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:
Wed Apr 28 15:21:44 2021 +0000
Revision:
28:a2dac56af32f
Parent:
26:3270c6edd7d9
Child:
30:3420969d61df
Child:
31:18a26153eb0e
Added and cleaned up the comments.

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"
wminix3 23:56f6a12aaebd 6 #include "barrier.h"
michaeljson 0:3817adfaeb06 7 #include "missile.h"
michaeljson 0:3817adfaeb06 8 #include "globals.h"
michaeljson 0:3817adfaeb06 9 #include "rtos.h"
wminix3 16:e4e6515bdabb 10 #include "SparkfunAnalogJoystick.h"
wminix3 17:843a874eb4e3 11 #include "LSM9DS1.h"
michaeljson 0:3817adfaeb06 12 #include <string>
michaeljson 0:3817adfaeb06 13
wminix3 28:a2dac56af32f 14 // Navigation Switch replaced with Analog Joystick and IMU
michaeljson 0:3817adfaeb06 15 /* ==== Navigation Switch ===== */
wminix3 16:e4e6515bdabb 16 /*
michaeljson 0:3817adfaeb06 17 class Nav_Switch
michaeljson 0:3817adfaeb06 18 {
michaeljson 0:3817adfaeb06 19 public:
michaeljson 0:3817adfaeb06 20 Nav_Switch(PinName up,PinName down,PinName left,PinName right,PinName fire);
michaeljson 0:3817adfaeb06 21 int read();
michaeljson 0:3817adfaeb06 22 //boolean functions to test each switch
michaeljson 0:3817adfaeb06 23 bool up();
michaeljson 0:3817adfaeb06 24 bool down();
michaeljson 0:3817adfaeb06 25 bool left();
michaeljson 0:3817adfaeb06 26 bool right();
michaeljson 0:3817adfaeb06 27 bool fire();
michaeljson 0:3817adfaeb06 28 //automatic read on RHS
michaeljson 0:3817adfaeb06 29 operator int ();
michaeljson 0:3817adfaeb06 30 //index to any switch array style
michaeljson 0:3817adfaeb06 31 bool operator[](int index) {
michaeljson 0:3817adfaeb06 32 return _pins[index];
michaeljson 0:3817adfaeb06 33 };
michaeljson 0:3817adfaeb06 34 private:
michaeljson 0:3817adfaeb06 35 BusIn _pins;
michaeljson 0:3817adfaeb06 36
michaeljson 0:3817adfaeb06 37 };
michaeljson 0:3817adfaeb06 38 Nav_Switch::Nav_Switch (PinName up,PinName down,PinName left,PinName right,PinName fire):
michaeljson 0:3817adfaeb06 39 _pins(up, down, left, right, fire)
michaeljson 0:3817adfaeb06 40 {
michaeljson 0:3817adfaeb06 41 _pins.mode(PullUp); //needed if pullups not on board or a bare nav switch is used - delete otherwise
michaeljson 0:3817adfaeb06 42 wait(0.001); //delays just a bit for pullups to pull inputs high
michaeljson 0:3817adfaeb06 43 }
michaeljson 0:3817adfaeb06 44 inline bool Nav_Switch::up()
michaeljson 0:3817adfaeb06 45 {
michaeljson 0:3817adfaeb06 46 return !(_pins[0]);
michaeljson 0:3817adfaeb06 47 }
michaeljson 0:3817adfaeb06 48 inline bool Nav_Switch::down()
michaeljson 0:3817adfaeb06 49 {
michaeljson 0:3817adfaeb06 50 return !(_pins[1]);
michaeljson 0:3817adfaeb06 51 }
michaeljson 0:3817adfaeb06 52 inline bool Nav_Switch::left()
michaeljson 0:3817adfaeb06 53 {
michaeljson 0:3817adfaeb06 54 return !(_pins[2]);
michaeljson 0:3817adfaeb06 55 }
michaeljson 0:3817adfaeb06 56 inline bool Nav_Switch::right()
michaeljson 0:3817adfaeb06 57 {
michaeljson 0:3817adfaeb06 58 return !(_pins[3]);
michaeljson 0:3817adfaeb06 59 }
michaeljson 0:3817adfaeb06 60 inline bool Nav_Switch::fire()
michaeljson 0:3817adfaeb06 61 {
michaeljson 0:3817adfaeb06 62 return !(_pins[4]);
michaeljson 0:3817adfaeb06 63 }
michaeljson 0:3817adfaeb06 64 inline int Nav_Switch::read()
michaeljson 0:3817adfaeb06 65 {
michaeljson 0:3817adfaeb06 66 return _pins.read();
michaeljson 0:3817adfaeb06 67 }
michaeljson 0:3817adfaeb06 68 inline Nav_Switch::operator int ()
michaeljson 0:3817adfaeb06 69 {
michaeljson 0:3817adfaeb06 70 return _pins.read();
michaeljson 0:3817adfaeb06 71 }
wminix3 16:e4e6515bdabb 72 */
michaeljson 0:3817adfaeb06 73
michaeljson 0:3817adfaeb06 74 // Platform initialization
wminix3 16:e4e6515bdabb 75 uLCD_4DGL uLCD(p28,p27,p29); // LCD (serial tx, serial rx, reset pin;)
michaeljson 0:3817adfaeb06 76 AnalogOut DACout(p18); // speaker
michaeljson 0:3817adfaeb06 77 wave_player waver(&DACout); // wav player
michaeljson 0:3817adfaeb06 78 SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD card and filesystem (mosi, miso, sck, cs)
wminix3 16:e4e6515bdabb 79 //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
wminix3 16:e4e6515bdabb 80 DigitalIn pb(p20); // push button for player misisle fire
wminix3 28:a2dac56af32f 81 Serial pc(USBTX, USBRX); // communicate with pc (for debugging)
wminix3 28:a2dac56af32f 82 RawSerial secondMbed(p13, p14); // potentially communicate with a second mbed for 2 player.
wminix3 28:a2dac56af32f 83 PwmOut red(p21); // added to dim and brighten red LED (in RGB LED) -- Brice
wminix3 28:a2dac56af32f 84 PwmOut green(p22); // added to dim and brighten green LED (in RGB LED) -- Brice
wminix3 28:a2dac56af32f 85 PwmOut blue(p23); // added to dim and brighten blue LED (in RGB LED) -- Brice
wminix3 16:e4e6515bdabb 86 SparkfunAnalogJoystick stick(p15, p16, p17); // Sparkfun analog joystick to replace the tactile switch (menu control and more fluid control of ship)
wminix3 28:a2dac56af32f 87 LSM9DS1 IMU(p9, p10, 0xD6, 0x3C); // IMU added. Use the IMU accelerometer for a second optional tilt control for menu and ship.
michaeljson 0:3817adfaeb06 88 // Initialize all global enemy objects
michaeljson 0:3817adfaeb06 89 enemy_t enemy_1;
michaeljson 0:3817adfaeb06 90 enemy_t enemy_2;
michaeljson 0:3817adfaeb06 91 enemy_t enemy_3;
michaeljson 0:3817adfaeb06 92 enemy_t enemy_4;
michaeljson 0:3817adfaeb06 93 enemy_t enemy_5;
michaeljson 0:3817adfaeb06 94 enemy_t enemy_6;
michaeljson 0:3817adfaeb06 95 enemy_t enemy_7;
michaeljson 0:3817adfaeb06 96 enemy_t enemy_8;
michaeljson 0:3817adfaeb06 97 enemy_t enemy_9;
michaeljson 0:3817adfaeb06 98 enemy_t enemy_10;
michaeljson 0:3817adfaeb06 99 enemy_t enemy_11;
michaeljson 0:3817adfaeb06 100 enemy_t enemy_12;
michaeljson 0:3817adfaeb06 101 enemy_t enemy_13;
michaeljson 0:3817adfaeb06 102 enemy_t enemy_14;
michaeljson 0:3817adfaeb06 103 enemy_t enemy_15;
michaeljson 0:3817adfaeb06 104
wminix3 28:a2dac56af32f 105 // initialize all global barrier objects.
wminix3 23:56f6a12aaebd 106 barrier_t barrier_1;
wminix3 23:56f6a12aaebd 107 barrier_t barrier_2;
wminix3 23:56f6a12aaebd 108 barrier_t barrier_3;
wminix3 23:56f6a12aaebd 109 barrier_t barrier_4;
wminix3 23:56f6a12aaebd 110
michaeljson 0:3817adfaeb06 111 // Initialize variables
wminix3 2:4a3f97570578 112 // Brice added "volatile" here to protect global variables.
wminix3 28:a2dac56af32f 113 volatile int numOfEnemies = 0; // number of enemies
wminix3 28:a2dac56af32f 114 volatile int ENEMY_MOVE = 1; // enemy moves
wminix3 28:a2dac56af32f 115 volatile int MOVE_DOWN = 0; // enemies move down
wminix3 28:a2dac56af32f 116 volatile int DIRECTION = 1; // direction of movement
wminix3 28:a2dac56af32f 117 volatile int firing_col = 0; // col down which missiles are fired
wminix3 28:a2dac56af32f 118 volatile int hit_player = 0; // determines if player was hit
wminix3 28:a2dac56af32f 119 volatile bool lose = false; // determines if player loses the game
wminix3 24:ea19c7e8a479 120 volatile int lives1 = 3; // number of lives in level 1
wminix3 24:ea19c7e8a479 121 volatile int lives2 = 2; // number of lives in level 2
wminix3 24:ea19c7e8a479 122 volatile int lives3 = 1; // number of lives in level 3
wminix3 24:ea19c7e8a479 123 volatile int level = 1; // the level, number of lives/difficulty
wminix3 28:a2dac56af32f 124 volatile bool game_menu = false; // boolean to determine if in the game_menu state
wminix3 28:a2dac56af32f 125 volatile bool begin_game = false; // boolean to determine if the game has begun
wminix3 28:a2dac56af32f 126 volatile bool gameover = false; // boolean to determine if the game was lost (game_over)
wminix3 26:3270c6edd7d9 127 //volatile int numPlayers = 1; // ONLY NEEDED FOR 2 PLAYER
wminix3 28:a2dac56af32f 128 //volatile bool first_player_ready = false; // 2 Player: Keep track of each player being ready
wminix3 28:a2dac56af32f 129 //volatile bool second_player_ready = false; // 2 Player: Keep track of each player being ready
wminix3 28:a2dac56af32f 130 //volatile bool begin_game2 = false; // ONLY NEEDED FOR 2 PLAYER. 2 PLAYER game started
wminix3 28:a2dac56af32f 131 //volatile int numWins = 0; // MAY BE USED FOR 2 PLAYER. Keep track of the number of wins each player got.
wminix3 28:a2dac56af32f 132 //volatile bool two_player_win = false; // global for a two_player_win (win on this mbed) // ONLY NEEDED FOR 2 PLAYER
wminix3 28:a2dac56af32f 133 //volatile bool two_player_lose = false; // global for a two_player_lose (loss on this mbed) // ONLY NEEDED FOR 2 PLAYER
wminix3 28:a2dac56af32f 134 volatile bool win = false; // add win to global variables so that we can have LED effects and sound effects for a win. Keeps track of the victory state.
wminix3 28:a2dac56af32f 135 Timer bestTimer; // Timer started when the game begins and stopped when the game ends. Used to determine if there's a new best time.
wminix3 28:a2dac56af32f 136 Mutex SDLock; // Used to put a mutex lock on the SD card for audio or for reading/writing the best time to the SD card.
wminix3 26:3270c6edd7d9 137 //Mutex mbedLock; // MIGHT BE NEEDED FOR 2 PLAYER
michaeljson 0:3817adfaeb06 138
michaeljson 0:3817adfaeb06 139 // Initialize global player object
michaeljson 0:3817adfaeb06 140 player_t player;
michaeljson 0:3817adfaeb06 141
michaeljson 0:3817adfaeb06 142 // Intialize global player and enemy missile
michaeljson 0:3817adfaeb06 143 missile_t missile; // player missile
michaeljson 0:3817adfaeb06 144 missile_t enemy_missile; // enemy missile
wminix3 25:17f2ec000357 145 //missile_t enemy_missile2; // first extra enemy missile for level 2 (medium difficulty)
michaeljson 0:3817adfaeb06 146
michaeljson 0:3817adfaeb06 147 // Array of enemy objects
michaeljson 0:3817adfaeb06 148 enemy_t * enemyArray[15];
michaeljson 0:3817adfaeb06 149
michaeljson 0:3817adfaeb06 150 // Function Prototypes
michaeljson 0:3817adfaeb06 151 void move_enemy_down();
wminix3 14:4e7608619043 152 void playstart(void const *args); // PUT BACK IN
michaeljson 0:3817adfaeb06 153
michaeljson 0:3817adfaeb06 154 // Draws the enemies at the initial starting location
michaeljson 0:3817adfaeb06 155 void draw_enemies_level()
michaeljson 0:3817adfaeb06 156 {
wminix3 23:56f6a12aaebd 157 // Initialize local variables
michaeljson 0:3817adfaeb06 158 unsigned int start_x_pos = 12;
michaeljson 0:3817adfaeb06 159 unsigned int start_enemy_y_pos = 20;
michaeljson 0:3817adfaeb06 160 numOfEnemies = 15;
michaeljson 0:3817adfaeb06 161
michaeljson 0:3817adfaeb06 162 // First Row of Enemies
michaeljson 0:3817adfaeb06 163 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 164 enemy_show(&enemy_1); // displays the enemy on uLCD
michaeljson 0:3817adfaeb06 165
michaeljson 0:3817adfaeb06 166 enemy_init(&enemy_2,start_x_pos+15,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 167 enemy_show(&enemy_2);
michaeljson 0:3817adfaeb06 168
michaeljson 0:3817adfaeb06 169 enemy_init(&enemy_3,start_x_pos+30,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 170 enemy_show(&enemy_3);
michaeljson 0:3817adfaeb06 171
michaeljson 0:3817adfaeb06 172 enemy_init(&enemy_4,start_x_pos+45,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 173 enemy_show(&enemy_4);
michaeljson 0:3817adfaeb06 174
michaeljson 0:3817adfaeb06 175 enemy_init(&enemy_5,start_x_pos+60,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 176 enemy_show(&enemy_5);
michaeljson 0:3817adfaeb06 177
michaeljson 0:3817adfaeb06 178 // Second Row of Enemies
michaeljson 0:3817adfaeb06 179 enemy_init(&enemy_6,start_x_pos,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 180 enemy_show(&enemy_6);
michaeljson 0:3817adfaeb06 181
michaeljson 0:3817adfaeb06 182 enemy_init(&enemy_7,start_x_pos+15,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 183 enemy_show(&enemy_7);
michaeljson 0:3817adfaeb06 184
michaeljson 0:3817adfaeb06 185 enemy_init(&enemy_8,start_x_pos+30,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 186 enemy_show(&enemy_8);
michaeljson 0:3817adfaeb06 187
michaeljson 0:3817adfaeb06 188 enemy_init(&enemy_9,start_x_pos+45,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 189 enemy_show(&enemy_9);
michaeljson 0:3817adfaeb06 190
michaeljson 0:3817adfaeb06 191 enemy_init(&enemy_10,start_x_pos+60,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 192 enemy_show(&enemy_10);
michaeljson 0:3817adfaeb06 193
michaeljson 0:3817adfaeb06 194 // Third Row of Enemies
michaeljson 0:3817adfaeb06 195 enemy_init(&enemy_11,start_x_pos,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 196 enemy_show(&enemy_11);
michaeljson 0:3817adfaeb06 197
michaeljson 0:3817adfaeb06 198 enemy_init(&enemy_12,start_x_pos+15,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 199 enemy_show(&enemy_12);
michaeljson 0:3817adfaeb06 200
michaeljson 0:3817adfaeb06 201 enemy_init(&enemy_13,start_x_pos+30,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 202 enemy_show(&enemy_13);
michaeljson 0:3817adfaeb06 203
michaeljson 0:3817adfaeb06 204 enemy_init(&enemy_14,start_x_pos+45,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 205 enemy_show(&enemy_14);
michaeljson 0:3817adfaeb06 206
michaeljson 0:3817adfaeb06 207 enemy_init(&enemy_15,start_x_pos+60,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 208 enemy_show(&enemy_15);
michaeljson 0:3817adfaeb06 209
michaeljson 0:3817adfaeb06 210 // Put enemy objects into array
michaeljson 0:3817adfaeb06 211 enemyArray[0] = &enemy_1;
michaeljson 0:3817adfaeb06 212 enemyArray[1] = &enemy_2;
michaeljson 0:3817adfaeb06 213 enemyArray[2] = &enemy_3;
michaeljson 0:3817adfaeb06 214 enemyArray[3] = &enemy_4;
michaeljson 0:3817adfaeb06 215 enemyArray[4] = &enemy_5;
michaeljson 0:3817adfaeb06 216 enemyArray[5] = &enemy_6;
michaeljson 0:3817adfaeb06 217 enemyArray[6] = &enemy_7;
michaeljson 0:3817adfaeb06 218 enemyArray[7] = &enemy_8;
michaeljson 0:3817adfaeb06 219 enemyArray[8] = &enemy_9;
michaeljson 0:3817adfaeb06 220 enemyArray[9] = &enemy_10;
michaeljson 0:3817adfaeb06 221 enemyArray[10] = &enemy_11;
michaeljson 0:3817adfaeb06 222 enemyArray[11] = &enemy_12;
michaeljson 0:3817adfaeb06 223 enemyArray[12] = &enemy_13;
michaeljson 0:3817adfaeb06 224 enemyArray[13] = &enemy_14;
michaeljson 0:3817adfaeb06 225 enemyArray[14] = &enemy_15;
michaeljson 0:3817adfaeb06 226 }
michaeljson 0:3817adfaeb06 227
wminix3 28:a2dac56af32f 228 // Draw and initialize the 4 barriers that the player can hide behind.
wminix3 23:56f6a12aaebd 229 void draw_barriers_level() {
wminix3 23:56f6a12aaebd 230 // Initialize local variables
wminix3 28:a2dac56af32f 231 unsigned int start_x_pos = 5; // where the first barrier begins
wminix3 28:a2dac56af32f 232 unsigned int start_barrier_y_pos = 95; // the y position of the barriers.
wminix3 23:56f6a12aaebd 233
wminix3 26:3270c6edd7d9 234 barrier_init(&barrier_1,start_x_pos,start_barrier_y_pos,GREEN); // initialize x-pos and y-pos and color of barrier
wminix3 26:3270c6edd7d9 235 barrier_show(&barrier_1); // displays the barrier on uLCD
wminix3 26:3270c6edd7d9 236 barrier_init(&barrier_2,start_x_pos+32,start_barrier_y_pos,GREEN);
wminix3 26:3270c6edd7d9 237 barrier_show(&barrier_2);
wminix3 26:3270c6edd7d9 238 barrier_init(&barrier_3,start_x_pos+64,start_barrier_y_pos,GREEN);
wminix3 26:3270c6edd7d9 239 barrier_show(&barrier_3);
wminix3 26:3270c6edd7d9 240 barrier_init(&barrier_4,start_x_pos+96,start_barrier_y_pos,GREEN);
wminix3 26:3270c6edd7d9 241 barrier_show(&barrier_4);
wminix3 23:56f6a12aaebd 242 }
wminix3 23:56f6a12aaebd 243
michaeljson 0:3817adfaeb06 244 // Draws the player at the initial starting location
michaeljson 0:3817adfaeb06 245 void draw_initial_player()
michaeljson 0:3817adfaeb06 246 {
wminix3 28:a2dac56af32f 247 int start_x_pos = 59; // x pos of player (initial)
wminix3 28:a2dac56af32f 248 int start_y_pos = 120; // y pos of player
michaeljson 0:3817adfaeb06 249
michaeljson 0:3817adfaeb06 250 player_init(&player,start_x_pos,start_y_pos,WHITE); // intialize x-pos and y-pos and color of player
michaeljson 0:3817adfaeb06 251 player_show(&player); // display player on uLCD
michaeljson 0:3817adfaeb06 252 }
michaeljson 0:3817adfaeb06 253
michaeljson 0:3817adfaeb06 254 // Checks all enemies in row 1
michaeljson 0:3817adfaeb06 255 void check_hit_enemy_row1()
michaeljson 0:3817adfaeb06 256 {
michaeljson 0:3817adfaeb06 257 int hit_enemy;
michaeljson 0:3817adfaeb06 258
michaeljson 0:3817adfaeb06 259 // First Row of Enemies
michaeljson 0:3817adfaeb06 260 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 261 numOfEnemies = numOfEnemies - hit_enemy; // updates the number of enemies left
michaeljson 0:3817adfaeb06 262 hit_enemy = check_enemy(&enemy_2, &missile);
michaeljson 0:3817adfaeb06 263 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 264 hit_enemy = check_enemy(&enemy_3, &missile);
michaeljson 0:3817adfaeb06 265 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 266 hit_enemy = check_enemy(&enemy_4, &missile);
michaeljson 0:3817adfaeb06 267 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 268 hit_enemy = check_enemy(&enemy_5, &missile);
michaeljson 0:3817adfaeb06 269 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 270 }
michaeljson 0:3817adfaeb06 271
michaeljson 0:3817adfaeb06 272 // Same as check_hit_enemy_row1, but checks enemies at row 2
michaeljson 0:3817adfaeb06 273 void check_hit_enemy_row2()
michaeljson 0:3817adfaeb06 274 {
michaeljson 0:3817adfaeb06 275 int hit_enemy;
michaeljson 0:3817adfaeb06 276
michaeljson 0:3817adfaeb06 277 // Second Row of Enemies
michaeljson 0:3817adfaeb06 278 hit_enemy = check_enemy(&enemy_6, &missile);
michaeljson 0:3817adfaeb06 279 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 280 hit_enemy = check_enemy(&enemy_7, &missile);
michaeljson 0:3817adfaeb06 281 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 282 hit_enemy = check_enemy(&enemy_8, &missile);
michaeljson 0:3817adfaeb06 283 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 284 hit_enemy = check_enemy(&enemy_9, &missile);
michaeljson 0:3817adfaeb06 285 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 286 hit_enemy = check_enemy(&enemy_10, &missile);
michaeljson 0:3817adfaeb06 287 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 288 }
michaeljson 0:3817adfaeb06 289
michaeljson 0:3817adfaeb06 290 // Same as check_hit_enemy_row1, but checks enemies at row 3
michaeljson 0:3817adfaeb06 291 void check_hit_enemy_row3()
michaeljson 0:3817adfaeb06 292 {
michaeljson 0:3817adfaeb06 293 int hit_enemy;
michaeljson 0:3817adfaeb06 294
michaeljson 0:3817adfaeb06 295 // Third Row of Enemies
michaeljson 0:3817adfaeb06 296 hit_enemy = check_enemy(&enemy_11, &missile);
michaeljson 0:3817adfaeb06 297 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 298 hit_enemy = check_enemy(&enemy_12, &missile);
michaeljson 0:3817adfaeb06 299 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 300 hit_enemy = check_enemy(&enemy_13, &missile);
michaeljson 0:3817adfaeb06 301 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 302 hit_enemy = check_enemy(&enemy_14, &missile);
michaeljson 0:3817adfaeb06 303 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 304 hit_enemy = check_enemy(&enemy_15, &missile);
michaeljson 0:3817adfaeb06 305 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 306 }
michaeljson 0:3817adfaeb06 307
michaeljson 0:3817adfaeb06 308 // Checks if player is hit
michaeljson 0:3817adfaeb06 309 void check_player_hit()
wminix3 25:17f2ec000357 310 {
wminix3 25:17f2ec000357 311 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 312 }
michaeljson 0:3817adfaeb06 313
michaeljson 0:3817adfaeb06 314 // Randomly selects an enemy to fire and updates the position of where the missile will fire from
michaeljson 0:3817adfaeb06 315 void random_attack_gen()
michaeljson 0:3817adfaeb06 316 {
michaeljson 0:3817adfaeb06 317 firing_col = rand() % 5; // selects a random column
michaeljson 0:3817adfaeb06 318
michaeljson 0:3817adfaeb06 319 // first checks if the 3rd row closest to the player is alive
michaeljson 0:3817adfaeb06 320 if (enemyArray[firing_col+10]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 321 {
michaeljson 0:3817adfaeb06 322 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 323 enemy_missile.missile_blk_x = enemyArray[firing_col+10]->enemy_blk_x + (enemyArray[firing_col+10]->enemy_width/2);
michaeljson 0:3817adfaeb06 324 enemy_missile.missile_blk_y = enemyArray[firing_col+10]->enemy_blk_y + enemyArray[firing_col+10]->enemy_height + 1;
michaeljson 0:3817adfaeb06 325 enemy_missile.status = ENEMY_MISSILE_ACTIVE; // sets the enemy missile as active
michaeljson 0:3817adfaeb06 326 }
michaeljson 0:3817adfaeb06 327 // if enemy at 3rd row is dead, checks the enemy in the 2nd row
michaeljson 0:3817adfaeb06 328 else if (enemyArray[firing_col+5]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 329 {
michaeljson 0:3817adfaeb06 330 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 331 enemy_missile.missile_blk_x = enemyArray[firing_col+5]->enemy_blk_x + (enemyArray[firing_col+5]->enemy_width/2);
michaeljson 0:3817adfaeb06 332 enemy_missile.missile_blk_y = enemyArray[firing_col+5]->enemy_blk_y + enemyArray[firing_col+5]->enemy_height + 1;
michaeljson 0:3817adfaeb06 333 enemy_missile.status = ENEMY_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 334 }
michaeljson 0:3817adfaeb06 335 // if enemy at 2nd and 3rd row is dead, checks the enemy in the 1st row
michaeljson 0:3817adfaeb06 336 else if (enemyArray[firing_col]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 337 {
michaeljson 0:3817adfaeb06 338 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 339 enemy_missile.missile_blk_x = enemyArray[firing_col]->enemy_blk_x + (enemyArray[firing_col]->enemy_width/2);
michaeljson 0:3817adfaeb06 340 enemy_missile.missile_blk_y = enemyArray[firing_col]->enemy_blk_y + enemyArray[firing_col]->enemy_height + 1;
michaeljson 0:3817adfaeb06 341 enemy_missile.status = ENEMY_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 342 }
michaeljson 0:3817adfaeb06 343 }
michaeljson 0:3817adfaeb06 344
michaeljson 0:3817adfaeb06 345 // moves the enemy
michaeljson 0:3817adfaeb06 346 void enemy_motion()
michaeljson 0:3817adfaeb06 347 {
michaeljson 0:3817adfaeb06 348 // will move the enemy every 6 loops
michaeljson 0:3817adfaeb06 349 if (ENEMY_MOVE % 6 == 0)
michaeljson 0:3817adfaeb06 350 {
michaeljson 0:3817adfaeb06 351 // FIrst Row of Enemies
michaeljson 0:3817adfaeb06 352 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 353 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 354 MOVE_DOWN = move_enemy(&enemy_3, MOVE_DOWN, DIRECTION); // MOVE_DOWN will be 2 if enemies reach the player, otherwise 0
michaeljson 0:3817adfaeb06 355 MOVE_DOWN = move_enemy(&enemy_4, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 356 MOVE_DOWN = move_enemy(&enemy_5, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 357
michaeljson 0:3817adfaeb06 358 // Second Row of Enemies
michaeljson 0:3817adfaeb06 359 MOVE_DOWN = move_enemy(&enemy_6, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 360 MOVE_DOWN = move_enemy(&enemy_7, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 361 MOVE_DOWN = move_enemy(&enemy_8, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 362 MOVE_DOWN = move_enemy(&enemy_9, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 363 MOVE_DOWN = move_enemy(&enemy_10, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 364
michaeljson 0:3817adfaeb06 365 // Third Row of Enemies
michaeljson 0:3817adfaeb06 366 MOVE_DOWN = move_enemy(&enemy_11, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 367 MOVE_DOWN = move_enemy(&enemy_12, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 368 MOVE_DOWN = move_enemy(&enemy_13, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 369 MOVE_DOWN = move_enemy(&enemy_14, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 370 MOVE_DOWN = move_enemy(&enemy_15, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 371
michaeljson 0:3817adfaeb06 372 // if MOVE_DOWN is 2, then the enemies have reached the player
michaeljson 0:3817adfaeb06 373 if (MOVE_DOWN == 2)
michaeljson 0:3817adfaeb06 374 {
michaeljson 0:3817adfaeb06 375 lose = true; // set global lose to true to go to gameover screen
michaeljson 0:3817adfaeb06 376 }
michaeljson 0:3817adfaeb06 377
michaeljson 0:3817adfaeb06 378 // if MOVE_DOWN is 1, update the y-pos of the enemies
michaeljson 0:3817adfaeb06 379 if (MOVE_DOWN == 1)
michaeljson 0:3817adfaeb06 380 {
michaeljson 0:3817adfaeb06 381 move_enemy_down(); // updates the y-pos of the enemies
michaeljson 0:3817adfaeb06 382
michaeljson 0:3817adfaeb06 383 // Flips the direction when the enemy moves down
michaeljson 0:3817adfaeb06 384 if (DIRECTION == 1)
michaeljson 0:3817adfaeb06 385 {
michaeljson 0:3817adfaeb06 386 DIRECTION = 2;
michaeljson 0:3817adfaeb06 387 }
michaeljson 0:3817adfaeb06 388 else
michaeljson 0:3817adfaeb06 389 {
michaeljson 0:3817adfaeb06 390 DIRECTION = 1;
michaeljson 0:3817adfaeb06 391 }
michaeljson 0:3817adfaeb06 392 MOVE_DOWN = 0; // sets MOVE_DOWN back to 0 to stop down movement until
michaeljson 0:3817adfaeb06 393 }
michaeljson 0:3817adfaeb06 394 ENEMY_MOVE += 1;
michaeljson 0:3817adfaeb06 395 }
michaeljson 0:3817adfaeb06 396 else
michaeljson 0:3817adfaeb06 397 {
michaeljson 0:3817adfaeb06 398 ENEMY_MOVE += 1;
michaeljson 0:3817adfaeb06 399 }
michaeljson 0:3817adfaeb06 400 }
michaeljson 0:3817adfaeb06 401
michaeljson 0:3817adfaeb06 402 // moves all the enemies down in the y-direction
michaeljson 0:3817adfaeb06 403 void move_enemy_down()
michaeljson 0:3817adfaeb06 404 {
michaeljson 0:3817adfaeb06 405 // First Row of Enemies
michaeljson 0:3817adfaeb06 406 enemy_erase(&enemy_1);
michaeljson 0:3817adfaeb06 407 enemy_erase(&enemy_2);
michaeljson 0:3817adfaeb06 408 enemy_erase(&enemy_3);
michaeljson 0:3817adfaeb06 409 enemy_erase(&enemy_4);
michaeljson 0:3817adfaeb06 410 enemy_erase(&enemy_5);
michaeljson 0:3817adfaeb06 411
michaeljson 0:3817adfaeb06 412 enemy_1.enemy_blk_y += enemy_1.enemy_height+4;
michaeljson 0:3817adfaeb06 413 enemy_2.enemy_blk_y += enemy_2.enemy_height+4;
michaeljson 0:3817adfaeb06 414 enemy_3.enemy_blk_y += enemy_3.enemy_height+4;
michaeljson 0:3817adfaeb06 415 enemy_4.enemy_blk_y += enemy_4.enemy_height+4;
michaeljson 0:3817adfaeb06 416 enemy_5.enemy_blk_y += enemy_5.enemy_height+4;
michaeljson 0:3817adfaeb06 417
michaeljson 0:3817adfaeb06 418 // Second Row of Enemies
michaeljson 0:3817adfaeb06 419 enemy_erase(&enemy_6);
michaeljson 0:3817adfaeb06 420 enemy_erase(&enemy_7);
michaeljson 0:3817adfaeb06 421 enemy_erase(&enemy_8);
michaeljson 0:3817adfaeb06 422 enemy_erase(&enemy_9);
michaeljson 0:3817adfaeb06 423 enemy_erase(&enemy_10);
michaeljson 0:3817adfaeb06 424
michaeljson 0:3817adfaeb06 425 enemy_6.enemy_blk_y += enemy_6.enemy_height+4;
michaeljson 0:3817adfaeb06 426 enemy_7.enemy_blk_y += enemy_7.enemy_height+4;
michaeljson 0:3817adfaeb06 427 enemy_8.enemy_blk_y += enemy_8.enemy_height+4;
michaeljson 0:3817adfaeb06 428 enemy_9.enemy_blk_y += enemy_9.enemy_height+4;
michaeljson 0:3817adfaeb06 429 enemy_10.enemy_blk_y += enemy_10.enemy_height+4;
michaeljson 0:3817adfaeb06 430
michaeljson 0:3817adfaeb06 431 // Third Row of Enemies
michaeljson 0:3817adfaeb06 432 enemy_erase(&enemy_11);
michaeljson 0:3817adfaeb06 433 enemy_erase(&enemy_12);
michaeljson 0:3817adfaeb06 434 enemy_erase(&enemy_13);
michaeljson 0:3817adfaeb06 435 enemy_erase(&enemy_14);
michaeljson 0:3817adfaeb06 436 enemy_erase(&enemy_15);
michaeljson 0:3817adfaeb06 437
michaeljson 0:3817adfaeb06 438 enemy_11.enemy_blk_y += enemy_11.enemy_height+4;
michaeljson 0:3817adfaeb06 439 enemy_12.enemy_blk_y += enemy_12.enemy_height+4;
michaeljson 0:3817adfaeb06 440 enemy_13.enemy_blk_y += enemy_13.enemy_height+4;
michaeljson 0:3817adfaeb06 441 enemy_14.enemy_blk_y += enemy_14.enemy_height+4;
michaeljson 0:3817adfaeb06 442 enemy_15.enemy_blk_y += enemy_15.enemy_height+4;
michaeljson 0:3817adfaeb06 443 }
wminix3 14:4e7608619043 444
michaeljson 0:3817adfaeb06 445 // thread that plays sounds during game
michaeljson 0:3817adfaeb06 446 void playstart(void const *args)//Th
michaeljson 0:3817adfaeb06 447 { //Depending on the state of the game,
michaeljson 0:3817adfaeb06 448 //queue either screen music or play sound effect upon fire
michaeljson 0:3817adfaeb06 449 while(true) {
michaeljson 0:3817adfaeb06 450 FILE *wave_file;
michaeljson 0:3817adfaeb06 451
wminix3 28:a2dac56af32f 452 // plays intro music during menu screen: Edited from https://freesound.org/people/VABsounds/sounds/443865/
michaeljson 0:3817adfaeb06 453 while(game_menu)
michaeljson 0:3817adfaeb06 454 {
wminix3 28:a2dac56af32f 455 SDLock.lock(); // mutex lock the SD
wminix3 2:4a3f97570578 456 wave_file=fopen("/sd/wavfiles/futureEdit2.wav","r");
wminix3 2:4a3f97570578 457 if(wave_file==NULL) pc.printf("file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 458 waver.play(wave_file);
michaeljson 0:3817adfaeb06 459 fclose(wave_file);
wminix3 13:36cc024dcf6b 460 SDLock.unlock();
michaeljson 0:3817adfaeb06 461 }
michaeljson 0:3817adfaeb06 462
michaeljson 0:3817adfaeb06 463 // Checks in game sound conditions
wminix3 28:a2dac56af32f 464 while(begin_game) // // ADD || begin_game2 FOR 2 PLAYER
michaeljson 0:3817adfaeb06 465 {
wminix3 28:a2dac56af32f 466 // play firing sound when the player fires: Edited from https://freesound.org/people/nsstudios/sounds/321102/
michaeljson 0:3817adfaeb06 467 if(!pb && missile.status == PLAYER_MISSILE_INACTIVE) {
michaeljson 0:3817adfaeb06 468
wminix3 28:a2dac56af32f 469 SDLock.lock(); // mutex lock the SD
wminix3 2:4a3f97570578 470 wave_file=fopen("/sd/wavfiles/laserEdit.wav","r");
wminix3 2:4a3f97570578 471 if(wave_file==NULL) pc.printf("laser file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 472
michaeljson 0:3817adfaeb06 473 waver.play(wave_file);
michaeljson 0:3817adfaeb06 474 fclose(wave_file);
wminix3 13:36cc024dcf6b 475 SDLock.unlock();
michaeljson 0:3817adfaeb06 476 }
michaeljson 0:3817adfaeb06 477
wminix3 28:a2dac56af32f 478 // if player hit, play hit sound. Edited from https://freesound.org/people/tcpp/sounds/77339/
michaeljson 0:3817adfaeb06 479 if (hit_player)
michaeljson 0:3817adfaeb06 480 {
wminix3 28:a2dac56af32f 481 SDLock.lock(); // mutex lock the SD
wminix3 2:4a3f97570578 482 wave_file=fopen("/sd/wavfiles/bigExplosionEdit2.wav","r");
wminix3 2:4a3f97570578 483 if(wave_file==NULL) pc.printf("explosion file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 484 waver.play(wave_file);
michaeljson 0:3817adfaeb06 485 fclose(wave_file);
wminix3 13:36cc024dcf6b 486 SDLock.unlock();
michaeljson 0:3817adfaeb06 487 }
michaeljson 0:3817adfaeb06 488 }
michaeljson 0:3817adfaeb06 489
wminix3 28:a2dac56af32f 490 // victory music: Edited from https://freesound.org/people/honeybone82/sounds/513253/
wminix3 20:ede4fa57d082 491 while(win) {
wminix3 28:a2dac56af32f 492 SDLock.lock(); // mutex lock the SD
wminix3 20:ede4fa57d082 493 wave_file=fopen("/sd/wavfiles/victoryEdit2.wav", "r");
wminix3 20:ede4fa57d082 494 if(wave_file==NULL) pc.printf("explosion file open error!\n\n\r"); // added this for open error check
wminix3 20:ede4fa57d082 495 waver.play(wave_file);
wminix3 20:ede4fa57d082 496 fclose(wave_file);
wminix3 20:ede4fa57d082 497 SDLock.unlock();
wminix3 20:ede4fa57d082 498 }
wminix3 20:ede4fa57d082 499
wminix3 28:a2dac56af32f 500 // gameover music: Edited from https://freesound.org/people/themusicalnomad/sounds/253886/
michaeljson 0:3817adfaeb06 501 while(gameover)
michaeljson 0:3817adfaeb06 502 {
wminix3 28:a2dac56af32f 503 SDLock.lock(); // mutex lock the SD
wminix3 2:4a3f97570578 504 wave_file=fopen("/sd/wavfiles/comicalgameoverEdit.wav","r");
wminix3 2:4a3f97570578 505 if(wave_file==NULL) pc.printf("gameover file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 506 waver.play(wave_file);
michaeljson 0:3817adfaeb06 507 fclose(wave_file);
wminix3 13:36cc024dcf6b 508 SDLock.unlock();
michaeljson 0:3817adfaeb06 509 }
michaeljson 0:3817adfaeb06 510 }
michaeljson 0:3817adfaeb06 511 }
wminix3 14:4e7608619043 512
wminix3 11:cdea2c9ec531 513
wminix3 11:cdea2c9ec531 514 // thread that adds RGB LED Lighting Effects that coincide with the game -- Brice
wminix3 11:cdea2c9ec531 515 void ledEffects(void const *args)//Th
wminix3 11:cdea2c9ec531 516 { //Depending on the state of the game,
wminix3 11:cdea2c9ec531 517 //generate different patterns/colors of lighting
wminix3 11:cdea2c9ec531 518 while(1) {
wminix3 28:a2dac56af32f 519 // gradually brightens and dims each color independently (maximum of 0.5). (A chill build up effect?)
wminix3 11:cdea2c9ec531 520 while(game_menu)
wminix3 11:cdea2c9ec531 521 {
wminix3 11:cdea2c9ec531 522 red = 0.0;
wminix3 11:cdea2c9ec531 523 green = 0.0;
wminix3 11:cdea2c9ec531 524 blue = 0.0;
wminix3 11:cdea2c9ec531 525 for (float i = 0.0; i < 0.5; i = i + 0.05) {
wminix3 11:cdea2c9ec531 526 red = i;
wminix3 11:cdea2c9ec531 527 Thread::wait(10);
wminix3 11:cdea2c9ec531 528 }
wminix3 11:cdea2c9ec531 529 red = 0.5;
wminix3 11:cdea2c9ec531 530 Thread::wait(300);
wminix3 11:cdea2c9ec531 531 for (float i = 0.5; i > 0.0; i = i - 0.05) {
wminix3 11:cdea2c9ec531 532 red = i;
wminix3 11:cdea2c9ec531 533 Thread::wait(10);
wminix3 11:cdea2c9ec531 534 }
wminix3 11:cdea2c9ec531 535 red = 0.0;
wminix3 11:cdea2c9ec531 536 for (float i = 0.0; i < 0.25; i = i + 0.05) {
wminix3 11:cdea2c9ec531 537 green = i;
wminix3 11:cdea2c9ec531 538 Thread::wait(10);
wminix3 11:cdea2c9ec531 539 }
wminix3 11:cdea2c9ec531 540 green = 0.25;
wminix3 11:cdea2c9ec531 541 Thread::wait(300);
wminix3 11:cdea2c9ec531 542 for (float i = 0.25; i > 0.0; i = i - 0.05) {
wminix3 11:cdea2c9ec531 543 green = i;
wminix3 11:cdea2c9ec531 544 Thread::wait(10);
wminix3 11:cdea2c9ec531 545 }
wminix3 11:cdea2c9ec531 546 green = 0.0;
wminix3 11:cdea2c9ec531 547 for (float i = 0.0; i < 0.5; i = i + 0.05) {
wminix3 11:cdea2c9ec531 548 blue = i;
wminix3 11:cdea2c9ec531 549 Thread::wait(10);
wminix3 11:cdea2c9ec531 550 }
wminix3 11:cdea2c9ec531 551 blue = 0.5;
wminix3 11:cdea2c9ec531 552 Thread::wait(300);
wminix3 11:cdea2c9ec531 553 for (float i = 0.5; i > 0.0; i = i - 0.05) {
wminix3 11:cdea2c9ec531 554 blue = i;
wminix3 11:cdea2c9ec531 555 Thread::wait(10);
wminix3 11:cdea2c9ec531 556 }
wminix3 11:cdea2c9ec531 557 blue = 0.0;
wminix3 11:cdea2c9ec531 558 }
wminix3 28:a2dac56af32f 559 // Checks in game lighting conditions
wminix3 28:a2dac56af32f 560 while(begin_game) // ADD || begin_game2 FOR 2 PLAYER
wminix3 11:cdea2c9ec531 561 {
wminix3 28:a2dac56af32f 562 // play firing sound when the player fires. SEEMS TO BE HIT OR MISS RN
wminix3 11:cdea2c9ec531 563 if(!pb && missile.status == PLAYER_MISSILE_INACTIVE) {
wminix3 11:cdea2c9ec531 564 red = 0.0;
wminix3 11:cdea2c9ec531 565 green = 0.0;
wminix3 11:cdea2c9ec531 566 blue = 0.0;
wminix3 20:ede4fa57d082 567 //red = 0.5;
wminix3 20:ede4fa57d082 568 //Thread::wait(200);
wminix3 11:cdea2c9ec531 569 red = 0.5;
wminix3 11:cdea2c9ec531 570 green = 0.15;
wminix3 20:ede4fa57d082 571 Thread::wait(300);
wminix3 11:cdea2c9ec531 572 red = 0.0;
wminix3 11:cdea2c9ec531 573 green = 0.0;
wminix3 11:cdea2c9ec531 574 }
wminix3 11:cdea2c9ec531 575
wminix3 28:a2dac56af32f 576 // if player hit, flash a red led. (0.5 maximum)
wminix3 11:cdea2c9ec531 577 if (hit_player)
wminix3 11:cdea2c9ec531 578 {
wminix3 11:cdea2c9ec531 579 red = 0.0;
wminix3 11:cdea2c9ec531 580 green = 0.0;
wminix3 11:cdea2c9ec531 581 blue = 0.0;
wminix3 11:cdea2c9ec531 582 red = 0.5;
wminix3 11:cdea2c9ec531 583 Thread::wait(60);
wminix3 11:cdea2c9ec531 584 red = 0.0;
wminix3 11:cdea2c9ec531 585 Thread::wait(60);
wminix3 11:cdea2c9ec531 586 red = 0.5;
wminix3 11:cdea2c9ec531 587 Thread::wait(60);
wminix3 11:cdea2c9ec531 588 red = 0.0;
wminix3 11:cdea2c9ec531 589 Thread::wait(60);
wminix3 11:cdea2c9ec531 590 red = 0.5;
wminix3 11:cdea2c9ec531 591 Thread::wait(60);
wminix3 11:cdea2c9ec531 592 red = 0.0;
wminix3 11:cdea2c9ec531 593 }
wminix3 11:cdea2c9ec531 594 Thread::wait(500);
wminix3 11:cdea2c9ec531 595 }
wminix3 11:cdea2c9ec531 596
wminix3 28:a2dac56af32f 597 // during a win, slowly brighten the green LED, hold it at 0.25 and then dim it.
wminix3 20:ede4fa57d082 598 while(win) {
wminix3 20:ede4fa57d082 599 for (float i = 0.0; i < 0.25; i = i + 0.05) {
wminix3 20:ede4fa57d082 600 green = i;
wminix3 20:ede4fa57d082 601 Thread::wait(10);
wminix3 20:ede4fa57d082 602 }
wminix3 20:ede4fa57d082 603 green = 0.25;
wminix3 20:ede4fa57d082 604 Thread::wait(300);
wminix3 20:ede4fa57d082 605 for (float i = 0.25; i > 0.0; i = i - 0.05) {
wminix3 20:ede4fa57d082 606 green = i;
wminix3 20:ede4fa57d082 607 Thread::wait(10);
wminix3 20:ede4fa57d082 608 }
wminix3 20:ede4fa57d082 609 green = 0.0;
wminix3 20:ede4fa57d082 610 Thread::wait(500);
wminix3 20:ede4fa57d082 611 }
wminix3 20:ede4fa57d082 612
wminix3 28:a2dac56af32f 613 // during a gameover, slowly brighten the red LED, hold it at 0.25, and then dim it
wminix3 11:cdea2c9ec531 614 while(gameover)
wminix3 11:cdea2c9ec531 615 {
wminix3 11:cdea2c9ec531 616 for (float i = 0.0; i < 0.25; i = i + 0.05) {
wminix3 11:cdea2c9ec531 617 red = i;
wminix3 11:cdea2c9ec531 618 Thread::wait(10);
wminix3 11:cdea2c9ec531 619 }
wminix3 11:cdea2c9ec531 620 red = 0.25;
wminix3 11:cdea2c9ec531 621 Thread::wait(300);
wminix3 11:cdea2c9ec531 622 for (float i = 0.25; i > 0.0; i = i - 0.05) {
wminix3 11:cdea2c9ec531 623 red = i;
wminix3 11:cdea2c9ec531 624 Thread::wait(10);
wminix3 11:cdea2c9ec531 625 }
wminix3 11:cdea2c9ec531 626 red = 0.0;
wminix3 11:cdea2c9ec531 627 Thread::wait(500);
wminix3 11:cdea2c9ec531 628 }
wminix3 11:cdea2c9ec531 629 }
wminix3 11:cdea2c9ec531 630 }
wminix3 10:1eeb21ef7b2c 631
wminix3 26:3270c6edd7d9 632 // SLAVE AND MASTER THREADS BELOW ARE USED ONLY WITH 2 PLAYER (STILL BUGGY AND REQUIRES EXTRA HARDWARE)
wminix3 10:1eeb21ef7b2c 633 // UNCOMMENT THIS THREAD IF SECOND PLAYER AND COMMENT MASTER THREAD
wminix3 14:4e7608619043 634
wminix3 14:4e7608619043 635 // The slave mbed device (second player) should uncomment this thread -- Brice
wminix3 10:1eeb21ef7b2c 636 /*
wminix3 10:1eeb21ef7b2c 637 void mbedSlave(void const *args) {
wminix3 10:1eeb21ef7b2c 638 char rx;
wminix3 10:1eeb21ef7b2c 639 while(1) {
wminix3 12:22aedb2598b1 640 //while(numPlayers == 1) Thread::yield();
wminix3 10:1eeb21ef7b2c 641 rx = '0';
wminix3 24:ea19c7e8a479 642 pc.printf("Slave thread running.\n\r");
wminix3 10:1eeb21ef7b2c 643 if (secondMbed.readable()) {
wminix3 10:1eeb21ef7b2c 644 rx = secondMbed.getc();
wminix3 14:4e7608619043 645 pc.printf("rx = %c\n\r", rx);
wminix3 14:4e7608619043 646 //if (!begin_game2 && rx == 'S') {
wminix3 14:4e7608619043 647 while (!secondMbed.writeable()) wait(0.5);
wminix3 14:4e7608619043 648 secondMbed.putc(rx);
wminix3 10:1eeb21ef7b2c 649 }
wminix3 24:ea19c7e8a479 650 Thread::wait(1000);
wminix3 14:4e7608619043 651 }
wminix3 14:4e7608619043 652 }
wminix3 24:ea19c7e8a479 653 */
wminix3 24:ea19c7e8a479 654
wminix3 14:4e7608619043 655 //first_player_ready = true;
wminix3 14:4e7608619043 656 //second_player_ready = true;
wminix3 14:4e7608619043 657 // begin_game2 = true;
wminix3 14:4e7608619043 658 // numPlayers = 2;
wminix3 14:4e7608619043 659 //} else if (begin_game2 && rx == 'W') {
wminix3 14:4e7608619043 660 // secondMbed.putc(rx);
wminix3 14:4e7608619043 661 //first_player_ready = false;
wminix3 14:4e7608619043 662 //second_player_ready = false;
wminix3 14:4e7608619043 663 // begin_game2 = false;
wminix3 14:4e7608619043 664 // two_player_lose = true;
wminix3 14:4e7608619043 665 //}
wminix3 14:4e7608619043 666 //}*/
wminix3 14:4e7608619043 667 /*
wminix3 10:1eeb21ef7b2c 668 if (begin_game2 && two_player_win) {
wminix3 14:4e7608619043 669 while(!secondMbed.writeable()) wait(0.5);
wminix3 10:1eeb21ef7b2c 670 secondMbed.putc('W');
wminix3 10:1eeb21ef7b2c 671 while(!secondMbed.readable()) wait(0.5); // ok to lock up with wait because we don't want to confirm when before anything else. --Brice
wminix3 10:1eeb21ef7b2c 672 rx = secondMbed.getc();
wminix3 10:1eeb21ef7b2c 673 if (rx == 'W') {
wminix3 10:1eeb21ef7b2c 674 begin_game2 = false;
wminix3 14:4e7608619043 675 //first_player_ready = false;
wminix3 14:4e7608619043 676 //second_player_ready = false;
wminix3 10:1eeb21ef7b2c 677 }
wminix3 10:1eeb21ef7b2c 678 }
wminix3 14:4e7608619043 679 */
wminix3 14:4e7608619043 680 // Thread::wait(1000);
wminix3 14:4e7608619043 681 // }
wminix3 14:4e7608619043 682 //}
wminix3 14:4e7608619043 683
wminix3 14:4e7608619043 684
wminix3 10:1eeb21ef7b2c 685
wminix3 10:1eeb21ef7b2c 686 // UNCOMMENT THIS THREAD IF FIRST PLAYER AND COMMENT SLAVE THREAD
wminix3 10:1eeb21ef7b2c 687 // The master mbed device (second player) should uncomment this thread -- Brice
wminix3 26:3270c6edd7d9 688 /*
wminix3 10:1eeb21ef7b2c 689 void mbedMaster(void const *args) {
wminix3 10:1eeb21ef7b2c 690 char rx;
wminix3 10:1eeb21ef7b2c 691 while(1) {
wminix3 24:ea19c7e8a479 692 pc.printf("Master called\n\r");
wminix3 10:1eeb21ef7b2c 693 while(numPlayers == 1) Thread::yield();
wminix3 24:ea19c7e8a479 694 pc.printf("Num players is 2.\n\r");
wminix3 10:1eeb21ef7b2c 695 rx = '0';
wminix3 10:1eeb21ef7b2c 696 if (!begin_game2) {
wminix3 12:22aedb2598b1 697 while(!secondMbed.writeable()) {
wminix3 14:4e7608619043 698 // pc.printf("not writeable");
wminix3 12:22aedb2598b1 699 wait(0.5);
wminix3 12:22aedb2598b1 700 }
wminix3 10:1eeb21ef7b2c 701 secondMbed.putc('S');
wminix3 12:22aedb2598b1 702 while(!secondMbed.readable()) {
wminix3 14:4e7608619043 703 // pc.printf("no read\n\r");
wminix3 12:22aedb2598b1 704 wait(0.5); // okay to lock up until can confirm game is ready. --Brice
wminix3 12:22aedb2598b1 705 }
wminix3 10:1eeb21ef7b2c 706 rx = secondMbed.getc();
wminix3 14:4e7608619043 707 pc.printf("rx = %c\n\r", rx);
wminix3 24:ea19c7e8a479 708 if (rx == 'S') {
wminix3 24:ea19c7e8a479 709 begin_game2 = true;
wminix3 24:ea19c7e8a479 710 pc.printf("both players ready\n\r");
wminix3 24:ea19c7e8a479 711 }
wminix3 24:ea19c7e8a479 712 } else {
wminix3 24:ea19c7e8a479 713 while (begin_game2) {
wminix3 24:ea19c7e8a479 714 rx = '0';
wminix3 24:ea19c7e8a479 715 if (secondMbed.readable()) {
wminix3 24:ea19c7e8a479 716 rx = secondMbed.getc();
wminix3 24:ea19c7e8a479 717 if (rx == 'W') {
wminix3 24:ea19c7e8a479 718 secondMbed.putc(rx);
wminix3 24:ea19c7e8a479 719 begin_game2 = false;
wminix3 24:ea19c7e8a479 720 two_player_lose = true;
wminix3 24:ea19c7e8a479 721 }
wminix3 24:ea19c7e8a479 722 }
wminix3 24:ea19c7e8a479 723 if (two_player_win) {
wminix3 24:ea19c7e8a479 724 secondMbed.putc('W');
wminix3 24:ea19c7e8a479 725 while(!secondMbed.readable()) wait(0.5); // ok to lock up with wait because we don't want to confirm when before anything else. --Brice
wminix3 24:ea19c7e8a479 726 rx = secondMbed.getc();
wminix3 24:ea19c7e8a479 727 if (rx == 'W') {
wminix3 24:ea19c7e8a479 728 begin_game2 = false;
wminix3 24:ea19c7e8a479 729 }
wminix3 24:ea19c7e8a479 730 }
wminix3 24:ea19c7e8a479 731 Thread::wait(1000);
wminix3 24:ea19c7e8a479 732 }
wminix3 12:22aedb2598b1 733 }
wminix3 24:ea19c7e8a479 734 Thread::wait(1000);
wminix3 4:739f6e0dd8af 735 }
wminix3 4:739f6e0dd8af 736 }
wminix3 26:3270c6edd7d9 737 */
wminix3 24:ea19c7e8a479 738
michaeljson 0:3817adfaeb06 739 int main() {
wminix3 28:a2dac56af32f 740 IMU.begin(); // start the IMU
wminix3 28:a2dac56af32f 741 if (!IMU.begin()) { // print error message if error with IMU
wminix3 17:843a874eb4e3 742 pc.printf("Failed to communicate with IMU\n\r");
wminix3 17:843a874eb4e3 743 }
wminix3 28:a2dac56af32f 744 IMU.calibrate(1); // calibrate the IMU
michaeljson 0:3817adfaeb06 745 // Initialization of Setup variables
michaeljson 0:3817adfaeb06 746 int blk_x, blk_y;
wminix3 28:a2dac56af32f 747 pb.mode(PullUp); // set pushbutton to PullUp mode
michaeljson 0:3817adfaeb06 748
wminix3 14:4e7608619043 749 Thread thread(playstart); // intializes the thread to play sound
wminix3 10:1eeb21ef7b2c 750 // Should only have the Slave thread uncommented if second player.
wminix3 10:1eeb21ef7b2c 751 // Should only have the Master thread uncommented if first player.
wminix3 10:1eeb21ef7b2c 752 //Thread thread2(mbedSlave); // uncommented if second player -- Brice
wminix3 26:3270c6edd7d9 753 //Thread thread3(mbedMaster); // uncommented if first player -- Brice
wminix3 11:cdea2c9ec531 754 Thread thread4(ledEffects); // thread added for LED lighting effects -- Brice
wminix3 28:a2dac56af32f 755 //secondMbed.baud(9600); // set the secondMbed serial baud rate to 9600. Two-player only.
wminix3 28:a2dac56af32f 756 uLCD.baudrate(3000000); // set to 3000000 (the maximum baud rate for the LCD) to increase smooth gameplay
michaeljson 0:3817adfaeb06 757
michaeljson 0:3817adfaeb06 758 // Initialization of Game Menu variables
wminix3 28:a2dac56af32f 759 // Additional globals added for two-player and one-player capabilities (by Brice)
michaeljson 0:3817adfaeb06 760 const int title_x_pos = 2; // initial x-pos of title
michaeljson 0:3817adfaeb06 761 const int title_y_pos = 3; // initial y-pos of title
michaeljson 0:3817adfaeb06 762 int start_label_x_pos = 7; // start label x-pos
michaeljson 0:3817adfaeb06 763 int start_label_y_pos = 7; // start label y-pos
michaeljson 0:3817adfaeb06 764 int level_cursor_x_pos = 5; // level cursor x-position
wminix3 2:4a3f97570578 765 int level_cursor_y_pos_start = 7; // level cursor y-position
wminix3 2:4a3f97570578 766 //int level_cursor_y_pos = 7; // initial level_cursor_y_pos @ start -- Added by Brice for more menu options
wminix3 26:3270c6edd7d9 767 int level_cursor_y_pos_end = 11; // BOTTOM CURSOR POS -- Added by Brice for more menu options
michaeljson 0:3817adfaeb06 768 int gameover_x_pos = 5; // gameover label x-position
michaeljson 0:3817adfaeb06 769 int gameover_y_pos = 5; // gameover label y-position
michaeljson 0:3817adfaeb06 770 int win_x_pos = 2; // congratulations label x-position
wminix3 13:36cc024dcf6b 771 int win_y_pos = 4; // congratulations label y-position
michaeljson 0:3817adfaeb06 772 int startover_x_pos = 3; // startover label x-position
wminix3 13:36cc024dcf6b 773 int startover_y_pos = 7; // startover label y-position
wminix3 20:ede4fa57d082 774 int newAnalogClick = 0; // to prevent the analog click from changing multiple skins with one click
wminix3 20:ede4fa57d082 775 int prevAnalogClick = 0; // to prevent the analog click from changing multiple skins with one click
michaeljson 0:3817adfaeb06 776
michaeljson 0:3817adfaeb06 777 // intialize temporary score and current score
michaeljson 0:3817adfaeb06 778 int temp = 0;
michaeljson 0:3817adfaeb06 779 int score = 0;
michaeljson 0:3817adfaeb06 780
wminix3 28:a2dac56af32f 781 // variables and code used to read the best time from the SD card and store in storedTime for display on the LCD
wminix3 28:a2dac56af32f 782 // idea for best-time reading and updating: https://os.mbed.com/questions/75718/i-want-to-assign-int-value-saved-in-sd-t/
wminix3 24:ea19c7e8a479 783 char buffer[3] = {0};
wminix3 24:ea19c7e8a479 784 char c = {0};
wminix3 24:ea19c7e8a479 785 char *token;
wminix3 24:ea19c7e8a479 786 int i = 0;
wminix3 24:ea19c7e8a479 787 int storedTime = 999;
wminix3 28:a2dac56af32f 788 SDLock.lock(); // mutex lock
wminix3 24:ea19c7e8a479 789 FILE *sdtime;
wminix3 28:a2dac56af32f 790 sdtime=fopen("/sd/besttime.txt","r"); // open besttime.txt file
wminix3 24:ea19c7e8a479 791 if(sdtime==NULL) pc.printf("file open error!\n\n\r"); // added this for open error check
wminix3 28:a2dac56af32f 792 // read the characters for the best time stored in besttime.txt from SD card and store in buffer
wminix3 24:ea19c7e8a479 793 while ((c != '\n') && (i < 3)) {
wminix3 24:ea19c7e8a479 794 c = fgetc(sdtime);
wminix3 24:ea19c7e8a479 795 buffer[i] = c;
wminix3 24:ea19c7e8a479 796 i++;
wminix3 24:ea19c7e8a479 797 }
wminix3 24:ea19c7e8a479 798 fclose(sdtime);
wminix3 24:ea19c7e8a479 799 SDLock.unlock();
wminix3 24:ea19c7e8a479 800 token = strtok(buffer, "\n");
wminix3 28:a2dac56af32f 801 storedTime = atoi(token); // convert string from file to integer. this is the stored best time.
michaeljson 0:3817adfaeb06 802 // Begin game loop
michaeljson 0:3817adfaeb06 803 while(1)
michaeljson 0:3817adfaeb06 804 {
michaeljson 0:3817adfaeb06 805 // initialize all starting conditions for the beginning of the game
michaeljson 0:3817adfaeb06 806 game_menu = true; // defaults to display menu screen
michaeljson 0:3817adfaeb06 807 ENEMY_MOVE = true; // defaults to move enemy
michaeljson 0:3817adfaeb06 808 DIRECTION = 1; // default to move right
michaeljson 0:3817adfaeb06 809 hit_player = 0; // default to not player hit
michaeljson 0:3817adfaeb06 810 MOVE_DOWN = 0; // default to not move down
michaeljson 0:3817adfaeb06 811 lose = false; // default to not lose
wminix3 14:4e7608619043 812 lives1 = 3; // defaults to 3 lives
wminix3 14:4e7608619043 813 lives2 = 2; // 2 lives for medium
wminix3 14:4e7608619043 814 lives3 = 1; // 1 life for hard
michaeljson 0:3817adfaeb06 815 score = 0; // default to score of 0
wminix3 2:4a3f97570578 816 int level_cursor_y_pos = 7; // initial level_cursor_y_pos @ start -- Added by Brice for more menu options
michaeljson 0:3817adfaeb06 817 uLCD.cls();
wminix3 2:4a3f97570578 818 // Brice moved this out of the loop since it shouldn't change
wminix3 2:4a3f97570578 819 //uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position
wminix3 2:4a3f97570578 820 //uLCD.printf("SPACE INVADERS"); // Title
wminix3 24:ea19c7e8a479 821 // Implementation of game_menu
michaeljson 0:3817adfaeb06 822 while(game_menu)
michaeljson 0:3817adfaeb06 823 {
wminix3 17:843a874eb4e3 824 float accelY = 0.0; // y acceleration
wminix3 2:4a3f97570578 825 // Brice added this in order to move the cursor through the menu options
wminix3 2:4a3f97570578 826 uLCD.locate(level_cursor_x_pos, level_cursor_y_pos);
wminix3 2:4a3f97570578 827 uLCD.printf(" ");
wminix3 28:a2dac56af32f 828 //if (myNav.down() && level_cursor_y_pos < level_cursor_y_pos_end) { // for previous Nav switch
wminix3 18:16a2d4343ae4 829 // Control menu with Analog Joystick
wminix3 16:e4e6515bdabb 830 if ((stick.angle() <= 280 && stick.angle() >= 260) && level_cursor_y_pos < level_cursor_y_pos_end) {
wminix3 28:a2dac56af32f 831 level_cursor_y_pos += 2; // move cursor down if analog is pushed down. (and don't let it go past bottom option).
wminix3 16:e4e6515bdabb 832 //} else if (myNav.up() && level_cursor_y_pos > level_cursor_y_pos_start) {
wminix3 16:e4e6515bdabb 833 } else if ((stick.angle() <= 100 && stick.angle() >= 80) && level_cursor_y_pos > level_cursor_y_pos_start) {
wminix3 28:a2dac56af32f 834 level_cursor_y_pos -= 2; // move cursor up if analog is pushed up (and don't let it go past top option)
wminix3 2:4a3f97570578 835 }
wminix3 28:a2dac56af32f 836 // Control Menu with IMU. Read the y acceleration if it can.
wminix3 17:843a874eb4e3 837 if (IMU.accelAvailable()) {
wminix3 17:843a874eb4e3 838 IMU.readAccel();
wminix3 17:843a874eb4e3 839 accelY = IMU.calcAccel(IMU.ay);
wminix3 17:843a874eb4e3 840 //pc.printf("Calc Accel: %f", accelY);
wminix3 17:843a874eb4e3 841 }
wminix3 17:843a874eb4e3 842 if ((accelY >= 0.25) && level_cursor_y_pos < level_cursor_y_pos_end) {
wminix3 28:a2dac56af32f 843 level_cursor_y_pos += 2; // move cursor down if tilted down (and don't let go past bottom option).
wminix3 28:a2dac56af32f 844 //} else if (myNav.up() && level_cursor_y_pos > level_cursor_y_pos_start) { // nav switch remnant.
wminix3 17:843a874eb4e3 845 } else if ((accelY <= -0.25) && level_cursor_y_pos > level_cursor_y_pos_start) {
wminix3 28:a2dac56af32f 846 level_cursor_y_pos -= 2; // move cursor up if tilted up (and don't let go past top option).
wminix3 17:843a874eb4e3 847 }
wminix3 2:4a3f97570578 848 // end of movable cursor
michaeljson 0:3817adfaeb06 849 uLCD.locate(level_cursor_x_pos,level_cursor_y_pos); // draws cursor next to "START" label
michaeljson 0:3817adfaeb06 850 uLCD.printf("->");
michaeljson 0:3817adfaeb06 851
michaeljson 0:3817adfaeb06 852 uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position
michaeljson 0:3817adfaeb06 853 uLCD.printf("SPACE INVADERS"); // Title
michaeljson 0:3817adfaeb06 854
wminix3 28:a2dac56af32f 855 //uLCD.locate(start_label_x_pos,start_label_y_pos); // "START" label position // original menu option.
wminix3 14:4e7608619043 856 //uLCD.printf("ONE-PLAYER");
wminix3 14:4e7608619043 857
wminix3 28:a2dac56af32f 858 uLCD.locate(start_label_x_pos,start_label_y_pos); // "START" label position. LEVEL 1: Easiest level
wminix3 14:4e7608619043 859 uLCD.printf("LEVEL 1");
wminix3 14:4e7608619043 860
wminix3 28:a2dac56af32f 861 uLCD.locate(start_label_x_pos,start_label_y_pos + 2); // "LEVEL 2" level. Medium difficulty.
wminix3 14:4e7608619043 862 uLCD.printf("LEVEL 2");
wminix3 14:4e7608619043 863
wminix3 28:a2dac56af32f 864 uLCD.locate(start_label_x_pos,start_label_y_pos + 4); // "LEVEL 3" level. Hardest difficulty.
wminix3 14:4e7608619043 865 uLCD.printf("LEVEL 3");
wminix3 24:ea19c7e8a479 866
wminix3 26:3270c6edd7d9 867 //uLCD.locate(start_label_x_pos, start_label_y_pos + 6);
wminix3 26:3270c6edd7d9 868 //uLCD.printf("TWO-PLAYER");
wminix3 24:ea19c7e8a479 869
wminix3 26:3270c6edd7d9 870 uLCD.locate(2,13);
wminix3 28:a2dac56af32f 871 uLCD.printf("Best time: %d s", storedTime); // print the stored best time at the bottom of the LCD.
michaeljson 0:3817adfaeb06 872 // if pushbutton is pressed, game menu is exited and game begins
michaeljson 0:3817adfaeb06 873 if(!pb)
michaeljson 0:3817adfaeb06 874 {
michaeljson 0:3817adfaeb06 875 game_menu = false;
wminix3 2:4a3f97570578 876 if (level_cursor_y_pos == start_label_y_pos) {
wminix3 14:4e7608619043 877 //numPlayers = 1;
wminix3 28:a2dac56af32f 878 level = 1; // select level 1
wminix3 14:4e7608619043 879 } else if (level_cursor_y_pos == start_label_y_pos + 2) {
wminix3 28:a2dac56af32f 880 level = 2; // select level 2
wminix3 14:4e7608619043 881 } else if (level_cursor_y_pos == start_label_y_pos + 4) {
wminix3 28:a2dac56af32f 882 level = 3; // select level 3
wminix3 2:4a3f97570578 883 }
wminix3 26:3270c6edd7d9 884 //} else if (level_cursor_y_pos == start_label_y_pos + 6) { // USED FOR 2-PLAYER ONLY
wminix3 26:3270c6edd7d9 885 //numPlayers = 2;
wminix3 26:3270c6edd7d9 886 //level = 1;
wminix3 26:3270c6edd7d9 887 //}
wminix3 3:e6c081c7f6f1 888 Thread::wait(500); // changed this to Thread::wait ... originally wait(0.5);
michaeljson 0:3817adfaeb06 889 }
michaeljson 0:3817adfaeb06 890 }
wminix3 26:3270c6edd7d9 891 //while(numPlayers != 1 && !begin_game2) Thread::yield(); // added to force wait with two-player and one player not ready. -- added by Brice
wminix3 26:3270c6edd7d9 892 //if (numPlayers == 2 && begin_game2) { // FOR 2-PLAYER ONLY
wminix3 26:3270c6edd7d9 893 // numWins = 0;
wminix3 26:3270c6edd7d9 894 // bestTimer.start();
wminix3 26:3270c6edd7d9 895 //} else {
wminix3 26:3270c6edd7d9 896 begin_game = true; // defaults begin_game to true
wminix3 13:36cc024dcf6b 897
wminix3 28:a2dac56af32f 898 // Start timer to check for best time in single player.
wminix3 26:3270c6edd7d9 899 bestTimer.start();
wminix3 26:3270c6edd7d9 900 //}
wminix3 28:a2dac56af32f 901 // clear the screen to start drawing the level
michaeljson 0:3817adfaeb06 902 uLCD.cls();
michaeljson 0:3817adfaeb06 903
michaeljson 0:3817adfaeb06 904 // Draw the enemies
michaeljson 0:3817adfaeb06 905 draw_enemies_level();
michaeljson 0:3817adfaeb06 906
michaeljson 0:3817adfaeb06 907 // Draw the player
michaeljson 0:3817adfaeb06 908 draw_initial_player();
michaeljson 0:3817adfaeb06 909
wminix3 23:56f6a12aaebd 910 // Draw the barriers
wminix3 23:56f6a12aaebd 911 draw_barriers_level();
wminix3 28:a2dac56af32f 912 // erase 2 leftmost and rightmost barriers if level 2 or 3 (harder)
wminix3 26:3270c6edd7d9 913 if (level == 2 || level == 3) {
wminix3 26:3270c6edd7d9 914 barrier_erase(&barrier_1);
wminix3 26:3270c6edd7d9 915 barrier_erase(&barrier_4);
wminix3 26:3270c6edd7d9 916 }
wminix3 28:a2dac56af32f 917 // erase the 3rd barrier if level 3 (even harder)
wminix3 26:3270c6edd7d9 918 if (level == 3) {
wminix3 26:3270c6edd7d9 919 barrier_erase(&barrier_3);
wminix3 26:3270c6edd7d9 920 }
michaeljson 0:3817adfaeb06 921 // sets the initial position of player missile and enemy missile (later updated)
michaeljson 0:3817adfaeb06 922 blk_x = player.player_blk_x+(player.player_width/2);
michaeljson 0:3817adfaeb06 923 blk_y = player.player_blk_y;
michaeljson 0:3817adfaeb06 924 missile_init(&missile, blk_x, blk_y, WHITE);
michaeljson 1:618aa2c4ca6a 925 int e_blk_x = 0;
michaeljson 1:618aa2c4ca6a 926 int e_blk_y = 2;
michaeljson 1:618aa2c4ca6a 927 enemy_missile_init(&enemy_missile, e_blk_x, e_blk_y, WHITE);
wminix3 25:17f2ec000357 928
wminix3 28:a2dac56af32f 929 // prints lives depending on which level was selected.
wminix3 14:4e7608619043 930 if (level == 1) {
wminix3 14:4e7608619043 931 uLCD.locate(0,0);
wminix3 14:4e7608619043 932 uLCD.printf("Lives:%i", 3);
wminix3 14:4e7608619043 933 } else if (level == 2) {
wminix3 14:4e7608619043 934 uLCD.locate(0,0);
wminix3 14:4e7608619043 935 uLCD.printf("Lives:%i", 2);
wminix3 14:4e7608619043 936 } else if (level == 3) {
wminix3 14:4e7608619043 937 uLCD.locate(0,0);
wminix3 14:4e7608619043 938 uLCD.printf("Lives:%i", 1);
wminix3 14:4e7608619043 939 }
wminix3 14:4e7608619043 940 //uLCD.locate(0,0);
wminix3 28:a2dac56af32f 941 //uLCD.printf("Lives:%i", lives); // original, basic lives
michaeljson 0:3817adfaeb06 942
wminix3 28:a2dac56af32f 943 // prints score (no competition possible since the score always ends as the same)
michaeljson 0:3817adfaeb06 944 uLCD.locate(9,0);
michaeljson 0:3817adfaeb06 945 uLCD.printf("Score:%i", score);
michaeljson 0:3817adfaeb06 946
michaeljson 0:3817adfaeb06 947 // game play loop
michaeljson 0:3817adfaeb06 948 while(begin_game)
michaeljson 0:3817adfaeb06 949 {
michaeljson 0:3817adfaeb06 950 // updates score
michaeljson 0:3817adfaeb06 951 temp = score;
michaeljson 0:3817adfaeb06 952 score = (15-numOfEnemies)*15;
michaeljson 0:3817adfaeb06 953
wminix3 28:a2dac56af32f 954 // prints score if score changes (score always ends at same number for win)
michaeljson 0:3817adfaeb06 955 if (score != temp)
michaeljson 0:3817adfaeb06 956 {
michaeljson 0:3817adfaeb06 957 uLCD.locate(9,0);
michaeljson 0:3817adfaeb06 958 uLCD.printf("Score:%i", score);
michaeljson 0:3817adfaeb06 959 }
michaeljson 0:3817adfaeb06 960
michaeljson 0:3817adfaeb06 961 // move enemy
michaeljson 0:3817adfaeb06 962 enemy_motion();
wminix3 28:a2dac56af32f 963
wminix3 28:a2dac56af32f 964 // check barriers for player missile hit. Player missile hit damages the barriers
wminix3 23:56f6a12aaebd 965 if (missile.missile_blk_y+1-missile.missile_height >= barrier_1.barrier_blk_y
wminix3 23:56f6a12aaebd 966 && missile.missile_blk_y+1-missile.missile_height <= barrier_1.barrier_blk_y+barrier_1.barrier_height
wminix3 23:56f6a12aaebd 967 && missile.status == PLAYER_MISSILE_ACTIVE)
wminix3 23:56f6a12aaebd 968 {
wminix3 24:ea19c7e8a479 969 if (level == 1) {
wminix3 24:ea19c7e8a479 970 check_barrier(&barrier_1, &missile);
wminix3 24:ea19c7e8a479 971 }
wminix3 23:56f6a12aaebd 972 check_barrier(&barrier_2, &missile);
wminix3 24:ea19c7e8a479 973 if (level == 1 || level == 2) {
wminix3 24:ea19c7e8a479 974 check_barrier(&barrier_3, &missile);
wminix3 24:ea19c7e8a479 975 }
wminix3 24:ea19c7e8a479 976 if (level == 1) {
wminix3 24:ea19c7e8a479 977 check_barrier(&barrier_4, &missile);
wminix3 24:ea19c7e8a479 978 }
wminix3 23:56f6a12aaebd 979 }
wminix3 23:56f6a12aaebd 980
michaeljson 0:3817adfaeb06 981 // checks if player missile passes y-pos of row1
michaeljson 0:3817adfaeb06 982 if (missile.missile_blk_y+1-missile.missile_height <= enemy_1.enemy_blk_y
michaeljson 0:3817adfaeb06 983 && missile.missile_blk_y+1-missile.missile_height >= enemy_1.enemy_blk_y-enemy_1.enemy_height)
michaeljson 0:3817adfaeb06 984 {
michaeljson 0:3817adfaeb06 985 check_hit_enemy_row1();
michaeljson 0:3817adfaeb06 986 }
michaeljson 0:3817adfaeb06 987
michaeljson 0:3817adfaeb06 988 // checks if player missile passes y-pos of row2
michaeljson 0:3817adfaeb06 989 if (missile.missile_blk_y+1-missile.missile_height <= enemy_6.enemy_blk_y
michaeljson 0:3817adfaeb06 990 && missile.missile_blk_y+1-missile.missile_height >= enemy_6.enemy_blk_y-enemy_6.enemy_height)
michaeljson 0:3817adfaeb06 991 {
michaeljson 0:3817adfaeb06 992 check_hit_enemy_row2();
michaeljson 0:3817adfaeb06 993 }
michaeljson 0:3817adfaeb06 994
michaeljson 0:3817adfaeb06 995 // checks if player missile passes y-pos of row3
michaeljson 0:3817adfaeb06 996 if (missile.missile_blk_y+1-missile.missile_height <= enemy_11.enemy_blk_y
michaeljson 0:3817adfaeb06 997 && missile.missile_blk_y+1-missile.missile_height >= enemy_11.enemy_blk_y-enemy_11.enemy_height)
michaeljson 0:3817adfaeb06 998 {
michaeljson 0:3817adfaeb06 999 check_hit_enemy_row3();
michaeljson 0:3817adfaeb06 1000 }
michaeljson 0:3817adfaeb06 1001
michaeljson 0:3817adfaeb06 1002 // Random Enemy Fire
wminix3 25:17f2ec000357 1003 if (enemy_missile.status == ENEMY_MISSILE_INACTIVE)
michaeljson 0:3817adfaeb06 1004 {
michaeljson 0:3817adfaeb06 1005 random_attack_gen();
wminix3 25:17f2ec000357 1006 /* if (level == 2 || level == 3) {
wminix3 24:ea19c7e8a479 1007 random_attack_gen();
wminix3 24:ea19c7e8a479 1008 }
wminix3 24:ea19c7e8a479 1009 if (level == 3) {
wminix3 24:ea19c7e8a479 1010 random_attack_gen();
wminix3 24:ea19c7e8a479 1011 }
wminix3 24:ea19c7e8a479 1012 */
michaeljson 0:3817adfaeb06 1013 }
michaeljson 0:3817adfaeb06 1014
wminix3 28:a2dac56af32f 1015 // check if enemy missile passes the y-pos of the barrier and updates the barriers if they are hit (damage them, erase blocks of them)
wminix3 23:56f6a12aaebd 1016 if (enemy_missile.missile_blk_y >= barrier_1.barrier_blk_y
wminix3 23:56f6a12aaebd 1017 && enemy_missile.missile_blk_y <= barrier_1.barrier_blk_y+barrier_1.barrier_height)
wminix3 23:56f6a12aaebd 1018 {
wminix3 24:ea19c7e8a479 1019 if (level == 1) {
wminix3 24:ea19c7e8a479 1020 check_barrier(&barrier_1, &enemy_missile);
wminix3 24:ea19c7e8a479 1021 }
wminix3 23:56f6a12aaebd 1022 check_barrier(&barrier_2, &enemy_missile);
wminix3 24:ea19c7e8a479 1023 if (level == 1 || level == 2) {
wminix3 24:ea19c7e8a479 1024 check_barrier(&barrier_3, &enemy_missile);
wminix3 24:ea19c7e8a479 1025 }
wminix3 24:ea19c7e8a479 1026 if (level == 1) {
wminix3 24:ea19c7e8a479 1027 check_barrier(&barrier_4, &enemy_missile);
wminix3 24:ea19c7e8a479 1028 }
wminix3 24:ea19c7e8a479 1029 }
wminix3 24:ea19c7e8a479 1030
michaeljson 0:3817adfaeb06 1031 // checks if enemy missile passes y-pos of player
michaeljson 0:3817adfaeb06 1032 if (enemy_missile.missile_blk_y >= player.player_blk_y
michaeljson 0:3817adfaeb06 1033 && enemy_missile.missile_blk_y <= player.player_blk_y+player.player_height)
michaeljson 0:3817adfaeb06 1034 {
michaeljson 0:3817adfaeb06 1035 check_player_hit();
michaeljson 0:3817adfaeb06 1036 }
wminix3 23:56f6a12aaebd 1037
wminix3 25:17f2ec000357 1038
michaeljson 0:3817adfaeb06 1039 update_missile_pos(&missile); // updates player missile position
wminix3 26:3270c6edd7d9 1040 update_enemy_missile_pos(&enemy_missile, level); // updates enemy missile position
wminix3 25:17f2ec000357 1041
michaeljson 0:3817adfaeb06 1042 // Player Movement checked with navigation switch
wminix3 16:e4e6515bdabb 1043 //if (myNav.left() && ((player.player_blk_x-3) > 0))
wminix3 28:a2dac56af32f 1044
wminix3 18:16a2d4343ae4 1045 // With joystick click, change color of player from GREEN -> BLUE -> PINK -> PURPLE -> YELLOW (and loop).
wminix3 20:ede4fa57d082 1046 prevAnalogClick = newAnalogClick;
wminix3 20:ede4fa57d082 1047 newAnalogClick = stick.button();
wminix3 28:a2dac56af32f 1048 if (newAnalogClick && !prevAnalogClick) { // ensures that the button must be released and clicked again before the color changes again.
wminix3 18:16a2d4343ae4 1049 if (player.player_color == 0x00FF00) { // if GREEN (start)
wminix3 18:16a2d4343ae4 1050 player.player_color = 0x0000FF; // BLUE
wminix3 18:16a2d4343ae4 1051 } else if (player.player_color == 0x0000FF) { // if BLUE
wminix3 18:16a2d4343ae4 1052 player.player_color = 0xFFC0CB; // pink. hot pink: 0xFF69B4
wminix3 18:16a2d4343ae4 1053 } else if (player.player_color == 0xFFC0CB) { // if pink
wminix3 18:16a2d4343ae4 1054 player.player_color = 0x800080; // Purple: 0x800080. periwinkle purple: 0xCCCCFF
wminix3 18:16a2d4343ae4 1055 } else if (player.player_color == 0x800080) { // if purple
wminix3 18:16a2d4343ae4 1056 player.player_color = 0xFFFF00; // yellow. metallic gold: 0xD4AF37
wminix3 18:16a2d4343ae4 1057 } else if (player.player_color == 0xFFFF00) { // if yellow
wminix3 18:16a2d4343ae4 1058 player.player_color = 0x00FF00; // set back to GREEN
wminix3 18:16a2d4343ae4 1059 }
wminix3 18:16a2d4343ae4 1060 }
wminix3 18:16a2d4343ae4 1061 // Control Player with Analog Joystick -- Brice
wminix3 16:e4e6515bdabb 1062 float stickDist = stick.xAxis();
wminix3 21:a6b4c5598083 1063 if ((stickDist < 0.0) && (player.player_blk_x + stickDist*3 > 0.0)){
michaeljson 0:3817adfaeb06 1064 player_erase(&player);
wminix3 16:e4e6515bdabb 1065 //player.player_blk_x -= 3;
wminix3 16:e4e6515bdabb 1066 player.player_blk_x += (int)(stickDist*3);
michaeljson 0:3817adfaeb06 1067 player_show(&player);
michaeljson 0:3817adfaeb06 1068 }
wminix3 28:a2dac56af32f 1069 //else if (myNav.right() && ((player.player_blk_x+3) < (128-player.player_width))) // nav switch
wminix3 17:843a874eb4e3 1070 else if ((stickDist > 0.0) && ((player.player_blk_x + stickDist*3) < (128 - player.player_width)))
michaeljson 0:3817adfaeb06 1071 {
michaeljson 0:3817adfaeb06 1072 player_erase(&player);
wminix3 16:e4e6515bdabb 1073 player.player_blk_x += (int)(stickDist*3);
michaeljson 0:3817adfaeb06 1074 player_show(&player);
michaeljson 0:3817adfaeb06 1075 }
wminix3 18:16a2d4343ae4 1076 // Control Player with IMU -- Brice
wminix3 17:843a874eb4e3 1077 float accelX = 0.0; // x acceleration
wminix3 17:843a874eb4e3 1078 if (IMU.accelAvailable()) {
wminix3 17:843a874eb4e3 1079 IMU.readAccel();
wminix3 17:843a874eb4e3 1080 accelX = IMU.calcAccel(IMU.ax);
wminix3 17:843a874eb4e3 1081 //pc.printf("Calc Accel: %f", accelY);
wminix3 17:843a874eb4e3 1082 }
wminix3 17:843a874eb4e3 1083 if ((accelX <= -0.25) && (player.player_blk_x + accelX*5) > 0.0) {
wminix3 17:843a874eb4e3 1084 player_erase(&player);
wminix3 17:843a874eb4e3 1085 //player.player_blk_x -= 3;
wminix3 24:ea19c7e8a479 1086 player.player_blk_x += (int)(accelX*8);
wminix3 17:843a874eb4e3 1087 player_show(&player);
wminix3 17:843a874eb4e3 1088 //} else if (myNav.up() && level_cursor_y_pos > level_cursor_y_pos_start) {
wminix3 17:843a874eb4e3 1089 } else if ((accelX >= 0.25) && ((player.player_blk_x + accelX*5) < (128 - player.player_width))) {
wminix3 17:843a874eb4e3 1090 player_erase(&player);
wminix3 17:843a874eb4e3 1091 //player.player_blk_x -= 3;
wminix3 24:ea19c7e8a479 1092 player.player_blk_x += (int)(accelX*8);
wminix3 17:843a874eb4e3 1093 player_show(&player);
wminix3 17:843a874eb4e3 1094 }
michaeljson 0:3817adfaeb06 1095 // Player Fire
michaeljson 0:3817adfaeb06 1096 if (pb == 0 && missile.status == PLAYER_MISSILE_INACTIVE)
michaeljson 0:3817adfaeb06 1097 {
michaeljson 0:3817adfaeb06 1098 missile.missile_blk_x = player.player_blk_x+(player.player_width/2);
michaeljson 0:3817adfaeb06 1099 missile.missile_blk_y = player.player_blk_y;
michaeljson 0:3817adfaeb06 1100 missile.status = PLAYER_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 1101 }
michaeljson 0:3817adfaeb06 1102
wminix3 28:a2dac56af32f 1103 // checks if player destroyed all enemies (a win)
michaeljson 0:3817adfaeb06 1104 if (numOfEnemies == 0)
michaeljson 0:3817adfaeb06 1105 {
wminix3 13:36cc024dcf6b 1106 // idea for best-time reading and updating: https://os.mbed.com/questions/75718/i-want-to-assign-int-value-saved-in-sd-t/
wminix3 28:a2dac56af32f 1107 // check the timer to see if there's a best time.
wminix3 13:36cc024dcf6b 1108 int time = bestTimer.read();
wminix3 13:36cc024dcf6b 1109 bestTimer.stop();
wminix3 13:36cc024dcf6b 1110 bestTimer.reset();
michaeljson 0:3817adfaeb06 1111 uLCD.cls();
wminix3 13:36cc024dcf6b 1112 char buffer[3] = {0};
wminix3 13:36cc024dcf6b 1113 char c = {0};
wminix3 13:36cc024dcf6b 1114 char *token;
wminix3 13:36cc024dcf6b 1115 int i = 0;
wminix3 13:36cc024dcf6b 1116 int storedTime = 999;
wminix3 28:a2dac56af32f 1117 SDLock.lock(); // mutex lock SD
wminix3 13:36cc024dcf6b 1118 FILE *sdtime;
wminix3 13:36cc024dcf6b 1119 sdtime=fopen("/sd/besttime.txt","r");
wminix3 13:36cc024dcf6b 1120 if(sdtime==NULL) pc.printf("file open error!\n\n\r"); // added this for open error check
wminix3 28:a2dac56af32f 1121 // read in characters from stored best time in SD and store in buffer
wminix3 13:36cc024dcf6b 1122 while ((c != '\n') && (i < 3)) {
wminix3 13:36cc024dcf6b 1123 c = fgetc(sdtime);
wminix3 13:36cc024dcf6b 1124 buffer[i] = c;
wminix3 13:36cc024dcf6b 1125 i++;
wminix3 13:36cc024dcf6b 1126 }
wminix3 13:36cc024dcf6b 1127 token = strtok(buffer, "\n");
wminix3 13:36cc024dcf6b 1128 storedTime = atoi(token); // convert string from file to integer
wminix3 13:36cc024dcf6b 1129 fclose(sdtime);
wminix3 28:a2dac56af32f 1130 // if the new time is less than the stored time, print "NEW BEST TIME" on LCD and the number of seconds recorded by the timer.
wminix3 13:36cc024dcf6b 1131 if (time < storedTime) {
wminix3 13:36cc024dcf6b 1132 uLCD.locate(2,10);
wminix3 13:36cc024dcf6b 1133 uLCD.printf("NEW BEST TIME!");
wminix3 13:36cc024dcf6b 1134 uLCD.locate(2,11);
wminix3 13:36cc024dcf6b 1135 uLCD.printf("%d seconds!", time);
wminix3 13:36cc024dcf6b 1136 sdtime = fopen("/sd/besttime.txt", "w");
wminix3 13:36cc024dcf6b 1137 if (sdtime != NULL) {
wminix3 28:a2dac56af32f 1138 fprintf(sdtime, "%d\r\n", time); // write the new best time to the SD card
wminix3 13:36cc024dcf6b 1139 fclose(sdtime);
wminix3 13:36cc024dcf6b 1140 } else {
wminix3 13:36cc024dcf6b 1141 pc.printf("write: failed!\r\n");
wminix3 13:36cc024dcf6b 1142 }
wminix3 13:36cc024dcf6b 1143 }
wminix3 13:36cc024dcf6b 1144 SDLock.unlock();
wminix3 13:36cc024dcf6b 1145
michaeljson 0:3817adfaeb06 1146
wminix3 20:ede4fa57d082 1147 win = true; // sets win to true, for win screen
wminix3 28:a2dac56af32f 1148 begin_game = false; // ends game
michaeljson 0:3817adfaeb06 1149
wminix3 28:a2dac56af32f 1150 // displays video clip ????. Original intention here is a little obscure. Might be buggy.
wminix3 13:36cc024dcf6b 1151 /*
michaeljson 0:3817adfaeb06 1152 uLCD.cls();
michaeljson 0:3817adfaeb06 1153 uLCD.media_init();
michaeljson 0:3817adfaeb06 1154 uLCD.set_sector_address(0x00, 0x00);
michaeljson 0:3817adfaeb06 1155 uLCD.display_video(0,0);
wminix3 5:b7934866b264 1156 Thread::wait(1000); // changed from wait(1) to Thread::wait(1000) since we're using threads -- Brice
wminix3 13:36cc024dcf6b 1157 */
michaeljson 0:3817adfaeb06 1158
wminix3 13:36cc024dcf6b 1159 //uLCD.cls();
michaeljson 0:3817adfaeb06 1160
michaeljson 0:3817adfaeb06 1161 // prints "Congratulations" on uLCD
michaeljson 0:3817adfaeb06 1162 uLCD.locate(win_x_pos,win_y_pos);
michaeljson 0:3817adfaeb06 1163 uLCD.printf("CONGRATULATIONS!");
michaeljson 0:3817adfaeb06 1164
michaeljson 0:3817adfaeb06 1165 // prints "Play Again?" and "Press pb..."
michaeljson 0:3817adfaeb06 1166 uLCD.locate(startover_x_pos, startover_y_pos);
michaeljson 0:3817adfaeb06 1167 uLCD.printf("Play Again?");
michaeljson 0:3817adfaeb06 1168 uLCD.locate(startover_x_pos, startover_y_pos+1);
michaeljson 0:3817adfaeb06 1169 uLCD.printf("Press pb...");
michaeljson 0:3817adfaeb06 1170
michaeljson 0:3817adfaeb06 1171 // waits at win screen until pushbutton is pressed
michaeljson 0:3817adfaeb06 1172 while (win)
michaeljson 0:3817adfaeb06 1173 {
michaeljson 0:3817adfaeb06 1174 // if pb is pressed, reset game to start menu
michaeljson 0:3817adfaeb06 1175 if (!pb)
michaeljson 0:3817adfaeb06 1176 {
michaeljson 0:3817adfaeb06 1177 win = false;
wminix3 5:b7934866b264 1178 Thread::wait(500); // changed from wait(0.5) to Thread::wait(500) since we're using threads
michaeljson 0:3817adfaeb06 1179 }
michaeljson 0:3817adfaeb06 1180 }
michaeljson 0:3817adfaeb06 1181
michaeljson 0:3817adfaeb06 1182 }
wminix3 28:a2dac56af32f 1183 int prevColor; // used to store the previous color of the player
michaeljson 0:3817adfaeb06 1184 // checks if player was hit
michaeljson 0:3817adfaeb06 1185 if (hit_player)
michaeljson 0:3817adfaeb06 1186 {
michaeljson 0:3817adfaeb06 1187 // updates lives
wminix3 28:a2dac56af32f 1188 if (level == 1) {
wminix3 28:a2dac56af32f 1189 lives1 -= 1; // level 1 lives
wminix3 22:a907eeb128a4 1190 prevColor = player.player_color;
wminix3 22:a907eeb128a4 1191 player_erase(&player);
wminix3 22:a907eeb128a4 1192 player.player_color = 0xFF0000; // briefly flash the player red.
wminix3 22:a907eeb128a4 1193 player_show(&player);
wminix3 14:4e7608619043 1194 Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 22:a907eeb128a4 1195 player_erase(&player);
wminix3 28:a2dac56af32f 1196 player.player_color = prevColor; // briefly flash the player red and RETURN TO THE PREVIOUS CHOSEN COLOR
wminix3 22:a907eeb128a4 1197 player_show(&player);
wminix3 22:a907eeb128a4 1198 hit_player = 0;
wminix3 14:4e7608619043 1199 player_show(&player);
wminix3 14:4e7608619043 1200 player.status = PLAYER_ALIVE;
michaeljson 0:3817adfaeb06 1201
michaeljson 0:3817adfaeb06 1202 // prints updated lives number
wminix3 14:4e7608619043 1203 uLCD.locate(0,0);
wminix3 14:4e7608619043 1204 uLCD.printf("Lives:%i", lives1);
wminix3 28:a2dac56af32f 1205 } else if (level == 2) { // level 2 lives
wminix3 14:4e7608619043 1206 lives2 -= 1;
wminix3 22:a907eeb128a4 1207 prevColor = player.player_color;
wminix3 22:a907eeb128a4 1208 player_erase(&player);
wminix3 22:a907eeb128a4 1209 player.player_color = 0xFF0000; // briefly flash the player red.
wminix3 22:a907eeb128a4 1210 player_show(&player);
wminix3 14:4e7608619043 1211 Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 22:a907eeb128a4 1212 player_erase(&player);
wminix3 28:a2dac56af32f 1213 player.player_color = prevColor; // briefly flash the player red and return to previous color
wminix3 22:a907eeb128a4 1214 player_show(&player);
wminix3 22:a907eeb128a4 1215 //Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 14:4e7608619043 1216 hit_player = 0;
wminix3 14:4e7608619043 1217 player_show(&player);
wminix3 14:4e7608619043 1218 player.status = PLAYER_ALIVE;
wminix3 14:4e7608619043 1219
wminix3 14:4e7608619043 1220 // prints updated lives number
wminix3 14:4e7608619043 1221 uLCD.locate(0,0);
wminix3 14:4e7608619043 1222 uLCD.printf("Lives:%i", lives2);
wminix3 14:4e7608619043 1223 } else if (level == 3) {
wminix3 28:a2dac56af32f 1224 lives3 -= 1; // level 3 lives
wminix3 22:a907eeb128a4 1225 prevColor = player.player_color;
wminix3 22:a907eeb128a4 1226 player_erase(&player);
wminix3 22:a907eeb128a4 1227 player.player_color = 0xFF0000; // briefly flash the player red.
wminix3 22:a907eeb128a4 1228 player_show(&player);
wminix3 14:4e7608619043 1229 Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 22:a907eeb128a4 1230 player_erase(&player);
wminix3 28:a2dac56af32f 1231 player.player_color = prevColor; // briefly flash the player red and return to previous color.
wminix3 22:a907eeb128a4 1232 player_show(&player);
wminix3 22:a907eeb128a4 1233 //Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 14:4e7608619043 1234 hit_player = 0;
wminix3 14:4e7608619043 1235 player_show(&player);
wminix3 14:4e7608619043 1236 player.status = PLAYER_ALIVE;
wminix3 14:4e7608619043 1237
wminix3 14:4e7608619043 1238 // prints updated lives number
wminix3 14:4e7608619043 1239 uLCD.locate(0,0);
wminix3 14:4e7608619043 1240 uLCD.printf("Lives:%i", lives3);
wminix3 14:4e7608619043 1241 }
michaeljson 0:3817adfaeb06 1242 }
michaeljson 0:3817adfaeb06 1243
michaeljson 0:3817adfaeb06 1244 // if player loses all lives or enemy reaches the player
wminix3 14:4e7608619043 1245 if (lose || lives1 == 0 || lives2 == 0 || lives3 == 0)
michaeljson 0:3817adfaeb06 1246 {
michaeljson 0:3817adfaeb06 1247 begin_game = false; // set to false to end game
wminix3 28:a2dac56af32f 1248 uLCD.cls(); // clear the game screen
michaeljson 0:3817adfaeb06 1249
michaeljson 0:3817adfaeb06 1250 gameover = true; // set to go to display gameover screen
michaeljson 0:3817adfaeb06 1251
michaeljson 0:3817adfaeb06 1252 // prints "GAMEOVER" to uLCD
michaeljson 0:3817adfaeb06 1253 uLCD.locate(gameover_x_pos, gameover_y_pos);
michaeljson 0:3817adfaeb06 1254 uLCD.printf("GAMEOVER");
wminix3 5:b7934866b264 1255 Thread::wait(1000); // changed from wait(1) to thread::wait since we're using threads -- Brice
michaeljson 0:3817adfaeb06 1256
michaeljson 0:3817adfaeb06 1257 // prints "Play Again?" and "Press pb..."
michaeljson 0:3817adfaeb06 1258 uLCD.locate(startover_x_pos, startover_y_pos);
michaeljson 0:3817adfaeb06 1259 uLCD.printf("Play Again?");
michaeljson 0:3817adfaeb06 1260 uLCD.locate(startover_x_pos, startover_y_pos+1);
michaeljson 0:3817adfaeb06 1261 uLCD.printf("Press pb...");
michaeljson 0:3817adfaeb06 1262
michaeljson 0:3817adfaeb06 1263 // stays in gameover screen until pb is pressed
michaeljson 0:3817adfaeb06 1264 while (gameover)
michaeljson 0:3817adfaeb06 1265 {
michaeljson 0:3817adfaeb06 1266 // if pb is pressed, game is reset to the game menu screen
michaeljson 0:3817adfaeb06 1267 if (!pb)
michaeljson 0:3817adfaeb06 1268 {
michaeljson 0:3817adfaeb06 1269 gameover = false;
michaeljson 0:3817adfaeb06 1270 game_menu = true;
wminix3 5:b7934866b264 1271 Thread::wait(500); // changed wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 5:b7934866b264 1272 }
wminix3 5:b7934866b264 1273 }
wminix3 5:b7934866b264 1274 }
wminix3 5:b7934866b264 1275
wminix3 5:b7934866b264 1276 }
wminix3 5:b7934866b264 1277 // game play loop
wminix3 26:3270c6edd7d9 1278 /* TWO-PLAYER MODE: BUGGY, BUT THE PRIMITIVES ARE IN PLACE.
wminix3 28:a2dac56af32f 1279 // I was able to get the two mbeds to send over the proper character codes to get 1 mbed to start the game
wminix3 28:a2dac56af32f 1280 // in 2 player mode. When the 'W' character was received by this mbed, the game stopped with a loss.
wminix3 28:a2dac56af32f 1281 // We lack hardware and time to fully test and work out all of the bugs here, but it is close to being
wminix3 28:a2dac56af32f 1282 // a working feature with the primitives we've commented out here.
wminix3 5:b7934866b264 1283 while(begin_game2)
wminix3 5:b7934866b264 1284 {
wminix3 5:b7934866b264 1285 temp = score;
wminix3 5:b7934866b264 1286 score = (15-numOfEnemies)*15;
wminix3 5:b7934866b264 1287
wminix3 5:b7934866b264 1288 // prints score if score changes
wminix3 5:b7934866b264 1289 if (score != temp)
wminix3 5:b7934866b264 1290 {
wminix3 5:b7934866b264 1291 uLCD.locate(9,0);
wminix3 5:b7934866b264 1292 uLCD.printf("Score:%i", score);
wminix3 5:b7934866b264 1293 }
wminix3 5:b7934866b264 1294
wminix3 5:b7934866b264 1295 // move enemy
wminix3 5:b7934866b264 1296 enemy_motion();
wminix3 24:ea19c7e8a479 1297 // check barriers for player missile hit
wminix3 24:ea19c7e8a479 1298 if (missile.missile_blk_y+1-missile.missile_height >= barrier_1.barrier_blk_y
wminix3 24:ea19c7e8a479 1299 && missile.missile_blk_y+1-missile.missile_height <= barrier_1.barrier_blk_y+barrier_1.barrier_height
wminix3 24:ea19c7e8a479 1300 && missile.status == PLAYER_MISSILE_ACTIVE)
wminix3 24:ea19c7e8a479 1301 {
wminix3 24:ea19c7e8a479 1302 check_barrier(&barrier_1, &missile);
wminix3 24:ea19c7e8a479 1303 check_barrier(&barrier_2, &missile);
wminix3 24:ea19c7e8a479 1304 check_barrier(&barrier_3, &missile);
wminix3 24:ea19c7e8a479 1305 check_barrier(&barrier_4, &missile);
wminix3 24:ea19c7e8a479 1306 }
wminix3 24:ea19c7e8a479 1307
wminix3 5:b7934866b264 1308 // checks if player missile passes y-pos of row1
wminix3 5:b7934866b264 1309 if (missile.missile_blk_y+1-missile.missile_height <= enemy_1.enemy_blk_y
wminix3 5:b7934866b264 1310 && missile.missile_blk_y+1-missile.missile_height >= enemy_1.enemy_blk_y-enemy_1.enemy_height)
wminix3 5:b7934866b264 1311 {
wminix3 5:b7934866b264 1312 check_hit_enemy_row1();
wminix3 5:b7934866b264 1313 }
wminix3 5:b7934866b264 1314
wminix3 5:b7934866b264 1315 // checks if player missile passes y-pos of row2
wminix3 5:b7934866b264 1316 if (missile.missile_blk_y+1-missile.missile_height <= enemy_6.enemy_blk_y
wminix3 5:b7934866b264 1317 && missile.missile_blk_y+1-missile.missile_height >= enemy_6.enemy_blk_y-enemy_6.enemy_height)
wminix3 5:b7934866b264 1318 {
wminix3 5:b7934866b264 1319 check_hit_enemy_row2();
wminix3 5:b7934866b264 1320 }
wminix3 5:b7934866b264 1321
wminix3 5:b7934866b264 1322 // checks if player missile passes y-pos of row3
wminix3 5:b7934866b264 1323 if (missile.missile_blk_y+1-missile.missile_height <= enemy_11.enemy_blk_y
wminix3 5:b7934866b264 1324 && missile.missile_blk_y+1-missile.missile_height >= enemy_11.enemy_blk_y-enemy_11.enemy_height)
wminix3 5:b7934866b264 1325 {
wminix3 5:b7934866b264 1326 check_hit_enemy_row3();
wminix3 5:b7934866b264 1327 }
wminix3 5:b7934866b264 1328
wminix3 5:b7934866b264 1329 // Random Enemy Fire
wminix3 5:b7934866b264 1330 if (enemy_missile.status == ENEMY_MISSILE_INACTIVE)
wminix3 5:b7934866b264 1331 {
wminix3 5:b7934866b264 1332 random_attack_gen();
wminix3 5:b7934866b264 1333 }
wminix3 5:b7934866b264 1334
wminix3 24:ea19c7e8a479 1335 // check if enemy missile passes the y-pos of the barrier and updates the barriers if they are hit.
wminix3 24:ea19c7e8a479 1336 if (enemy_missile.missile_blk_y >= barrier_1.barrier_blk_y
wminix3 24:ea19c7e8a479 1337 && enemy_missile.missile_blk_y <= barrier_1.barrier_blk_y+barrier_1.barrier_height)
wminix3 24:ea19c7e8a479 1338 {
wminix3 24:ea19c7e8a479 1339 check_barrier(&barrier_1, &enemy_missile);
wminix3 24:ea19c7e8a479 1340 check_barrier(&barrier_2, &enemy_missile);
wminix3 24:ea19c7e8a479 1341 check_barrier(&barrier_3, &enemy_missile);
wminix3 24:ea19c7e8a479 1342 check_barrier(&barrier_4, &enemy_missile);
wminix3 24:ea19c7e8a479 1343 }
wminix3 24:ea19c7e8a479 1344
wminix3 5:b7934866b264 1345 // checks if enemy missile passes y-pos of player
wminix3 5:b7934866b264 1346 if (enemy_missile.missile_blk_y >= player.player_blk_y
wminix3 5:b7934866b264 1347 && enemy_missile.missile_blk_y <= player.player_blk_y+player.player_height)
wminix3 5:b7934866b264 1348 {
wminix3 5:b7934866b264 1349 check_player_hit();
wminix3 5:b7934866b264 1350 }
wminix3 24:ea19c7e8a479 1351
wminix3 5:b7934866b264 1352
wminix3 5:b7934866b264 1353 update_missile_pos(&missile); // updates player missile position
wminix3 26:3270c6edd7d9 1354 update_enemy_missile_pos(&enemy_missile, level); // updates enemy missile position
wminix3 5:b7934866b264 1355
wminix3 5:b7934866b264 1356 // Player Movement checked with navigation switch
wminix3 16:e4e6515bdabb 1357 //if (myNav.left() && ((player.player_blk_x-3) > 0))
wminix3 24:ea19c7e8a479 1358 // With joystick click, change color of player from GREEN -> BLUE -> PINK -> PURPLE -> YELLOW (and loop).
wminix3 24:ea19c7e8a479 1359 prevAnalogClick = newAnalogClick;
wminix3 24:ea19c7e8a479 1360 newAnalogClick = stick.button();
wminix3 24:ea19c7e8a479 1361 if (newAnalogClick && !prevAnalogClick) {
wminix3 24:ea19c7e8a479 1362 if (player.player_color == 0x00FF00) { // if GREEN (start)
wminix3 24:ea19c7e8a479 1363 player.player_color = 0x0000FF; // BLUE
wminix3 24:ea19c7e8a479 1364 } else if (player.player_color == 0x0000FF) { // if BLUE
wminix3 24:ea19c7e8a479 1365 player.player_color = 0xFFC0CB; // pink. hot pink: 0xFF69B4
wminix3 24:ea19c7e8a479 1366 } else if (player.player_color == 0xFFC0CB) { // if pink
wminix3 24:ea19c7e8a479 1367 player.player_color = 0x800080; // Purple: 0x800080. periwinkle purple: 0xCCCCFF
wminix3 24:ea19c7e8a479 1368 } else if (player.player_color == 0x800080) { // if purple
wminix3 24:ea19c7e8a479 1369 player.player_color = 0xFFFF00; // yellow. metallic gold: 0xD4AF37
wminix3 24:ea19c7e8a479 1370 } else if (player.player_color == 0xFFFF00) { // if yellow
wminix3 24:ea19c7e8a479 1371 player.player_color = 0x00FF00; // set back to GREEN
wminix3 24:ea19c7e8a479 1372 }
wminix3 24:ea19c7e8a479 1373 }
wminix3 24:ea19c7e8a479 1374 // Control Player with Analog Joystick -- Brice
wminix3 16:e4e6515bdabb 1375 float stickDist = stick.xAxis();
wminix3 24:ea19c7e8a479 1376 if ((stickDist < 0.0) && (player.player_blk_x + stickDist*3 > 0.0)){
wminix3 5:b7934866b264 1377 player_erase(&player);
wminix3 16:e4e6515bdabb 1378 //player.player_blk_x -= 3;
wminix3 24:ea19c7e8a479 1379 player.player_blk_x += (int)(stickDist*3);
wminix3 5:b7934866b264 1380 player_show(&player);
wminix3 5:b7934866b264 1381 }
wminix3 16:e4e6515bdabb 1382 //else if (myNav.right() && ((player.player_blk_x+3) < (128-player.player_width)))
wminix3 24:ea19c7e8a479 1383 else if ((stickDist > 0.0) && ((player.player_blk_x + stickDist*3) < (128 - player.player_width)))
wminix3 5:b7934866b264 1384 {
wminix3 5:b7934866b264 1385 player_erase(&player);
wminix3 24:ea19c7e8a479 1386 player.player_blk_x += (int)(stickDist*3);
wminix3 5:b7934866b264 1387 player_show(&player);
wminix3 5:b7934866b264 1388 }
wminix3 24:ea19c7e8a479 1389 // Control Player with IMU -- Brice
wminix3 24:ea19c7e8a479 1390 float accelX = 0.0; // x acceleration
wminix3 24:ea19c7e8a479 1391 if (IMU.accelAvailable()) {
wminix3 24:ea19c7e8a479 1392 IMU.readAccel();
wminix3 24:ea19c7e8a479 1393 accelX = IMU.calcAccel(IMU.ax);
wminix3 24:ea19c7e8a479 1394 //pc.printf("Calc Accel: %f", accelY);
wminix3 24:ea19c7e8a479 1395 }
wminix3 24:ea19c7e8a479 1396 if ((accelX <= -0.25) && (player.player_blk_x + accelX*5) > 0.0) {
wminix3 24:ea19c7e8a479 1397 player_erase(&player);
wminix3 24:ea19c7e8a479 1398 //player.player_blk_x -= 3;
wminix3 24:ea19c7e8a479 1399 player.player_blk_x += (int)(accelX*8);
wminix3 24:ea19c7e8a479 1400 player_show(&player);
wminix3 24:ea19c7e8a479 1401 //} else if (myNav.up() && level_cursor_y_pos > level_cursor_y_pos_start) {
wminix3 24:ea19c7e8a479 1402 } else if ((accelX >= 0.25) && ((player.player_blk_x + accelX*5) < (128 - player.player_width))) {
wminix3 24:ea19c7e8a479 1403 player_erase(&player);
wminix3 24:ea19c7e8a479 1404 //player.player_blk_x -= 3;
wminix3 24:ea19c7e8a479 1405 player.player_blk_x += (int)(accelX*8);
wminix3 24:ea19c7e8a479 1406 player_show(&player);
wminix3 24:ea19c7e8a479 1407 }
wminix3 5:b7934866b264 1408 // Player Fire
wminix3 5:b7934866b264 1409 if (pb == 0 && missile.status == PLAYER_MISSILE_INACTIVE)
wminix3 5:b7934866b264 1410 {
wminix3 5:b7934866b264 1411 missile.missile_blk_x = player.player_blk_x+(player.player_width/2);
wminix3 5:b7934866b264 1412 missile.missile_blk_y = player.player_blk_y;
wminix3 5:b7934866b264 1413 missile.status = PLAYER_MISSILE_ACTIVE;
wminix3 5:b7934866b264 1414 }
wminix3 5:b7934866b264 1415
wminix3 5:b7934866b264 1416 // checks if player destroyed all enemies
wminix3 5:b7934866b264 1417 if (numOfEnemies == 0)
wminix3 5:b7934866b264 1418 {
wminix3 24:ea19c7e8a479 1419 // idea for best-time reading and updating: https://os.mbed.com/questions/75718/i-want-to-assign-int-value-saved-in-sd-t/
wminix3 24:ea19c7e8a479 1420 int time = bestTimer.read();
wminix3 24:ea19c7e8a479 1421 bestTimer.stop();
wminix3 24:ea19c7e8a479 1422 bestTimer.reset();
wminix3 5:b7934866b264 1423 uLCD.cls();
wminix3 24:ea19c7e8a479 1424 char buffer[3] = {0};
wminix3 24:ea19c7e8a479 1425 char c = {0};
wminix3 24:ea19c7e8a479 1426 char *token;
wminix3 24:ea19c7e8a479 1427 int i = 0;
wminix3 24:ea19c7e8a479 1428 int storedTime = 999;
wminix3 24:ea19c7e8a479 1429 SDLock.lock();
wminix3 24:ea19c7e8a479 1430 FILE *sdtime;
wminix3 24:ea19c7e8a479 1431 sdtime=fopen("/sd/besttime.txt","r");
wminix3 24:ea19c7e8a479 1432 if(sdtime==NULL) pc.printf("file open error!\n\n\r"); // added this for open error check
wminix3 24:ea19c7e8a479 1433 while ((c != '\n') && (i < 3)) {
wminix3 24:ea19c7e8a479 1434 c = fgetc(sdtime);
wminix3 24:ea19c7e8a479 1435 buffer[i] = c;
wminix3 24:ea19c7e8a479 1436 i++;
wminix3 24:ea19c7e8a479 1437 }
wminix3 24:ea19c7e8a479 1438 token = strtok(buffer, "\n");
wminix3 24:ea19c7e8a479 1439 storedTime = atoi(token); // convert string from file to integer
wminix3 24:ea19c7e8a479 1440 fclose(sdtime);
wminix3 24:ea19c7e8a479 1441 if (time < storedTime) {
wminix3 24:ea19c7e8a479 1442 uLCD.locate(2,10);
wminix3 24:ea19c7e8a479 1443 uLCD.printf("NEW BEST TIME!");
wminix3 24:ea19c7e8a479 1444 uLCD.locate(2,11);
wminix3 24:ea19c7e8a479 1445 uLCD.printf("%d seconds!", time);
wminix3 24:ea19c7e8a479 1446 sdtime = fopen("/sd/besttime.txt", "w");
wminix3 24:ea19c7e8a479 1447 if (sdtime != NULL) {
wminix3 24:ea19c7e8a479 1448 fprintf(sdtime, "%d\r\n", time);
wminix3 24:ea19c7e8a479 1449 fclose(sdtime);
wminix3 24:ea19c7e8a479 1450 } else {
wminix3 24:ea19c7e8a479 1451 pc.printf("write: failed!\r\n");
wminix3 24:ea19c7e8a479 1452 }
wminix3 24:ea19c7e8a479 1453 }
wminix3 24:ea19c7e8a479 1454 SDLock.unlock();
wminix3 5:b7934866b264 1455
wminix3 24:ea19c7e8a479 1456 two_player_win = true; // sets win to true, for win screen
wminix3 24:ea19c7e8a479 1457 win = true;
wminix3 24:ea19c7e8a479 1458 //begin_game = false;
wminix3 5:b7934866b264 1459
wminix3 24:ea19c7e8a479 1460 // displays video clip ????
wminix3 28:a2dac56af32f 1461
wminix3 5:b7934866b264 1462 uLCD.cls();
wminix3 5:b7934866b264 1463 uLCD.media_init();
wminix3 5:b7934866b264 1464 uLCD.set_sector_address(0x00, 0x00);
wminix3 5:b7934866b264 1465 uLCD.display_video(0,0);
wminix3 24:ea19c7e8a479 1466 Thread::wait(1000); // changed from wait(1) to Thread::wait(1000) since we're using threads -- Brice
wminix3 24:ea19c7e8a479 1467 */
wminix3 5:b7934866b264 1468
wminix3 24:ea19c7e8a479 1469 //uLCD.cls();
wminix3 26:3270c6edd7d9 1470 /*
wminix3 24:ea19c7e8a479 1471 // prints "Congratulations" on uLCD
wminix3 24:ea19c7e8a479 1472 uLCD.locate(win_x_pos,win_y_pos);
wminix3 24:ea19c7e8a479 1473 uLCD.printf("CONGRATULATIONS!");
wminix3 5:b7934866b264 1474
wminix3 24:ea19c7e8a479 1475 // prints "Play Again?" and "Press pb..."
wminix3 24:ea19c7e8a479 1476 uLCD.locate(startover_x_pos, startover_y_pos);
wminix3 24:ea19c7e8a479 1477 uLCD.printf("Play again?");
wminix3 24:ea19c7e8a479 1478 uLCD.locate(startover_x_pos, startover_y_pos+1);
wminix3 24:ea19c7e8a479 1479 uLCD.printf("Press pb...");
wminix3 5:b7934866b264 1480
wminix3 24:ea19c7e8a479 1481 // waits at win screen until pushbutton is pressed
wminix3 24:ea19c7e8a479 1482 while (two_player_win)
wminix3 24:ea19c7e8a479 1483 {
wminix3 24:ea19c7e8a479 1484 // if pb is pressed, reset game to start menu
wminix3 24:ea19c7e8a479 1485 if (!pb)
wminix3 5:b7934866b264 1486 {
wminix3 24:ea19c7e8a479 1487 win = false;
wminix3 24:ea19c7e8a479 1488 two_player_win = false;
wminix3 24:ea19c7e8a479 1489 begin_game2 = false;
wminix3 24:ea19c7e8a479 1490 numPlayers = 1;
wminix3 24:ea19c7e8a479 1491 game_menu = true;
wminix3 24:ea19c7e8a479 1492 Thread::wait(500); // changed from wait(0.5) to Thread::wait(500) since we're using threads
wminix3 5:b7934866b264 1493 }
wminix3 28:a2dac56af32f 1494 }
wminix3 24:ea19c7e8a479 1495 REMOVED THIS AND MADE THE WINNER THE FIRST TO 1 WIN
wminix3 24:ea19c7e8a479 1496 if (numWins == 3) {
wminix3 24:ea19c7e8a479 1497 two_player_win = true;
wminix3 24:ea19c7e8a479 1498 while(two_player_win) {
wminix3 24:ea19c7e8a479 1499 // if pb is pressed, reset game to start menu
wminix3 24:ea19c7e8a479 1500 Thread::wait(2000);
wminix3 24:ea19c7e8a479 1501 uLCD.locate(win_x_pos,win_y_pos);
wminix3 24:ea19c7e8a479 1502 uLCD.printf("CONGRATULATIONS!");
wminix3 5:b7934866b264 1503
wminix3 24:ea19c7e8a479 1504 // prints "Play Again?" and "Press pb..."
wminix3 24:ea19c7e8a479 1505 uLCD.locate(startover_x_pos, startover_y_pos);
wminix3 24:ea19c7e8a479 1506 uLCD.printf("Play Again?");
wminix3 24:ea19c7e8a479 1507 uLCD.locate(startover_x_pos, startover_y_pos+1);
wminix3 24:ea19c7e8a479 1508 uLCD.printf("Press pb...");
wminix3 24:ea19c7e8a479 1509 if (!pb)
wminix3 24:ea19c7e8a479 1510 {
wminix3 24:ea19c7e8a479 1511 two_player_win = false;
wminix3 24:ea19c7e8a479 1512 begin_game2 = false;
wminix3 24:ea19c7e8a479 1513 game_menu = true;
wminix3 24:ea19c7e8a479 1514 Thread::wait(500); // changed from wait(0.5) to Thread::wait(500) since we're using threads
wminix3 24:ea19c7e8a479 1515 }
wminix3 24:ea19c7e8a479 1516 }
wminix3 5:b7934866b264 1517 }
wminix3 28:a2dac56af32f 1518
wminix3 28:a2dac56af32f 1519
wminix3 5:b7934866b264 1520 }
wminix3 24:ea19c7e8a479 1521 int prevColor;
wminix3 5:b7934866b264 1522 // checks if player was hit
wminix3 5:b7934866b264 1523 if (hit_player)
wminix3 5:b7934866b264 1524 {
wminix3 5:b7934866b264 1525 // updates lives
wminix3 24:ea19c7e8a479 1526 if (level == 1) {
wminix3 24:ea19c7e8a479 1527 lives1 -= 1;
wminix3 24:ea19c7e8a479 1528 prevColor = player.player_color;
wminix3 24:ea19c7e8a479 1529 player_erase(&player);
wminix3 24:ea19c7e8a479 1530 player.player_color = 0xFF0000; // briefly flash the player red.
wminix3 24:ea19c7e8a479 1531 player_show(&player);
wminix3 24:ea19c7e8a479 1532 Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 24:ea19c7e8a479 1533 player_erase(&player);
wminix3 24:ea19c7e8a479 1534 player.player_color = prevColor; // briefly flash the player red.
wminix3 24:ea19c7e8a479 1535 player_show(&player);
wminix3 24:ea19c7e8a479 1536 hit_player = 0;
wminix3 24:ea19c7e8a479 1537 player_show(&player);
wminix3 24:ea19c7e8a479 1538 player.status = PLAYER_ALIVE;
wminix3 5:b7934866b264 1539
wminix3 5:b7934866b264 1540 // prints updated lives number
wminix3 24:ea19c7e8a479 1541 uLCD.locate(0,0);
wminix3 24:ea19c7e8a479 1542 uLCD.printf("Lives:%i", lives1);
wminix3 24:ea19c7e8a479 1543 } else if (level == 2) {
wminix3 24:ea19c7e8a479 1544 lives2 -= 1;
wminix3 24:ea19c7e8a479 1545 prevColor = player.player_color;
wminix3 24:ea19c7e8a479 1546 player_erase(&player);
wminix3 24:ea19c7e8a479 1547 player.player_color = 0xFF0000; // briefly flash the player red.
wminix3 24:ea19c7e8a479 1548 player_show(&player);
wminix3 24:ea19c7e8a479 1549 Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 24:ea19c7e8a479 1550 player_erase(&player);
wminix3 24:ea19c7e8a479 1551 player.player_color = prevColor; // briefly flash the player red.
wminix3 24:ea19c7e8a479 1552 player_show(&player);
wminix3 24:ea19c7e8a479 1553 //Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 24:ea19c7e8a479 1554 hit_player = 0;
wminix3 24:ea19c7e8a479 1555 player_show(&player);
wminix3 24:ea19c7e8a479 1556 player.status = PLAYER_ALIVE;
wminix3 24:ea19c7e8a479 1557
wminix3 24:ea19c7e8a479 1558 // prints updated lives number
wminix3 24:ea19c7e8a479 1559 uLCD.locate(0,0);
wminix3 24:ea19c7e8a479 1560 uLCD.printf("Lives:%i", lives2);
wminix3 24:ea19c7e8a479 1561 } else if (level == 3) {
wminix3 24:ea19c7e8a479 1562 lives3 -= 1;
wminix3 24:ea19c7e8a479 1563 prevColor = player.player_color;
wminix3 24:ea19c7e8a479 1564 player_erase(&player);
wminix3 24:ea19c7e8a479 1565 player.player_color = 0xFF0000; // briefly flash the player red.
wminix3 24:ea19c7e8a479 1566 player_show(&player);
wminix3 24:ea19c7e8a479 1567 Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 24:ea19c7e8a479 1568 player_erase(&player);
wminix3 24:ea19c7e8a479 1569 player.player_color = prevColor; // briefly flash the player red.
wminix3 24:ea19c7e8a479 1570 player_show(&player);
wminix3 24:ea19c7e8a479 1571 //Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 24:ea19c7e8a479 1572 hit_player = 0;
wminix3 24:ea19c7e8a479 1573 player_show(&player);
wminix3 24:ea19c7e8a479 1574 player.status = PLAYER_ALIVE;
wminix3 24:ea19c7e8a479 1575
wminix3 24:ea19c7e8a479 1576 // prints updated lives number
wminix3 24:ea19c7e8a479 1577 uLCD.locate(0,0);
wminix3 24:ea19c7e8a479 1578 uLCD.printf("Lives:%i", lives3);
wminix3 24:ea19c7e8a479 1579 }
wminix3 5:b7934866b264 1580 }
wminix3 5:b7934866b264 1581
wminix3 5:b7934866b264 1582 // if player loses all lives or enemy reaches the player
wminix3 24:ea19c7e8a479 1583 if (lose || lives1 == 0 || lives2 == 0 || lives3 == 0)
wminix3 5:b7934866b264 1584 {
wminix3 24:ea19c7e8a479 1585 //begin_game = false; // set to false to end game
wminix3 24:ea19c7e8a479 1586 lives1 = 3;
wminix3 5:b7934866b264 1587 uLCD.cls();
wminix3 5:b7934866b264 1588
wminix3 24:ea19c7e8a479 1589 two_player_lose = true;
wminix3 5:b7934866b264 1590 gameover = true; // set to go to display gameover screen
wminix3 24:ea19c7e8a479 1591 numPlayers = 1;
wminix3 5:b7934866b264 1592
wminix3 5:b7934866b264 1593 // prints "GAMEOVER" to uLCD
wminix3 5:b7934866b264 1594 uLCD.locate(gameover_x_pos, gameover_y_pos);
wminix3 24:ea19c7e8a479 1595 uLCD.printf("GAMEOVER");
wminix3 24:ea19c7e8a479 1596 Thread::wait(1000); // changed from wait(1) to thread::wait since we're using threads -- Brice
wminix3 5:b7934866b264 1597
wminix3 5:b7934866b264 1598 // prints "Play Again?" and "Press pb..."
wminix3 5:b7934866b264 1599 uLCD.locate(startover_x_pos, startover_y_pos);
wminix3 24:ea19c7e8a479 1600 uLCD.printf("Play again?");
wminix3 5:b7934866b264 1601 uLCD.locate(startover_x_pos, startover_y_pos+1);
wminix3 5:b7934866b264 1602 uLCD.printf("Press pb...");
wminix3 5:b7934866b264 1603
wminix3 5:b7934866b264 1604 // stays in gameover screen until pb is pressed
wminix3 5:b7934866b264 1605 while (gameover)
wminix3 5:b7934866b264 1606 {
wminix3 5:b7934866b264 1607 // if pb is pressed, game is reset to the game menu screen
wminix3 5:b7934866b264 1608 if (!pb)
wminix3 5:b7934866b264 1609 {
wminix3 5:b7934866b264 1610 gameover = false;
wminix3 24:ea19c7e8a479 1611 two_player_lose = false;
wminix3 24:ea19c7e8a479 1612 game_menu = true;
wminix3 24:ea19c7e8a479 1613 begin_game2 = false;
wminix3 24:ea19c7e8a479 1614 numPlayers = 1;
wminix3 24:ea19c7e8a479 1615 //game_menu = true;
wminix3 24:ea19c7e8a479 1616 Thread::wait(500); // changed wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 5:b7934866b264 1617 }
wminix3 5:b7934866b264 1618 }
wminix3 5:b7934866b264 1619 }
wminix3 24:ea19c7e8a479 1620 if (two_player_lose) {
wminix3 5:b7934866b264 1621 uLCD.cls();
wminix3 24:ea19c7e8a479 1622 numPlayers = 1;
wminix3 24:ea19c7e8a479 1623 Thread::wait(2000);
wminix3 24:ea19c7e8a479 1624 uLCD.locate(gameover_x_pos, gameover_y_pos);
wminix3 24:ea19c7e8a479 1625 uLCD.printf("You lost!");
wminix3 24:ea19c7e8a479 1626 Thread::wait(1000); // changed from wait(1) to thread::wait since we're using threads -- Brice
wminix3 5:b7934866b264 1627
wminix3 24:ea19c7e8a479 1628 // prints "Play Again?" and "Press pb..."
wminix3 5:b7934866b264 1629 uLCD.locate(startover_x_pos, startover_y_pos);
wminix3 24:ea19c7e8a479 1630 uLCD.printf("Continue?");
wminix3 5:b7934866b264 1631 uLCD.locate(startover_x_pos, startover_y_pos+1);
wminix3 5:b7934866b264 1632 uLCD.printf("Press pb...");
wminix3 24:ea19c7e8a479 1633 }
wminix3 24:ea19c7e8a479 1634 while(two_player_lose) {
wminix3 24:ea19c7e8a479 1635 //uLCD.cls();
wminix3 5:b7934866b264 1636
wminix3 24:ea19c7e8a479 1637 if (!pb)
wminix3 5:b7934866b264 1638 {
wminix3 24:ea19c7e8a479 1639 two_player_lose = false;
wminix3 24:ea19c7e8a479 1640 game_menu = true;
wminix3 24:ea19c7e8a479 1641 begin_game2 = false;
wminix3 24:ea19c7e8a479 1642 numPlayers = 1;
wminix3 24:ea19c7e8a479 1643 Thread::wait(500); // changed wait(0.5) to Thread::wait since we're using threads -- Brice
michaeljson 0:3817adfaeb06 1644 }
michaeljson 0:3817adfaeb06 1645 }
michaeljson 0:3817adfaeb06 1646 }
wminix3 26:3270c6edd7d9 1647 }*/
michaeljson 0:3817adfaeb06 1648 }
wminix3 26:3270c6edd7d9 1649 }