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
main.cpp@4:739f6e0dd8af, 2021-04-16 (annotated)
- 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?
User | Revision | Line number | New 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 | } |