
michaeljson 0:3817adfaeb06 566 blk_x = player.player_blk_x+(player.player_width/2);
michaeljson 0:3817adfaeb06 567 blk_y = player.player_blk_y;
michaeljson 0:3817adfaeb06 568 missile_init(&missile, blk_x, blk_y, WHITE);
michaeljson 1:618aa2c4ca6a 569 int e_blk_x = 0;
michaeljson 1:618aa2c4ca6a 570 int e_blk_y = 2;
michaeljson 1:618aa2c4ca6a 571 enemy_missile_init(&enemy_missile, e_blk_x, e_blk_y, WHITE);
michaeljson 0:3817adfaeb06 572
michaeljson 0:3817adfaeb06 573 // prints lives
michaeljson 0:3817adfaeb06 574 uLCD.locate(0,0);
michaeljson 0:3817adfaeb06 575 uLCD.printf("Lives:%i", lives);
michaeljson 0:3817adfaeb06 576
michaeljson 0:3817adfaeb06 577 // prints score
michaeljson 0:3817adfaeb06 578 uLCD.locate(9,0);
michaeljson 0:3817adfaeb06 579 uLCD.printf("Score:%i", score);
michaeljson 0:3817adfaeb06 580
michaeljson 0:3817adfaeb06 581 // game play loop
michaeljson 0:3817adfaeb06 582 while(begin_game)
michaeljson 0:3817adfaeb06 583 {
michaeljson 0:3817adfaeb06 584 // updates score
michaeljson 0:3817adfaeb06 585 temp = score;
michaeljson 0:3817adfaeb06 586 score = (15-numOfEnemies)*15;
michaeljson 0:3817adfaeb06 587
michaeljson 0:3817adfaeb06 588 // prints score if score changes
michaeljson 0:3817adfaeb06 589 if (score != temp)
michaeljson 0:3817adfaeb06 590 {
michaeljson 0:3817adfaeb06 591 uLCD.locate(9,0);
michaeljson 0:3817adfaeb06 592 uLCD.printf("Score:%i", score);
michaeljson 0:3817adfaeb06 593 }
michaeljson 0:3817adfaeb06 594
michaeljson 0:3817adfaeb06 595 // move enemy
michaeljson 0:3817adfaeb06 596 enemy_motion();
michaeljson 0:3817adfaeb06 597
michaeljson 0:3817adfaeb06 598 // checks if player missile passes y-pos of row1
michaeljson 0:3817adfaeb06 599 if (missile.missile_blk_y+1-missile.missile_height <= enemy_1.enemy_blk_y
michaeljson 0:3817adfaeb06 600 && missile.missile_blk_y+1-missile.missile_height >= enemy_1.enemy_blk_y-enemy_1.enemy_height)
michaeljson 0:3817adfaeb06 601 {
michaeljson 0:3817adfaeb06 602 check_hit_enemy_row1();
michaeljson 0:3817adfaeb06 603 }
michaeljson 0:3817adfaeb06 604
michaeljson 0:3817adfaeb06 605 // checks if player missile passes y-pos of row2
michaeljson 0:3817adfaeb06 606 if (missile.missile_blk_y+1-missile.missile_height <= enemy_6.enemy_blk_y
michaeljson 0:3817adfaeb06 607 && missile.missile_blk_y+1-missile.missile_height >= enemy_6.enemy_blk_y-enemy_6.enemy_height)
michaeljson 0:3817adfaeb06 608 {
michaeljson 0:3817adfaeb06 609 check_hit_enemy_row2();
michaeljson 0:3817adfaeb06 610 }
michaeljson 0:3817adfaeb06 611
michaeljson 0:3817adfaeb06 612 // checks if player missile passes y-pos of row3
michaeljson 0:3817adfaeb06 613 if (missile.missile_blk_y+1-missile.missile_height <= enemy_11.enemy_blk_y
michaeljson 0:3817adfaeb06 614 && missile.missile_blk_y+1-missile.missile_height >= enemy_11.enemy_blk_y-enemy_11.enemy_height)
michaeljson 0:3817adfaeb06 615 {
michaeljson 0:3817adfaeb06 616 check_hit_enemy_row3();
michaeljson 0:3817adfaeb06 617 }
michaeljson 0:3817adfaeb06 618
michaeljson 0:3817adfaeb06 619 // Random Enemy Fire
michaeljson 0:3817adfaeb06 620 if (enemy_missile.status == ENEMY_MISSILE_INACTIVE)
michaeljson 0:3817adfaeb06 621 {
michaeljson 0:3817adfaeb06 622 random_attack_gen();
michaeljson 0:3817adfaeb06 623 }
michaeljson 0:3817adfaeb06 624
michaeljson 0:3817adfaeb06 625 // checks if enemy missile passes y-pos of player
michaeljson 0:3817adfaeb06 626 if (enemy_missile.missile_blk_y >= player.player_blk_y
michaeljson 0:3817adfaeb06 627 && enemy_missile.missile_blk_y <= player.player_blk_y+player.player_height)
michaeljson 0:3817adfaeb06 628 {
michaeljson 0:3817adfaeb06 629 check_player_hit();
michaeljson 0:3817adfaeb06 630 }
michaeljson 0:3817adfaeb06 631
michaeljson 0:3817adfaeb06 632 update_missile_pos(&missile); // updates player missile position
michaeljson 0:3817adfaeb06 633 update_enemy_missile_pos(&enemy_missile); // updates enemy missile position
michaeljson 0:3817adfaeb06 634
michaeljson 0:3817adfaeb06 635 // Player Movement checked with navigation switch
michaeljson 0:3817adfaeb06 636 if (myNav.left() && ((player.player_blk_x-3) > 0))
michaeljson 0:3817adfaeb06 637 {
michaeljson 0:3817adfaeb06 638 player_erase(&player);
michaeljson 0:3817adfaeb06 639 player.player_blk_x -= 3;
michaeljson 0:3817adfaeb06 640 player_show(&player);
michaeljson 0:3817adfaeb06 641 }
michaeljson 0:3817adfaeb06 642 else if (myNav.right() && ((player.player_blk_x+3) < (128-player.player_width)))
michaeljson 0:3817adfaeb06 643 {
michaeljson 0:3817adfaeb06 644 player_erase(&player);
michaeljson 0:3817adfaeb06 645 player.player_blk_x += 3;
michaeljson 0:3817adfaeb06 646 player_show(&player);
michaeljson 0:3817adfaeb06 647 }
michaeljson 0:3817adfaeb06 648
michaeljson 0:3817adfaeb06 649 // Player Fire
michaeljson 0:3817adfaeb06 650 if (pb == 0 && missile.status == PLAYER_MISSILE_INACTIVE)
michaeljson 0:3817adfaeb06 651 {
michaeljson 0:3817adfaeb06 652 missile.missile_blk_x = player.player_blk_x+(player.player_width/2);
michaeljson 0:3817adfaeb06 653 missile.missile_blk_y = player.player_blk_y;
michaeljson 0:3817adfaeb06 654 missile.status = PLAYER_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 655 }
michaeljson 0:3817adfaeb06 656
michaeljson 0:3817adfaeb06 657 // checks if player destroyed all enemies
michaeljson 0:3817adfaeb06 658 if (numOfEnemies == 0)
michaeljson 0:3817adfaeb06 659 {
michaeljson 0:3817adfaeb06 660 uLCD.cls();
michaeljson 0:3817adfaeb06 661
michaeljson 0:3817adfaeb06 662 bool win = true; // sets win to true, for win screen
michaeljson 0:3817adfaeb06 663 begin_game = false;
michaeljson 0:3817adfaeb06 664
michaeljson 0:3817adfaeb06 665 // displays video clip
michaeljson 0:3817adfaeb06 666 uLCD.cls();
michaeljson 0:3817adfaeb06 667 uLCD.media_init();
michaeljson 0:3817adfaeb06 668 uLCD.set_sector_address(0x00, 0x00);
michaeljson 0:3817adfaeb06 669 uLCD.display_video(0,0);
michaeljson 0:3817adfaeb06 670 wait(1);
michaeljson 0:3817adfaeb06 671
michaeljson 0:3817adfaeb06 672 uLCD.cls();
michaeljson 0:3817adfaeb06 673
michaeljson 0:3817adfaeb06 674 // prints "Congratulations" on uLCD
michaeljson 0:3817adfaeb06 675 uLCD.locate(win_x_pos,win_y_pos);
michaeljson 0:3817adfaeb06 676 uLCD.printf("CONGRATULATIONS!");
michaeljson 0:3817adfaeb06 677
michaeljson 0:3817adfaeb06 678 // prints "Play Again?" and "Press pb..."
michaeljson 0:3817adfaeb06 679 uLCD.locate(startover_x_pos, startover_y_pos);
michaeljson 0:3817adfaeb06 680 uLCD.printf("Play Again?");
michaeljson 0:3817adfaeb06 681 uLCD.locate(startover_x_pos, startover_y_pos+1);
michaeljson 0:3817adfaeb06 682 uLCD.printf("Press pb...");
michaeljson 0:3817adfaeb06 683
michaeljson 0:3817adfaeb06 684 // waits at win screen until pushbutton is pressed
michaeljson 0:3817adfaeb06 685 while (win)
michaeljson 0:3817adfaeb06 686 {
michaeljson 0:3817adfaeb06 687 // if pb is pressed, reset game to start menu
michaeljson 0:3817adfaeb06 688 if (!pb)
michaeljson 0:3817adfaeb06 689 {
michaeljson 0:3817adfaeb06 690 win = false;
michaeljson 0:3817adfaeb06 691 wait(0.5);
michaeljson 0:3817adfaeb06 692 }
michaeljson 0:3817adfaeb06 693 }
michaeljson 0:3817adfaeb06 694
michaeljson 0:3817adfaeb06 695 }
michaeljson 0:3817adfaeb06 696
michaeljson 0:3817adfaeb06 697 // checks if player was hit
michaeljson 0:3817adfaeb06 698 if (hit_player)
michaeljson 0:3817adfaeb06 699 {
michaeljson 0:3817adfaeb06 700 // updates lives
michaeljson 0:3817adfaeb06 701 lives -= 1;
michaeljson 0:3817adfaeb06 702 wait(0.5);
michaeljson 0:3817adfaeb06 703 hit_player = 0;
michaeljson 0:3817adfaeb06 704 player_show(&player);
michaeljson 0:3817adfaeb06 705 player.status = PLAYER_ALIVE;
michaeljson 0:3817adfaeb06 706
michaeljson 0:3817adfaeb06 707 // prints updated lives number
michaeljson 0:3817adfaeb06 708 uLCD.locate(0,0);
michaeljson 0:3817adfaeb06 709 uLCD.printf("Lives:%i", lives);
michaeljson 0:3817adfaeb06 710 }
michaeljson 0:3817adfaeb06 711
michaeljson 0:3817adfaeb06 712 // if player loses all lives or enemy reaches the player
michaeljson 0:3817adfaeb06 713 if (lose || lives == 0)
michaeljson 0:3817adfaeb06 714 {
michaeljson 0:3817adfaeb06 715 begin_game = false; // set to false to end game
michaeljson 0:3817adfaeb06 716 uLCD.cls();
michaeljson 0:3817adfaeb06 717
michaeljson 0:3817adfaeb06 718 gameover = true; // set to go to display gameover screen
michaeljson 0:3817adfaeb06 719
michaeljson 0:3817adfaeb06 720 // prints "GAMEOVER" to uLCD
michaeljson 0:3817adfaeb06 721 uLCD.locate(gameover_x_pos, gameover_y_pos);
michaeljson 0:3817adfaeb06 722 uLCD.printf("GAMEOVER");
michaeljson 0:3817adfaeb06 723 wait(1);
michaeljson 0:3817adfaeb06 724
michaeljson 0:3817adfaeb06 725 // prints "Play Again?" and "Press pb..."
michaeljson 0:3817adfaeb06 726 uLCD.locate(startover_x_pos, startover_y_pos);
michaeljson 0:3817adfaeb06 727 uLCD.printf("Play Again?");
michaeljson 0:3817adfaeb06 728 uLCD.locate(startover_x_pos, startover_y_pos+1);
michaeljson 0:3817adfaeb06 729 uLCD.printf("Press pb...");
michaeljson 0:3817adfaeb06 730
michaeljson 0:3817adfaeb06 731 // stays in gameover screen until pb is pressed
michaeljson 0:3817adfaeb06 732 while (gameover)
michaeljson 0:3817adfaeb06 733 {
michaeljson 0:3817adfaeb06 734 // if pb is pressed, game is reset to the game menu screen
michaeljson 0:3817adfaeb06 735 if (!pb)
michaeljson 0:3817adfaeb06 736 {
michaeljson 0:3817adfaeb06 737 gameover = false;
michaeljson 0:3817adfaeb06 738 game_menu = true;
michaeljson 0:3817adfaeb06 739 wait(0.5);
michaeljson 0:3817adfaeb06 740 }
michaeljson 0:3817adfaeb06 741 }
michaeljson 0:3817adfaeb06 742 }
michaeljson 0:3817adfaeb06 743
michaeljson 0:3817adfaeb06 744 }
michaeljson 0:3817adfaeb06 745 }
michaeljson 0:3817adfaeb06 746 }