Updated Space Invaders on the mbed. Improved upon Michael Son's "Mbed Space Invaders" at https://os.mbed.com/users/michaeljson/notebook/mbed-space-invaders/.

Dependencies:   mbed wave_player mbed-rtos 4DGL-uLCD-SE SparkfunAnalogJoystick SDFileSystem LSM9DS1_Library_cal_updated

Fork of Two-PlayerSpaceInvaders by William Minix

test

Committer:
wminix3
Date:
Fri Apr 16 17:29:09 2021 +0000
Revision:
9:c22613b0007a
Parent:
8:27c4345be3db
Child:
10:1eeb21ef7b2c
Updated mbed send and receive threads;

Who changed what in which revision?

UserRevisionLine numberNew contents of line
michaeljson 0:3817adfaeb06 1 #include "mbed.h"
michaeljson 0:3817adfaeb06 2 #include "SDFileSystem.h"
michaeljson 0:3817adfaeb06 3 #include "wave_player.h"
michaeljson 0:3817adfaeb06 4 #include "enemy.h"
michaeljson 0:3817adfaeb06 5 #include "player.h"
michaeljson 0:3817adfaeb06 6 #include "missile.h"
michaeljson 0:3817adfaeb06 7 #include "globals.h"
michaeljson 0:3817adfaeb06 8 #include "rtos.h"
michaeljson 0:3817adfaeb06 9 #include <string>
michaeljson 0:3817adfaeb06 10
michaeljson 0:3817adfaeb06 11 /* ==== Navigation Switch ===== */
michaeljson 0:3817adfaeb06 12 class Nav_Switch
michaeljson 0:3817adfaeb06 13 {
michaeljson 0:3817adfaeb06 14 public:
michaeljson 0:3817adfaeb06 15 Nav_Switch(PinName up,PinName down,PinName left,PinName right,PinName fire);
michaeljson 0:3817adfaeb06 16 int read();
michaeljson 0:3817adfaeb06 17 //boolean functions to test each switch
michaeljson 0:3817adfaeb06 18 bool up();
michaeljson 0:3817adfaeb06 19 bool down();
michaeljson 0:3817adfaeb06 20 bool left();
michaeljson 0:3817adfaeb06 21 bool right();
michaeljson 0:3817adfaeb06 22 bool fire();
michaeljson 0:3817adfaeb06 23 //automatic read on RHS
michaeljson 0:3817adfaeb06 24 operator int ();
michaeljson 0:3817adfaeb06 25 //index to any switch array style
michaeljson 0:3817adfaeb06 26 bool operator[](int index) {
michaeljson 0:3817adfaeb06 27 return _pins[index];
michaeljson 0:3817adfaeb06 28 };
michaeljson 0:3817adfaeb06 29 private:
michaeljson 0:3817adfaeb06 30 BusIn _pins;
michaeljson 0:3817adfaeb06 31
michaeljson 0:3817adfaeb06 32 };
michaeljson 0:3817adfaeb06 33 Nav_Switch::Nav_Switch (PinName up,PinName down,PinName left,PinName right,PinName fire):
michaeljson 0:3817adfaeb06 34 _pins(up, down, left, right, fire)
michaeljson 0:3817adfaeb06 35 {
michaeljson 0:3817adfaeb06 36 _pins.mode(PullUp); //needed if pullups not on board or a bare nav switch is used - delete otherwise
michaeljson 0:3817adfaeb06 37 wait(0.001); //delays just a bit for pullups to pull inputs high
michaeljson 0:3817adfaeb06 38 }
michaeljson 0:3817adfaeb06 39 inline bool Nav_Switch::up()
michaeljson 0:3817adfaeb06 40 {
michaeljson 0:3817adfaeb06 41 return !(_pins[0]);
michaeljson 0:3817adfaeb06 42 }
michaeljson 0:3817adfaeb06 43 inline bool Nav_Switch::down()
michaeljson 0:3817adfaeb06 44 {
michaeljson 0:3817adfaeb06 45 return !(_pins[1]);
michaeljson 0:3817adfaeb06 46 }
michaeljson 0:3817adfaeb06 47 inline bool Nav_Switch::left()
michaeljson 0:3817adfaeb06 48 {
michaeljson 0:3817adfaeb06 49 return !(_pins[2]);
michaeljson 0:3817adfaeb06 50 }
michaeljson 0:3817adfaeb06 51 inline bool Nav_Switch::right()
michaeljson 0:3817adfaeb06 52 {
michaeljson 0:3817adfaeb06 53 return !(_pins[3]);
michaeljson 0:3817adfaeb06 54 }
michaeljson 0:3817adfaeb06 55 inline bool Nav_Switch::fire()
michaeljson 0:3817adfaeb06 56 {
michaeljson 0:3817adfaeb06 57 return !(_pins[4]);
michaeljson 0:3817adfaeb06 58 }
michaeljson 0:3817adfaeb06 59 inline int Nav_Switch::read()
michaeljson 0:3817adfaeb06 60 {
michaeljson 0:3817adfaeb06 61 return _pins.read();
michaeljson 0:3817adfaeb06 62 }
michaeljson 0:3817adfaeb06 63 inline Nav_Switch::operator int ()
michaeljson 0:3817adfaeb06 64 {
michaeljson 0:3817adfaeb06 65 return _pins.read();
michaeljson 0:3817adfaeb06 66 }
michaeljson 0:3817adfaeb06 67
michaeljson 0:3817adfaeb06 68 // Platform initialization
michaeljson 0:3817adfaeb06 69 uLCD_4DGL uLCD(p28,p27,p29); // LCD (serial tx, serial rx, reset pin;)
michaeljson 0:3817adfaeb06 70 AnalogOut DACout(p18); // speaker
michaeljson 0:3817adfaeb06 71 wave_player waver(&DACout); // wav player
michaeljson 0:3817adfaeb06 72 SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD card and filesystem (mosi, miso, sck, cs)
wminix3 2:4a3f97570578 73 Nav_Switch myNav(p16, p10, p11, p9, p12); //pin order on Sparkfun breakout. move U from p13 to p16 so we can use another Serial to communicate with mbed
michaeljson 0:3817adfaeb06 74 DigitalIn pb(p15); // push button for player misisle fire
wminix3 2:4a3f97570578 75 Serial pc(USBTX, USBRX);
wminix3 2:4a3f97570578 76 Serial secondMbed(p13, p14);
michaeljson 0:3817adfaeb06 77 // Initialize all global enemy objects
michaeljson 0:3817adfaeb06 78 enemy_t enemy_1;
michaeljson 0:3817adfaeb06 79 enemy_t enemy_2;
michaeljson 0:3817adfaeb06 80 enemy_t enemy_3;
michaeljson 0:3817adfaeb06 81 enemy_t enemy_4;
michaeljson 0:3817adfaeb06 82 enemy_t enemy_5;
michaeljson 0:3817adfaeb06 83 enemy_t enemy_6;
michaeljson 0:3817adfaeb06 84 enemy_t enemy_7;
michaeljson 0:3817adfaeb06 85 enemy_t enemy_8;
michaeljson 0:3817adfaeb06 86 enemy_t enemy_9;
michaeljson 0:3817adfaeb06 87 enemy_t enemy_10;
michaeljson 0:3817adfaeb06 88 enemy_t enemy_11;
michaeljson 0:3817adfaeb06 89 enemy_t enemy_12;
michaeljson 0:3817adfaeb06 90 enemy_t enemy_13;
michaeljson 0:3817adfaeb06 91 enemy_t enemy_14;
michaeljson 0:3817adfaeb06 92 enemy_t enemy_15;
michaeljson 0:3817adfaeb06 93
michaeljson 0:3817adfaeb06 94 // Initialize variables
wminix3 2:4a3f97570578 95 // Brice added "volatile" here to protect global variables.
wminix3 2:4a3f97570578 96 volatile int numOfEnemies = 0;
wminix3 2:4a3f97570578 97 volatile int ENEMY_MOVE = 1;
wminix3 2:4a3f97570578 98 volatile int MOVE_DOWN = 0;
wminix3 2:4a3f97570578 99 volatile int DIRECTION = 1;
wminix3 2:4a3f97570578 100 volatile int firing_col = 0;
wminix3 2:4a3f97570578 101 volatile int hit_player = 0;
wminix3 2:4a3f97570578 102 volatile bool lose = false;
wminix3 2:4a3f97570578 103 volatile int lives = 3;
wminix3 2:4a3f97570578 104 volatile bool game_menu = false;
wminix3 2:4a3f97570578 105 volatile bool begin_game = false;
wminix3 2:4a3f97570578 106 volatile bool gameover = false;
wminix3 2:4a3f97570578 107 volatile int numPlayers = 1;
wminix3 4:739f6e0dd8af 108 volatile bool first_player_ready = false;
wminix3 4:739f6e0dd8af 109 volatile bool second_player_ready = false;
wminix3 5:b7934866b264 110 volatile bool begin_game2 = false;
wminix3 5:b7934866b264 111 volatile int numWins = 0;
wminix3 5:b7934866b264 112 volatile bool two_player_win = false;
wminix3 5:b7934866b264 113 volatile bool two_player_lose = false;
wminix3 8:27c4345be3db 114 Mutex mbedLock;
michaeljson 0:3817adfaeb06 115
michaeljson 0:3817adfaeb06 116 // Initialize global player object
michaeljson 0:3817adfaeb06 117 player_t player;
michaeljson 0:3817adfaeb06 118
michaeljson 0:3817adfaeb06 119 // Intialize global player and enemy missile
michaeljson 0:3817adfaeb06 120 missile_t missile; // player missile
michaeljson 0:3817adfaeb06 121 missile_t enemy_missile; // enemy missile
michaeljson 0:3817adfaeb06 122
michaeljson 0:3817adfaeb06 123 // Array of enemy objects
michaeljson 0:3817adfaeb06 124 enemy_t * enemyArray[15];
michaeljson 0:3817adfaeb06 125
michaeljson 0:3817adfaeb06 126 // Function Prototypes
michaeljson 0:3817adfaeb06 127 void move_enemy_down();
michaeljson 0:3817adfaeb06 128 void playstart(void const *args);
michaeljson 0:3817adfaeb06 129
michaeljson 0:3817adfaeb06 130 // Draws the enemies at the initial starting location
michaeljson 0:3817adfaeb06 131 void draw_enemies_level()
michaeljson 0:3817adfaeb06 132 {
michaeljson 0:3817adfaeb06 133 // Initialize local variables
michaeljson 0:3817adfaeb06 134 unsigned int start_x_pos = 12;
michaeljson 0:3817adfaeb06 135 unsigned int start_enemy_y_pos = 20;
michaeljson 0:3817adfaeb06 136 numOfEnemies = 15;
michaeljson 0:3817adfaeb06 137
michaeljson 0:3817adfaeb06 138 // First Row of Enemies
michaeljson 0:3817adfaeb06 139 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 140 enemy_show(&enemy_1); // displays the enemy on uLCD
michaeljson 0:3817adfaeb06 141
michaeljson 0:3817adfaeb06 142 enemy_init(&enemy_2,start_x_pos+15,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 143 enemy_show(&enemy_2);
michaeljson 0:3817adfaeb06 144
michaeljson 0:3817adfaeb06 145 enemy_init(&enemy_3,start_x_pos+30,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 146 enemy_show(&enemy_3);
michaeljson 0:3817adfaeb06 147
michaeljson 0:3817adfaeb06 148 enemy_init(&enemy_4,start_x_pos+45,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 149 enemy_show(&enemy_4);
michaeljson 0:3817adfaeb06 150
michaeljson 0:3817adfaeb06 151 enemy_init(&enemy_5,start_x_pos+60,start_enemy_y_pos,WHITE);
michaeljson 0:3817adfaeb06 152 enemy_show(&enemy_5);
michaeljson 0:3817adfaeb06 153
michaeljson 0:3817adfaeb06 154 // Second Row of Enemies
michaeljson 0:3817adfaeb06 155 enemy_init(&enemy_6,start_x_pos,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 156 enemy_show(&enemy_6);
michaeljson 0:3817adfaeb06 157
michaeljson 0:3817adfaeb06 158 enemy_init(&enemy_7,start_x_pos+15,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 159 enemy_show(&enemy_7);
michaeljson 0:3817adfaeb06 160
michaeljson 0:3817adfaeb06 161 enemy_init(&enemy_8,start_x_pos+30,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 162 enemy_show(&enemy_8);
michaeljson 0:3817adfaeb06 163
michaeljson 0:3817adfaeb06 164 enemy_init(&enemy_9,start_x_pos+45,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 165 enemy_show(&enemy_9);
michaeljson 0:3817adfaeb06 166
michaeljson 0:3817adfaeb06 167 enemy_init(&enemy_10,start_x_pos+60,start_enemy_y_pos+12,WHITE);
michaeljson 0:3817adfaeb06 168 enemy_show(&enemy_10);
michaeljson 0:3817adfaeb06 169
michaeljson 0:3817adfaeb06 170 // Third Row of Enemies
michaeljson 0:3817adfaeb06 171 enemy_init(&enemy_11,start_x_pos,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 172 enemy_show(&enemy_11);
michaeljson 0:3817adfaeb06 173
michaeljson 0:3817adfaeb06 174 enemy_init(&enemy_12,start_x_pos+15,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 175 enemy_show(&enemy_12);
michaeljson 0:3817adfaeb06 176
michaeljson 0:3817adfaeb06 177 enemy_init(&enemy_13,start_x_pos+30,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 178 enemy_show(&enemy_13);
michaeljson 0:3817adfaeb06 179
michaeljson 0:3817adfaeb06 180 enemy_init(&enemy_14,start_x_pos+45,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 181 enemy_show(&enemy_14);
michaeljson 0:3817adfaeb06 182
michaeljson 0:3817adfaeb06 183 enemy_init(&enemy_15,start_x_pos+60,start_enemy_y_pos+24,WHITE);
michaeljson 0:3817adfaeb06 184 enemy_show(&enemy_15);
michaeljson 0:3817adfaeb06 185
michaeljson 0:3817adfaeb06 186 // Put enemy objects into array
michaeljson 0:3817adfaeb06 187 enemyArray[0] = &enemy_1;
michaeljson 0:3817adfaeb06 188 enemyArray[1] = &enemy_2;
michaeljson 0:3817adfaeb06 189 enemyArray[2] = &enemy_3;
michaeljson 0:3817adfaeb06 190 enemyArray[3] = &enemy_4;
michaeljson 0:3817adfaeb06 191 enemyArray[4] = &enemy_5;
michaeljson 0:3817adfaeb06 192 enemyArray[5] = &enemy_6;
michaeljson 0:3817adfaeb06 193 enemyArray[6] = &enemy_7;
michaeljson 0:3817adfaeb06 194 enemyArray[7] = &enemy_8;
michaeljson 0:3817adfaeb06 195 enemyArray[8] = &enemy_9;
michaeljson 0:3817adfaeb06 196 enemyArray[9] = &enemy_10;
michaeljson 0:3817adfaeb06 197 enemyArray[10] = &enemy_11;
michaeljson 0:3817adfaeb06 198 enemyArray[11] = &enemy_12;
michaeljson 0:3817adfaeb06 199 enemyArray[12] = &enemy_13;
michaeljson 0:3817adfaeb06 200 enemyArray[13] = &enemy_14;
michaeljson 0:3817adfaeb06 201 enemyArray[14] = &enemy_15;
michaeljson 0:3817adfaeb06 202 }
michaeljson 0:3817adfaeb06 203
michaeljson 0:3817adfaeb06 204 // Draws the player at the initial starting location
michaeljson 0:3817adfaeb06 205 void draw_initial_player()
michaeljson 0:3817adfaeb06 206 {
michaeljson 0:3817adfaeb06 207 int start_x_pos = 59;
michaeljson 0:3817adfaeb06 208 int start_y_pos = 110;
michaeljson 0:3817adfaeb06 209
michaeljson 0:3817adfaeb06 210 player_init(&player,start_x_pos,start_y_pos,WHITE); // intialize x-pos and y-pos and color of player
michaeljson 0:3817adfaeb06 211 player_show(&player); // display player on uLCD
michaeljson 0:3817adfaeb06 212 }
michaeljson 0:3817adfaeb06 213
michaeljson 0:3817adfaeb06 214 // Checks all enemies in row 1
michaeljson 0:3817adfaeb06 215 void check_hit_enemy_row1()
michaeljson 0:3817adfaeb06 216 {
michaeljson 0:3817adfaeb06 217 int hit_enemy;
michaeljson 0:3817adfaeb06 218
michaeljson 0:3817adfaeb06 219 // First Row of Enemies
michaeljson 0:3817adfaeb06 220 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 221 numOfEnemies = numOfEnemies - hit_enemy; // updates the number of enemies left
michaeljson 0:3817adfaeb06 222 hit_enemy = check_enemy(&enemy_2, &missile);
michaeljson 0:3817adfaeb06 223 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 224 hit_enemy = check_enemy(&enemy_3, &missile);
michaeljson 0:3817adfaeb06 225 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 226 hit_enemy = check_enemy(&enemy_4, &missile);
michaeljson 0:3817adfaeb06 227 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 228 hit_enemy = check_enemy(&enemy_5, &missile);
michaeljson 0:3817adfaeb06 229 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 230 }
michaeljson 0:3817adfaeb06 231
michaeljson 0:3817adfaeb06 232 // Same as check_hit_enemy_row1, but checks enemies at row 2
michaeljson 0:3817adfaeb06 233 void check_hit_enemy_row2()
michaeljson 0:3817adfaeb06 234 {
michaeljson 0:3817adfaeb06 235 int hit_enemy;
michaeljson 0:3817adfaeb06 236
michaeljson 0:3817adfaeb06 237 // Second Row of Enemies
michaeljson 0:3817adfaeb06 238 hit_enemy = check_enemy(&enemy_6, &missile);
michaeljson 0:3817adfaeb06 239 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 240 hit_enemy = check_enemy(&enemy_7, &missile);
michaeljson 0:3817adfaeb06 241 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 242 hit_enemy = check_enemy(&enemy_8, &missile);
michaeljson 0:3817adfaeb06 243 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 244 hit_enemy = check_enemy(&enemy_9, &missile);
michaeljson 0:3817adfaeb06 245 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 246 hit_enemy = check_enemy(&enemy_10, &missile);
michaeljson 0:3817adfaeb06 247 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 248 }
michaeljson 0:3817adfaeb06 249
michaeljson 0:3817adfaeb06 250 // Same as check_hit_enemy_row1, but checks enemies at row 3
michaeljson 0:3817adfaeb06 251 void check_hit_enemy_row3()
michaeljson 0:3817adfaeb06 252 {
michaeljson 0:3817adfaeb06 253 int hit_enemy;
michaeljson 0:3817adfaeb06 254
michaeljson 0:3817adfaeb06 255 // Third Row of Enemies
michaeljson 0:3817adfaeb06 256 hit_enemy = check_enemy(&enemy_11, &missile);
michaeljson 0:3817adfaeb06 257 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 258 hit_enemy = check_enemy(&enemy_12, &missile);
michaeljson 0:3817adfaeb06 259 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 260 hit_enemy = check_enemy(&enemy_13, &missile);
michaeljson 0:3817adfaeb06 261 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 262 hit_enemy = check_enemy(&enemy_14, &missile);
michaeljson 0:3817adfaeb06 263 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 264 hit_enemy = check_enemy(&enemy_15, &missile);
michaeljson 0:3817adfaeb06 265 numOfEnemies = numOfEnemies - hit_enemy;
michaeljson 0:3817adfaeb06 266 }
michaeljson 0:3817adfaeb06 267
michaeljson 0:3817adfaeb06 268 // Checks if player is hit
michaeljson 0:3817adfaeb06 269 void check_player_hit()
michaeljson 0:3817adfaeb06 270 {
michaeljson 0:3817adfaeb06 271 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 272 }
michaeljson 0:3817adfaeb06 273
michaeljson 0:3817adfaeb06 274 // Randomly selects an enemy to fire and updates the position of where the missile will fire from
michaeljson 0:3817adfaeb06 275 void random_attack_gen()
michaeljson 0:3817adfaeb06 276 {
michaeljson 0:3817adfaeb06 277 firing_col = rand() % 5; // selects a random column
michaeljson 0:3817adfaeb06 278
michaeljson 0:3817adfaeb06 279 // first checks if the 3rd row closest to the player is alive
michaeljson 0:3817adfaeb06 280 if (enemyArray[firing_col+10]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 281 {
michaeljson 0:3817adfaeb06 282 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 283 enemy_missile.missile_blk_x = enemyArray[firing_col+10]->enemy_blk_x + (enemyArray[firing_col+10]->enemy_width/2);
michaeljson 0:3817adfaeb06 284 enemy_missile.missile_blk_y = enemyArray[firing_col+10]->enemy_blk_y + enemyArray[firing_col+10]->enemy_height + 1;
michaeljson 0:3817adfaeb06 285 enemy_missile.status = ENEMY_MISSILE_ACTIVE; // sets the enemy missile as active
michaeljson 0:3817adfaeb06 286 }
michaeljson 0:3817adfaeb06 287 // if enemy at 3rd row is dead, checks the enemy in the 2nd row
michaeljson 0:3817adfaeb06 288 else if (enemyArray[firing_col+5]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 289 {
michaeljson 0:3817adfaeb06 290 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 291 enemy_missile.missile_blk_x = enemyArray[firing_col+5]->enemy_blk_x + (enemyArray[firing_col+5]->enemy_width/2);
michaeljson 0:3817adfaeb06 292 enemy_missile.missile_blk_y = enemyArray[firing_col+5]->enemy_blk_y + enemyArray[firing_col+5]->enemy_height + 1;
michaeljson 0:3817adfaeb06 293 enemy_missile.status = ENEMY_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 294 }
michaeljson 0:3817adfaeb06 295 // if enemy at 2nd and 3rd row is dead, checks the enemy in the 1st row
michaeljson 0:3817adfaeb06 296 else if (enemyArray[firing_col]->status == ENEMY_ALIVE)
michaeljson 0:3817adfaeb06 297 {
michaeljson 0:3817adfaeb06 298 // If alive, the enemy missile position is updated to the center of the enemy
michaeljson 0:3817adfaeb06 299 enemy_missile.missile_blk_x = enemyArray[firing_col]->enemy_blk_x + (enemyArray[firing_col]->enemy_width/2);
michaeljson 0:3817adfaeb06 300 enemy_missile.missile_blk_y = enemyArray[firing_col]->enemy_blk_y + enemyArray[firing_col]->enemy_height + 1;
michaeljson 0:3817adfaeb06 301 enemy_missile.status = ENEMY_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 302 }
michaeljson 0:3817adfaeb06 303 }
michaeljson 0:3817adfaeb06 304
michaeljson 0:3817adfaeb06 305 // moves the enemy
michaeljson 0:3817adfaeb06 306 void enemy_motion()
michaeljson 0:3817adfaeb06 307 {
michaeljson 0:3817adfaeb06 308 // will move the enemy every 6 loops
michaeljson 0:3817adfaeb06 309 if (ENEMY_MOVE % 6 == 0)
michaeljson 0:3817adfaeb06 310 {
michaeljson 0:3817adfaeb06 311 // FIrst Row of Enemies
michaeljson 0:3817adfaeb06 312 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 313 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 314 MOVE_DOWN = move_enemy(&enemy_3, MOVE_DOWN, DIRECTION); // MOVE_DOWN will be 2 if enemies reach the player, otherwise 0
michaeljson 0:3817adfaeb06 315 MOVE_DOWN = move_enemy(&enemy_4, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 316 MOVE_DOWN = move_enemy(&enemy_5, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 317
michaeljson 0:3817adfaeb06 318 // Second Row of Enemies
michaeljson 0:3817adfaeb06 319 MOVE_DOWN = move_enemy(&enemy_6, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 320 MOVE_DOWN = move_enemy(&enemy_7, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 321 MOVE_DOWN = move_enemy(&enemy_8, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 322 MOVE_DOWN = move_enemy(&enemy_9, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 323 MOVE_DOWN = move_enemy(&enemy_10, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 324
michaeljson 0:3817adfaeb06 325 // Third Row of Enemies
michaeljson 0:3817adfaeb06 326 MOVE_DOWN = move_enemy(&enemy_11, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 327 MOVE_DOWN = move_enemy(&enemy_12, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 328 MOVE_DOWN = move_enemy(&enemy_13, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 329 MOVE_DOWN = move_enemy(&enemy_14, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 330 MOVE_DOWN = move_enemy(&enemy_15, MOVE_DOWN, DIRECTION);
michaeljson 0:3817adfaeb06 331
michaeljson 0:3817adfaeb06 332 // if MOVE_DOWN is 2, then the enemies have reached the player
michaeljson 0:3817adfaeb06 333 if (MOVE_DOWN == 2)
michaeljson 0:3817adfaeb06 334 {
michaeljson 0:3817adfaeb06 335 lose = true; // set global lose to true to go to gameover screen
michaeljson 0:3817adfaeb06 336 }
michaeljson 0:3817adfaeb06 337
michaeljson 0:3817adfaeb06 338 // if MOVE_DOWN is 1, update the y-pos of the enemies
michaeljson 0:3817adfaeb06 339 if (MOVE_DOWN == 1)
michaeljson 0:3817adfaeb06 340 {
michaeljson 0:3817adfaeb06 341 move_enemy_down(); // updates the y-pos of the enemies
michaeljson 0:3817adfaeb06 342
michaeljson 0:3817adfaeb06 343 // Flips the direction when the enemy moves down
michaeljson 0:3817adfaeb06 344 if (DIRECTION == 1)
michaeljson 0:3817adfaeb06 345 {
michaeljson 0:3817adfaeb06 346 DIRECTION = 2;
michaeljson 0:3817adfaeb06 347 }
michaeljson 0:3817adfaeb06 348 else
michaeljson 0:3817adfaeb06 349 {
michaeljson 0:3817adfaeb06 350 DIRECTION = 1;
michaeljson 0:3817adfaeb06 351 }
michaeljson 0:3817adfaeb06 352 MOVE_DOWN = 0; // sets MOVE_DOWN back to 0 to stop down movement until
michaeljson 0:3817adfaeb06 353 }
michaeljson 0:3817adfaeb06 354
michaeljson 0:3817adfaeb06 355 ENEMY_MOVE += 1;
michaeljson 0:3817adfaeb06 356 }
michaeljson 0:3817adfaeb06 357 else
michaeljson 0:3817adfaeb06 358 {
michaeljson 0:3817adfaeb06 359 ENEMY_MOVE += 1;
michaeljson 0:3817adfaeb06 360 }
michaeljson 0:3817adfaeb06 361 }
michaeljson 0:3817adfaeb06 362
michaeljson 0:3817adfaeb06 363 // moves all the enemies down in the y-direction
michaeljson 0:3817adfaeb06 364 void move_enemy_down()
michaeljson 0:3817adfaeb06 365 {
michaeljson 0:3817adfaeb06 366 // First Row of Enemies
michaeljson 0:3817adfaeb06 367 enemy_erase(&enemy_1);
michaeljson 0:3817adfaeb06 368 enemy_erase(&enemy_2);
michaeljson 0:3817adfaeb06 369 enemy_erase(&enemy_3);
michaeljson 0:3817adfaeb06 370 enemy_erase(&enemy_4);
michaeljson 0:3817adfaeb06 371 enemy_erase(&enemy_5);
michaeljson 0:3817adfaeb06 372
michaeljson 0:3817adfaeb06 373 enemy_1.enemy_blk_y += enemy_1.enemy_height+4;
michaeljson 0:3817adfaeb06 374 enemy_2.enemy_blk_y += enemy_2.enemy_height+4;
michaeljson 0:3817adfaeb06 375 enemy_3.enemy_blk_y += enemy_3.enemy_height+4;
michaeljson 0:3817adfaeb06 376 enemy_4.enemy_blk_y += enemy_4.enemy_height+4;
michaeljson 0:3817adfaeb06 377 enemy_5.enemy_blk_y += enemy_5.enemy_height+4;
michaeljson 0:3817adfaeb06 378
michaeljson 0:3817adfaeb06 379 // Second Row of Enemies
michaeljson 0:3817adfaeb06 380 enemy_erase(&enemy_6);
michaeljson 0:3817adfaeb06 381 enemy_erase(&enemy_7);
michaeljson 0:3817adfaeb06 382 enemy_erase(&enemy_8);
michaeljson 0:3817adfaeb06 383 enemy_erase(&enemy_9);
michaeljson 0:3817adfaeb06 384 enemy_erase(&enemy_10);
michaeljson 0:3817adfaeb06 385
michaeljson 0:3817adfaeb06 386 enemy_6.enemy_blk_y += enemy_6.enemy_height+4;
michaeljson 0:3817adfaeb06 387 enemy_7.enemy_blk_y += enemy_7.enemy_height+4;
michaeljson 0:3817adfaeb06 388 enemy_8.enemy_blk_y += enemy_8.enemy_height+4;
michaeljson 0:3817adfaeb06 389 enemy_9.enemy_blk_y += enemy_9.enemy_height+4;
michaeljson 0:3817adfaeb06 390 enemy_10.enemy_blk_y += enemy_10.enemy_height+4;
michaeljson 0:3817adfaeb06 391
michaeljson 0:3817adfaeb06 392 // Third Row of Enemies
michaeljson 0:3817adfaeb06 393 enemy_erase(&enemy_11);
michaeljson 0:3817adfaeb06 394 enemy_erase(&enemy_12);
michaeljson 0:3817adfaeb06 395 enemy_erase(&enemy_13);
michaeljson 0:3817adfaeb06 396 enemy_erase(&enemy_14);
michaeljson 0:3817adfaeb06 397 enemy_erase(&enemy_15);
michaeljson 0:3817adfaeb06 398
michaeljson 0:3817adfaeb06 399 enemy_11.enemy_blk_y += enemy_11.enemy_height+4;
michaeljson 0:3817adfaeb06 400 enemy_12.enemy_blk_y += enemy_12.enemy_height+4;
michaeljson 0:3817adfaeb06 401 enemy_13.enemy_blk_y += enemy_13.enemy_height+4;
michaeljson 0:3817adfaeb06 402 enemy_14.enemy_blk_y += enemy_14.enemy_height+4;
michaeljson 0:3817adfaeb06 403 enemy_15.enemy_blk_y += enemy_15.enemy_height+4;
michaeljson 0:3817adfaeb06 404 }
michaeljson 0:3817adfaeb06 405
michaeljson 0:3817adfaeb06 406 // thread that plays sounds during game
michaeljson 0:3817adfaeb06 407 void playstart(void const *args)//Th
michaeljson 0:3817adfaeb06 408 { //Depending on the state of the game,
michaeljson 0:3817adfaeb06 409 //queue either screen music or play sound effect upon fire
michaeljson 0:3817adfaeb06 410 while(true) {
michaeljson 0:3817adfaeb06 411 FILE *wave_file;
michaeljson 0:3817adfaeb06 412
michaeljson 0:3817adfaeb06 413 // plays intro music during menu screen
michaeljson 0:3817adfaeb06 414 while(game_menu)
michaeljson 0:3817adfaeb06 415 {
wminix3 2:4a3f97570578 416 wave_file=fopen("/sd/wavfiles/futureEdit2.wav","r");
wminix3 2:4a3f97570578 417 if(wave_file==NULL) pc.printf("file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 418 waver.play(wave_file);
michaeljson 0:3817adfaeb06 419 fclose(wave_file);
michaeljson 0:3817adfaeb06 420 }
michaeljson 0:3817adfaeb06 421
michaeljson 0:3817adfaeb06 422 // Checks in game sound conditions
wminix3 5:b7934866b264 423 while(begin_game || begin_game2) // added OR begin_game2 so that music/sounds play during one-player or two-player
michaeljson 0:3817adfaeb06 424 {
michaeljson 0:3817adfaeb06 425 // play firing sound when the player fires
michaeljson 0:3817adfaeb06 426 if(!pb && missile.status == PLAYER_MISSILE_INACTIVE) {
michaeljson 0:3817adfaeb06 427
wminix3 2:4a3f97570578 428 wave_file=fopen("/sd/wavfiles/laserEdit.wav","r");
wminix3 2:4a3f97570578 429 if(wave_file==NULL) pc.printf("laser file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 430
michaeljson 0:3817adfaeb06 431 waver.play(wave_file);
michaeljson 0:3817adfaeb06 432 fclose(wave_file);
michaeljson 0:3817adfaeb06 433 }
michaeljson 0:3817adfaeb06 434
michaeljson 0:3817adfaeb06 435 // if player hit, play hit sound
michaeljson 0:3817adfaeb06 436 if (hit_player)
michaeljson 0:3817adfaeb06 437 {
wminix3 2:4a3f97570578 438 wave_file=fopen("/sd/wavfiles/bigExplosionEdit2.wav","r");
wminix3 2:4a3f97570578 439 if(wave_file==NULL) pc.printf("explosion file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 440 waver.play(wave_file);
michaeljson 0:3817adfaeb06 441 fclose(wave_file);
michaeljson 0:3817adfaeb06 442 }
michaeljson 0:3817adfaeb06 443 }
michaeljson 0:3817adfaeb06 444
michaeljson 0:3817adfaeb06 445 // players gameover voice if player loses
michaeljson 0:3817adfaeb06 446 while(gameover)
michaeljson 0:3817adfaeb06 447 {
wminix3 2:4a3f97570578 448 wave_file=fopen("/sd/wavfiles/comicalgameoverEdit.wav","r");
wminix3 2:4a3f97570578 449 if(wave_file==NULL) pc.printf("gameover file open error!\n\n\r"); // added this for open error check
michaeljson 0:3817adfaeb06 450 waver.play(wave_file);
michaeljson 0:3817adfaeb06 451 fclose(wave_file);
michaeljson 0:3817adfaeb06 452 }
michaeljson 0:3817adfaeb06 453 }
michaeljson 0:3817adfaeb06 454 }
michaeljson 0:3817adfaeb06 455
wminix3 5:b7934866b264 456 // Thread added for mbed communication, which allows two-player -- Brice
wminix3 6:c44055f94cc3 457 void mbedSend(void const *args) {
wminix3 4:739f6e0dd8af 458 while(1) {
wminix3 5:b7934866b264 459 while(numPlayers == 1) Thread::yield(); // with one player, thread is unneeded and should yield.
wminix3 5:b7934866b264 460 while(!first_player_ready || !second_player_ready) { // while either player isn't ready, send a start code, and become ready
wminix3 4:739f6e0dd8af 461 //if (!first_player_ready || !second_player_ready) {
wminix3 8:27c4345be3db 462 mbedLock.lock();
wminix3 4:739f6e0dd8af 463 secondMbed.putc('S');
wminix3 8:27c4345be3db 464 mbedLock.unlock();
wminix3 4:739f6e0dd8af 465 first_player_ready = true;
wminix3 7:9a826617be92 466 //pc.printf("first player ready");
wminix3 7:9a826617be92 467 Thread::wait(1000);
wminix3 4:739f6e0dd8af 468 //}
wminix3 6:c44055f94cc3 469 // if (secondMbed.readable()) { // read in a start code to know that the second player is ready (if the second player sends a start code)
wminix3 6:c44055f94cc3 470 // if (secondMbed.getc() == 'S') {
wminix3 6:c44055f94cc3 471 // second_player_ready = true;
wminix3 6:c44055f94cc3 472 // pc.printf("second play ready");
wminix3 6:c44055f94cc3 473 // }
wminix3 6:c44055f94cc3 474 // }
wminix3 6:c44055f94cc3 475 // Thread::wait(1000); // run once a second
wminix3 5:b7934866b264 476 }
wminix3 5:b7934866b264 477 if (two_player_win) { // if this player wins, notify the other mbed/player that they lost.
wminix3 8:27c4345be3db 478 mbedLock.lock();
wminix3 5:b7934866b264 479 secondMbed.putc('W');
wminix3 8:27c4345be3db 480 mbedLock.unlock();
wminix3 4:739f6e0dd8af 481 }
wminix3 6:c44055f94cc3 482 //if (secondMbed.readable()) {
wminix3 6:c44055f94cc3 483 // if (secondMbed.getc() == 'W') {
wminix3 6:c44055f94cc3 484 // two_player_lose = true;
wminix3 6:c44055f94cc3 485 // }
wminix3 6:c44055f94cc3 486 //}
wminix3 7:9a826617be92 487 Thread::wait(2000); // check twice a second for a win
wminix3 6:c44055f94cc3 488 }
wminix3 6:c44055f94cc3 489 }
wminix3 6:c44055f94cc3 490
wminix3 6:c44055f94cc3 491 void mbedReceive(void const *args) {
wminix3 7:9a826617be92 492 char rx;
wminix3 6:c44055f94cc3 493 while(1) {
wminix3 8:27c4345be3db 494 mbedLock.lock();
wminix3 7:9a826617be92 495 while(numPlayers == 1 || !secondMbed.readable()) {
wminix3 9:c22613b0007a 496 mbedLock.unlock();
wminix3 7:9a826617be92 497 //pc.printf("yielding");
wminix3 7:9a826617be92 498 Thread::yield(); // with one player, thread is unneeded and should yield.
wminix3 7:9a826617be92 499 }
wminix3 7:9a826617be92 500 rx = secondMbed.getc();
wminix3 8:27c4345be3db 501 mbedLock.unlock();
wminix3 7:9a826617be92 502 if (rx == 'S') {
wminix3 7:9a826617be92 503 second_player_ready = true;
wminix3 7:9a826617be92 504 //pc.printf("second play ready");
wminix3 6:c44055f94cc3 505 }
wminix3 6:c44055f94cc3 506 // Thread::wait(1000); // run once a second
wminix3 6:c44055f94cc3 507 //}
wminix3 7:9a826617be92 508 if (rx == 'W') {
wminix3 6:c44055f94cc3 509 two_player_lose = true;
wminix3 5:b7934866b264 510 }
wminix3 7:9a826617be92 511 Thread::wait(2000); // check twice a second for a win
wminix3 4:739f6e0dd8af 512 }
wminix3 4:739f6e0dd8af 513 }
wminix3 4:739f6e0dd8af 514
michaeljson 0:3817adfaeb06 515 int main() {
michaeljson 0:3817adfaeb06 516
michaeljson 0:3817adfaeb06 517 // Initialization of Setup variables
michaeljson 0:3817adfaeb06 518 int blk_x, blk_y;
michaeljson 0:3817adfaeb06 519 pb.mode(PullUp);
michaeljson 0:3817adfaeb06 520
michaeljson 0:3817adfaeb06 521 Thread thread(playstart); // intializes the thread to play sound
wminix3 6:c44055f94cc3 522 Thread thread2(mbedSend); // initialized thread to start mbed communication between players -- Brice
wminix3 6:c44055f94cc3 523 Thread thread3(mbedReceive); // initialize thread to receive chars from other mbed. -- Brice
michaeljson 0:3817adfaeb06 524 uLCD.baudrate(500000); // set to 500000 to increase smooth gameplay
michaeljson 0:3817adfaeb06 525
michaeljson 0:3817adfaeb06 526 // Initialization of Game Menu variables
michaeljson 0:3817adfaeb06 527 const int title_x_pos = 2; // initial x-pos of title
michaeljson 0:3817adfaeb06 528 const int title_y_pos = 3; // initial y-pos of title
michaeljson 0:3817adfaeb06 529 int start_label_x_pos = 7; // start label x-pos
michaeljson 0:3817adfaeb06 530 int start_label_y_pos = 7; // start label y-pos
michaeljson 0:3817adfaeb06 531 int level_cursor_x_pos = 5; // level cursor x-position
wminix3 2:4a3f97570578 532 int level_cursor_y_pos_start = 7; // level cursor y-position
wminix3 2:4a3f97570578 533 //int level_cursor_y_pos = 7; // initial level_cursor_y_pos @ start -- Added by Brice for more menu options
wminix3 2:4a3f97570578 534 int level_cursor_y_pos_end = 8; // BOTTOM CURSOR POS -- Added by Brice for more menu options
michaeljson 0:3817adfaeb06 535 int gameover_x_pos = 5; // gameover label x-position
michaeljson 0:3817adfaeb06 536 int gameover_y_pos = 5; // gameover label y-position
michaeljson 0:3817adfaeb06 537 int win_x_pos = 2; // congratulations label x-position
michaeljson 0:3817adfaeb06 538 int win_y_pos = 5; // congratulations label y-position
michaeljson 0:3817adfaeb06 539 int startover_x_pos = 3; // startover label x-position
michaeljson 0:3817adfaeb06 540 int startover_y_pos = 8; // startover label y-position
michaeljson 0:3817adfaeb06 541
michaeljson 0:3817adfaeb06 542 // intialize temporary score and current score
michaeljson 0:3817adfaeb06 543 int temp = 0;
michaeljson 0:3817adfaeb06 544 int score = 0;
michaeljson 0:3817adfaeb06 545
wminix3 2:4a3f97570578 546 // Additional globals added for two-player and one-player capabilities (by Brice)
wminix3 2:4a3f97570578 547
michaeljson 0:3817adfaeb06 548 // Begin game loop
michaeljson 0:3817adfaeb06 549 while(1)
michaeljson 0:3817adfaeb06 550 {
michaeljson 0:3817adfaeb06 551 // initialize all starting conditions for the beginning of the game
michaeljson 0:3817adfaeb06 552 game_menu = true; // defaults to display menu screen
michaeljson 0:3817adfaeb06 553 ENEMY_MOVE = true; // defaults to move enemy
michaeljson 0:3817adfaeb06 554 DIRECTION = 1; // default to move right
michaeljson 0:3817adfaeb06 555 hit_player = 0; // default to not player hit
michaeljson 0:3817adfaeb06 556 MOVE_DOWN = 0; // default to not move down
michaeljson 0:3817adfaeb06 557 lose = false; // default to not lose
michaeljson 0:3817adfaeb06 558 lives = 3; // defaults to 3 lives
michaeljson 0:3817adfaeb06 559 score = 0; // default to score of 0
wminix3 2:4a3f97570578 560 int level_cursor_y_pos = 7; // initial level_cursor_y_pos @ start -- Added by Brice for more menu options
michaeljson 0:3817adfaeb06 561 uLCD.cls();
wminix3 2:4a3f97570578 562 // Brice moved this out of the loop since it shouldn't change
wminix3 2:4a3f97570578 563 //uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position
wminix3 2:4a3f97570578 564 //uLCD.printf("SPACE INVADERS"); // Title
michaeljson 0:3817adfaeb06 565 // Implementation of Game Menu
michaeljson 0:3817adfaeb06 566 while(game_menu)
michaeljson 0:3817adfaeb06 567 {
wminix3 2:4a3f97570578 568 // Brice added this in order to move the cursor through the menu options
wminix3 2:4a3f97570578 569 uLCD.locate(level_cursor_x_pos, level_cursor_y_pos);
wminix3 2:4a3f97570578 570 uLCD.printf(" ");
wminix3 2:4a3f97570578 571 if (myNav.down() && level_cursor_y_pos < level_cursor_y_pos_end) {
wminix3 2:4a3f97570578 572 level_cursor_y_pos += 1;
wminix3 2:4a3f97570578 573 } else if (myNav.up() && level_cursor_y_pos > level_cursor_y_pos_start) {
wminix3 2:4a3f97570578 574 level_cursor_y_pos -= 1;
wminix3 2:4a3f97570578 575 }
wminix3 2:4a3f97570578 576 // end of movable cursor
michaeljson 0:3817adfaeb06 577 uLCD.locate(level_cursor_x_pos,level_cursor_y_pos); // draws cursor next to "START" label
michaeljson 0:3817adfaeb06 578 uLCD.printf("->");
michaeljson 0:3817adfaeb06 579
michaeljson 0:3817adfaeb06 580 uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position
michaeljson 0:3817adfaeb06 581 uLCD.printf("SPACE INVADERS"); // Title
michaeljson 0:3817adfaeb06 582
michaeljson 0:3817adfaeb06 583 uLCD.locate(start_label_x_pos,start_label_y_pos); // "START" label position
wminix3 2:4a3f97570578 584 uLCD.printf("ONE-PLAYER");
wminix3 2:4a3f97570578 585
wminix3 2:4a3f97570578 586 uLCD.locate(start_label_x_pos,start_label_y_pos + 1);
wminix3 2:4a3f97570578 587 uLCD.printf("TWO-PLAYER");
michaeljson 0:3817adfaeb06 588 // if pushbutton is pressed, game menu is exited and game begins
michaeljson 0:3817adfaeb06 589 if(!pb)
michaeljson 0:3817adfaeb06 590 {
michaeljson 0:3817adfaeb06 591 game_menu = false;
wminix3 2:4a3f97570578 592 if (level_cursor_y_pos == start_label_y_pos) {
wminix3 2:4a3f97570578 593 numPlayers = 1;
wminix3 2:4a3f97570578 594 } else if (level_cursor_y_pos == start_label_y_pos + 1) {
wminix3 2:4a3f97570578 595 numPlayers = 2;
wminix3 6:c44055f94cc3 596 pc.printf("num players: 2");
wminix3 2:4a3f97570578 597 }
wminix3 3:e6c081c7f6f1 598 Thread::wait(500); // changed this to Thread::wait ... originally wait(0.5);
michaeljson 0:3817adfaeb06 599 }
michaeljson 0:3817adfaeb06 600 }
wminix3 4:739f6e0dd8af 601 while(numPlayers != 1 && (!first_player_ready || !second_player_ready)) Thread::yield(); // added to force wait with two-player and one player not ready. -- added by Brice
wminix3 5:b7934866b264 602 if (numPlayers == 2 && first_player_ready && second_player_ready) {
wminix3 5:b7934866b264 603 begin_game2 = true;
wminix3 5:b7934866b264 604 numWins = 0;
wminix3 5:b7934866b264 605 } else {
wminix3 5:b7934866b264 606 begin_game = true; // defaults begin_game to true
wminix3 5:b7934866b264 607 }
michaeljson 0:3817adfaeb06 608
michaeljson 0:3817adfaeb06 609 uLCD.cls();
michaeljson 0:3817adfaeb06 610
michaeljson 0:3817adfaeb06 611 // Draw the enemies
michaeljson 0:3817adfaeb06 612 draw_enemies_level();
michaeljson 0:3817adfaeb06 613
michaeljson 0:3817adfaeb06 614 // Draw the player
michaeljson 0:3817adfaeb06 615 draw_initial_player();
michaeljson 0:3817adfaeb06 616
michaeljson 0:3817adfaeb06 617 // sets the initial position of player missile and enemy missile (later updated)
michaeljson 0:3817adfaeb06 618 blk_x = player.player_blk_x+(player.player_width/2);
michaeljson 0:3817adfaeb06 619 blk_y = player.player_blk_y;
michaeljson 0:3817adfaeb06 620 missile_init(&missile, blk_x, blk_y, WHITE);
michaeljson 1:618aa2c4ca6a 621 int e_blk_x = 0;
michaeljson 1:618aa2c4ca6a 622 int e_blk_y = 2;
michaeljson 1:618aa2c4ca6a 623 enemy_missile_init(&enemy_missile, e_blk_x, e_blk_y, WHITE);
michaeljson 0:3817adfaeb06 624
michaeljson 0:3817adfaeb06 625 // prints lives
michaeljson 0:3817adfaeb06 626 uLCD.locate(0,0);
michaeljson 0:3817adfaeb06 627 uLCD.printf("Lives:%i", lives);
michaeljson 0:3817adfaeb06 628
michaeljson 0:3817adfaeb06 629 // prints score
michaeljson 0:3817adfaeb06 630 uLCD.locate(9,0);
michaeljson 0:3817adfaeb06 631 uLCD.printf("Score:%i", score);
michaeljson 0:3817adfaeb06 632
michaeljson 0:3817adfaeb06 633 // game play loop
michaeljson 0:3817adfaeb06 634 while(begin_game)
michaeljson 0:3817adfaeb06 635 {
michaeljson 0:3817adfaeb06 636 // updates score
michaeljson 0:3817adfaeb06 637 temp = score;
michaeljson 0:3817adfaeb06 638 score = (15-numOfEnemies)*15;
michaeljson 0:3817adfaeb06 639
michaeljson 0:3817adfaeb06 640 // prints score if score changes
michaeljson 0:3817adfaeb06 641 if (score != temp)
michaeljson 0:3817adfaeb06 642 {
michaeljson 0:3817adfaeb06 643 uLCD.locate(9,0);
michaeljson 0:3817adfaeb06 644 uLCD.printf("Score:%i", score);
michaeljson 0:3817adfaeb06 645 }
michaeljson 0:3817adfaeb06 646
michaeljson 0:3817adfaeb06 647 // move enemy
michaeljson 0:3817adfaeb06 648 enemy_motion();
michaeljson 0:3817adfaeb06 649
michaeljson 0:3817adfaeb06 650 // checks if player missile passes y-pos of row1
michaeljson 0:3817adfaeb06 651 if (missile.missile_blk_y+1-missile.missile_height <= enemy_1.enemy_blk_y
michaeljson 0:3817adfaeb06 652 && missile.missile_blk_y+1-missile.missile_height >= enemy_1.enemy_blk_y-enemy_1.enemy_height)
michaeljson 0:3817adfaeb06 653 {
michaeljson 0:3817adfaeb06 654 check_hit_enemy_row1();
michaeljson 0:3817adfaeb06 655 }
michaeljson 0:3817adfaeb06 656
michaeljson 0:3817adfaeb06 657 // checks if player missile passes y-pos of row2
michaeljson 0:3817adfaeb06 658 if (missile.missile_blk_y+1-missile.missile_height <= enemy_6.enemy_blk_y
michaeljson 0:3817adfaeb06 659 && missile.missile_blk_y+1-missile.missile_height >= enemy_6.enemy_blk_y-enemy_6.enemy_height)
michaeljson 0:3817adfaeb06 660 {
michaeljson 0:3817adfaeb06 661 check_hit_enemy_row2();
michaeljson 0:3817adfaeb06 662 }
michaeljson 0:3817adfaeb06 663
michaeljson 0:3817adfaeb06 664 // checks if player missile passes y-pos of row3
michaeljson 0:3817adfaeb06 665 if (missile.missile_blk_y+1-missile.missile_height <= enemy_11.enemy_blk_y
michaeljson 0:3817adfaeb06 666 && missile.missile_blk_y+1-missile.missile_height >= enemy_11.enemy_blk_y-enemy_11.enemy_height)
michaeljson 0:3817adfaeb06 667 {
michaeljson 0:3817adfaeb06 668 check_hit_enemy_row3();
michaeljson 0:3817adfaeb06 669 }
michaeljson 0:3817adfaeb06 670
michaeljson 0:3817adfaeb06 671 // Random Enemy Fire
michaeljson 0:3817adfaeb06 672 if (enemy_missile.status == ENEMY_MISSILE_INACTIVE)
michaeljson 0:3817adfaeb06 673 {
michaeljson 0:3817adfaeb06 674 random_attack_gen();
michaeljson 0:3817adfaeb06 675 }
michaeljson 0:3817adfaeb06 676
michaeljson 0:3817adfaeb06 677 // checks if enemy missile passes y-pos of player
michaeljson 0:3817adfaeb06 678 if (enemy_missile.missile_blk_y >= player.player_blk_y
michaeljson 0:3817adfaeb06 679 && enemy_missile.missile_blk_y <= player.player_blk_y+player.player_height)
michaeljson 0:3817adfaeb06 680 {
michaeljson 0:3817adfaeb06 681 check_player_hit();
michaeljson 0:3817adfaeb06 682 }
michaeljson 0:3817adfaeb06 683
michaeljson 0:3817adfaeb06 684 update_missile_pos(&missile); // updates player missile position
michaeljson 0:3817adfaeb06 685 update_enemy_missile_pos(&enemy_missile); // updates enemy missile position
michaeljson 0:3817adfaeb06 686
michaeljson 0:3817adfaeb06 687 // Player Movement checked with navigation switch
michaeljson 0:3817adfaeb06 688 if (myNav.left() && ((player.player_blk_x-3) > 0))
michaeljson 0:3817adfaeb06 689 {
michaeljson 0:3817adfaeb06 690 player_erase(&player);
michaeljson 0:3817adfaeb06 691 player.player_blk_x -= 3;
michaeljson 0:3817adfaeb06 692 player_show(&player);
michaeljson 0:3817adfaeb06 693 }
michaeljson 0:3817adfaeb06 694 else if (myNav.right() && ((player.player_blk_x+3) < (128-player.player_width)))
michaeljson 0:3817adfaeb06 695 {
michaeljson 0:3817adfaeb06 696 player_erase(&player);
michaeljson 0:3817adfaeb06 697 player.player_blk_x += 3;
michaeljson 0:3817adfaeb06 698 player_show(&player);
michaeljson 0:3817adfaeb06 699 }
michaeljson 0:3817adfaeb06 700
michaeljson 0:3817adfaeb06 701 // Player Fire
michaeljson 0:3817adfaeb06 702 if (pb == 0 && missile.status == PLAYER_MISSILE_INACTIVE)
michaeljson 0:3817adfaeb06 703 {
michaeljson 0:3817adfaeb06 704 missile.missile_blk_x = player.player_blk_x+(player.player_width/2);
michaeljson 0:3817adfaeb06 705 missile.missile_blk_y = player.player_blk_y;
michaeljson 0:3817adfaeb06 706 missile.status = PLAYER_MISSILE_ACTIVE;
michaeljson 0:3817adfaeb06 707 }
michaeljson 0:3817adfaeb06 708
michaeljson 0:3817adfaeb06 709 // checks if player destroyed all enemies
michaeljson 0:3817adfaeb06 710 if (numOfEnemies == 0)
michaeljson 0:3817adfaeb06 711 {
michaeljson 0:3817adfaeb06 712 uLCD.cls();
michaeljson 0:3817adfaeb06 713
michaeljson 0:3817adfaeb06 714 bool win = true; // sets win to true, for win screen
michaeljson 0:3817adfaeb06 715 begin_game = false;
michaeljson 0:3817adfaeb06 716
michaeljson 0:3817adfaeb06 717 // displays video clip
michaeljson 0:3817adfaeb06 718 uLCD.cls();
michaeljson 0:3817adfaeb06 719 uLCD.media_init();
michaeljson 0:3817adfaeb06 720 uLCD.set_sector_address(0x00, 0x00);
michaeljson 0:3817adfaeb06 721 uLCD.display_video(0,0);
wminix3 5:b7934866b264 722 Thread::wait(1000); // changed from wait(1) to Thread::wait(1000) since we're using threads -- Brice
michaeljson 0:3817adfaeb06 723
michaeljson 0:3817adfaeb06 724 uLCD.cls();
michaeljson 0:3817adfaeb06 725
michaeljson 0:3817adfaeb06 726 // prints "Congratulations" on uLCD
michaeljson 0:3817adfaeb06 727 uLCD.locate(win_x_pos,win_y_pos);
michaeljson 0:3817adfaeb06 728 uLCD.printf("CONGRATULATIONS!");
michaeljson 0:3817adfaeb06 729
michaeljson 0:3817adfaeb06 730 // prints "Play Again?" and "Press pb..."
michaeljson 0:3817adfaeb06 731 uLCD.locate(startover_x_pos, startover_y_pos);
michaeljson 0:3817adfaeb06 732 uLCD.printf("Play Again?");
michaeljson 0:3817adfaeb06 733 uLCD.locate(startover_x_pos, startover_y_pos+1);
michaeljson 0:3817adfaeb06 734 uLCD.printf("Press pb...");
michaeljson 0:3817adfaeb06 735
michaeljson 0:3817adfaeb06 736 // waits at win screen until pushbutton is pressed
michaeljson 0:3817adfaeb06 737 while (win)
michaeljson 0:3817adfaeb06 738 {
michaeljson 0:3817adfaeb06 739 // if pb is pressed, reset game to start menu
michaeljson 0:3817adfaeb06 740 if (!pb)
michaeljson 0:3817adfaeb06 741 {
michaeljson 0:3817adfaeb06 742 win = false;
wminix3 5:b7934866b264 743 Thread::wait(500); // changed from wait(0.5) to Thread::wait(500) since we're using threads
michaeljson 0:3817adfaeb06 744 }
michaeljson 0:3817adfaeb06 745 }
michaeljson 0:3817adfaeb06 746
michaeljson 0:3817adfaeb06 747 }
michaeljson 0:3817adfaeb06 748
michaeljson 0:3817adfaeb06 749 // checks if player was hit
michaeljson 0:3817adfaeb06 750 if (hit_player)
michaeljson 0:3817adfaeb06 751 {
michaeljson 0:3817adfaeb06 752 // updates lives
michaeljson 0:3817adfaeb06 753 lives -= 1;
wminix3 5:b7934866b264 754 Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice
michaeljson 0:3817adfaeb06 755 hit_player = 0;
michaeljson 0:3817adfaeb06 756 player_show(&player);
michaeljson 0:3817adfaeb06 757 player.status = PLAYER_ALIVE;
michaeljson 0:3817adfaeb06 758
michaeljson 0:3817adfaeb06 759 // prints updated lives number
michaeljson 0:3817adfaeb06 760 uLCD.locate(0,0);
michaeljson 0:3817adfaeb06 761 uLCD.printf("Lives:%i", lives);
michaeljson 0:3817adfaeb06 762 }
michaeljson 0:3817adfaeb06 763
michaeljson 0:3817adfaeb06 764 // if player loses all lives or enemy reaches the player
michaeljson 0:3817adfaeb06 765 if (lose || lives == 0)
michaeljson 0:3817adfaeb06 766 {
michaeljson 0:3817adfaeb06 767 begin_game = false; // set to false to end game
michaeljson 0:3817adfaeb06 768 uLCD.cls();
michaeljson 0:3817adfaeb06 769
michaeljson 0:3817adfaeb06 770 gameover = true; // set to go to display gameover screen
michaeljson 0:3817adfaeb06 771
michaeljson 0:3817adfaeb06 772 // prints "GAMEOVER" to uLCD
michaeljson 0:3817adfaeb06 773 uLCD.locate(gameover_x_pos, gameover_y_pos);
michaeljson 0:3817adfaeb06 774 uLCD.printf("GAMEOVER");
wminix3 5:b7934866b264 775 Thread::wait(1000); // changed from wait(1) to thread::wait since we're using threads -- Brice
michaeljson 0:3817adfaeb06 776
michaeljson 0:3817adfaeb06 777 // prints "Play Again?" and "Press pb..."
michaeljson 0:3817adfaeb06 778 uLCD.locate(startover_x_pos, startover_y_pos);
michaeljson 0:3817adfaeb06 779 uLCD.printf("Play Again?");
michaeljson 0:3817adfaeb06 780 uLCD.locate(startover_x_pos, startover_y_pos+1);
michaeljson 0:3817adfaeb06 781 uLCD.printf("Press pb...");
michaeljson 0:3817adfaeb06 782
michaeljson 0:3817adfaeb06 783 // stays in gameover screen until pb is pressed
michaeljson 0:3817adfaeb06 784 while (gameover)
michaeljson 0:3817adfaeb06 785 {
michaeljson 0:3817adfaeb06 786 // if pb is pressed, game is reset to the game menu screen
michaeljson 0:3817adfaeb06 787 if (!pb)
michaeljson 0:3817adfaeb06 788 {
michaeljson 0:3817adfaeb06 789 gameover = false;
michaeljson 0:3817adfaeb06 790 game_menu = true;
wminix3 5:b7934866b264 791 Thread::wait(500); // changed wait(0.5) to Thread::wait since we're using threads -- Brice
wminix3 5:b7934866b264 792 }
wminix3 5:b7934866b264 793 }
wminix3 5:b7934866b264 794 }
wminix3 5:b7934866b264 795
wminix3 5:b7934866b264 796 }
wminix3 5:b7934866b264 797 // game play loop
wminix3 5:b7934866b264 798 while(begin_game2)
wminix3 5:b7934866b264 799 {
wminix3 5:b7934866b264 800 // updates score
wminix3 5:b7934866b264 801 temp = score;
wminix3 5:b7934866b264 802 score = (15-numOfEnemies)*15;
wminix3 5:b7934866b264 803
wminix3 5:b7934866b264 804 // prints score if score changes
wminix3 5:b7934866b264 805 if (score != temp)
wminix3 5:b7934866b264 806 {
wminix3 5:b7934866b264 807 uLCD.locate(9,0);
wminix3 5:b7934866b264 808 uLCD.printf("Score:%i", score);
wminix3 5:b7934866b264 809 }
wminix3 5:b7934866b264 810
wminix3 5:b7934866b264 811 // move enemy
wminix3 5:b7934866b264 812 enemy_motion();
wminix3 5:b7934866b264 813
wminix3 5:b7934866b264 814 // checks if player missile passes y-pos of row1
wminix3 5:b7934866b264 815 if (missile.missile_blk_y+1-missile.missile_height <= enemy_1.enemy_blk_y
wminix3 5:b7934866b264 816 && missile.missile_blk_y+1-missile.missile_height >= enemy_1.enemy_blk_y-enemy_1.enemy_height)
wminix3 5:b7934866b264 817 {
wminix3 5:b7934866b264 818 check_hit_enemy_row1();
wminix3 5:b7934866b264 819 }
wminix3 5:b7934866b264 820
wminix3 5:b7934866b264 821 // checks if player missile passes y-pos of row2
wminix3 5:b7934866b264 822 if (missile.missile_blk_y+1-missile.missile_height <= enemy_6.enemy_blk_y
wminix3 5:b7934866b264 823 && missile.missile_blk_y+1-missile.missile_height >= enemy_6.enemy_blk_y-enemy_6.enemy_height)
wminix3 5:b7934866b264 824 {
wminix3 5:b7934866b264 825 check_hit_enemy_row2();
wminix3 5:b7934866b264 826 }
wminix3 5:b7934866b264 827
wminix3 5:b7934866b264 828 // checks if player missile passes y-pos of row3
wminix3 5:b7934866b264 829 if (missile.missile_blk_y+1-missile.missile_height <= enemy_11.enemy_blk_y
wminix3 5:b7934866b264 830 && missile.missile_blk_y+1-missile.missile_height >= enemy_11.enemy_blk_y-enemy_11.enemy_height)
wminix3 5:b7934866b264 831 {
wminix3 5:b7934866b264 832 check_hit_enemy_row3();
wminix3 5:b7934866b264 833 }
wminix3 5:b7934866b264 834
wminix3 5:b7934866b264 835 // Random Enemy Fire
wminix3 5:b7934866b264 836 if (enemy_missile.status == ENEMY_MISSILE_INACTIVE)
wminix3 5:b7934866b264 837 {
wminix3 5:b7934866b264 838 random_attack_gen();
wminix3 5:b7934866b264 839 }
wminix3 5:b7934866b264 840
wminix3 5:b7934866b264 841 // checks if enemy missile passes y-pos of player
wminix3 5:b7934866b264 842 if (enemy_missile.missile_blk_y >= player.player_blk_y
wminix3 5:b7934866b264 843 && enemy_missile.missile_blk_y <= player.player_blk_y+player.player_height)
wminix3 5:b7934866b264 844 {
wminix3 5:b7934866b264 845 check_player_hit();
wminix3 5:b7934866b264 846 }
wminix3 5:b7934866b264 847
wminix3 5:b7934866b264 848 update_missile_pos(&missile); // updates player missile position
wminix3 5:b7934866b264 849 update_enemy_missile_pos(&enemy_missile); // updates enemy missile position
wminix3 5:b7934866b264 850
wminix3 5:b7934866b264 851 // Player Movement checked with navigation switch
wminix3 5:b7934866b264 852 if (myNav.left() && ((player.player_blk_x-3) > 0))
wminix3 5:b7934866b264 853 {
wminix3 5:b7934866b264 854 player_erase(&player);
wminix3 5:b7934866b264 855 player.player_blk_x -= 3;
wminix3 5:b7934866b264 856 player_show(&player);
wminix3 5:b7934866b264 857 }
wminix3 5:b7934866b264 858 else if (myNav.right() && ((player.player_blk_x+3) < (128-player.player_width)))
wminix3 5:b7934866b264 859 {
wminix3 5:b7934866b264 860 player_erase(&player);
wminix3 5:b7934866b264 861 player.player_blk_x += 3;
wminix3 5:b7934866b264 862 player_show(&player);
wminix3 5:b7934866b264 863 }
wminix3 5:b7934866b264 864
wminix3 5:b7934866b264 865 // Player Fire
wminix3 5:b7934866b264 866 if (pb == 0 && missile.status == PLAYER_MISSILE_INACTIVE)
wminix3 5:b7934866b264 867 {
wminix3 5:b7934866b264 868 missile.missile_blk_x = player.player_blk_x+(player.player_width/2);
wminix3 5:b7934866b264 869 missile.missile_blk_y = player.player_blk_y;
wminix3 5:b7934866b264 870 missile.status = PLAYER_MISSILE_ACTIVE;
wminix3 5:b7934866b264 871 }
wminix3 5:b7934866b264 872
wminix3 5:b7934866b264 873 // checks if player destroyed all enemies
wminix3 5:b7934866b264 874 if (numOfEnemies == 0)
wminix3 5:b7934866b264 875 {
wminix3 5:b7934866b264 876 uLCD.cls();
wminix3 5:b7934866b264 877
wminix3 5:b7934866b264 878 bool win = true; // sets win to true, for win screen
wminix3 5:b7934866b264 879 numWins += 1;
wminix3 5:b7934866b264 880 if (numWins == 3) {
wminix3 5:b7934866b264 881 begin_game2 = false;
wminix3 5:b7934866b264 882 two_player_win = true;
wminix3 5:b7934866b264 883 }
wminix3 5:b7934866b264 884
wminix3 5:b7934866b264 885 // displays video clip
wminix3 5:b7934866b264 886 uLCD.cls();
wminix3 5:b7934866b264 887 uLCD.media_init();
wminix3 5:b7934866b264 888 uLCD.set_sector_address(0x00, 0x00);
wminix3 5:b7934866b264 889 uLCD.display_video(0,0);
wminix3 5:b7934866b264 890 Thread::wait(1000); // changed from wait(1)
wminix3 5:b7934866b264 891
wminix3 5:b7934866b264 892 uLCD.cls();
wminix3 5:b7934866b264 893 if (!two_player_win) {
wminix3 5:b7934866b264 894 // prints "Number of Wins" on uLCD -- Brice. A step towards victory, not a complete victory.
wminix3 5:b7934866b264 895 uLCD.locate(win_x_pos,win_y_pos);
wminix3 5:b7934866b264 896 uLCD.printf("YOU HAVE %d WINS!", numWins);
wminix3 5:b7934866b264 897
wminix3 5:b7934866b264 898 // prints "Continue?" and "Press pb..." Keep trying to get points --Brice.
wminix3 5:b7934866b264 899 uLCD.locate(startover_x_pos, startover_y_pos);
wminix3 5:b7934866b264 900 uLCD.printf("Continue?");
wminix3 5:b7934866b264 901 uLCD.locate(startover_x_pos, startover_y_pos+1);
wminix3 5:b7934866b264 902 uLCD.printf("Press pb...");
wminix3 5:b7934866b264 903
wminix3 5:b7934866b264 904 // waits at win screen until pushbutton is pressed
wminix3 5:b7934866b264 905 while (win)
wminix3 5:b7934866b264 906 {
wminix3 5:b7934866b264 907 // if pb is pressed, reset game to start menu
wminix3 5:b7934866b264 908 if (!pb)
wminix3 5:b7934866b264 909 {
wminix3 5:b7934866b264 910 win = false;
wminix3 5:b7934866b264 911 Thread::wait(500); // changed from wait(0.5) since we have threads -- Brice
wminix3 5:b7934866b264 912 }
wminix3 5:b7934866b264 913 }
wminix3 5:b7934866b264 914 } else {
wminix3 5:b7934866b264 915 // prints CONGRATULATIONS! since player has won. --Brice
wminix3 5:b7934866b264 916 uLCD.locate(win_x_pos,win_y_pos);
wminix3 5:b7934866b264 917 uLCD.printf("CONGRATULATIONS!");
wminix3 5:b7934866b264 918
wminix3 5:b7934866b264 919 // prints "Return to menu?" and "Press pb..." --Brice.
wminix3 5:b7934866b264 920 uLCD.locate(startover_x_pos, startover_y_pos);
wminix3 5:b7934866b264 921 uLCD.printf("Return to menu?");
wminix3 5:b7934866b264 922 uLCD.locate(startover_x_pos, startover_y_pos+1);
wminix3 5:b7934866b264 923 uLCD.printf("Press pb...");
wminix3 5:b7934866b264 924
wminix3 5:b7934866b264 925 // waits at win screen until pushbutton is pressed
wminix3 5:b7934866b264 926 while (two_player_win)
wminix3 5:b7934866b264 927 {
wminix3 5:b7934866b264 928 // if pb is pressed, reset game to start menu
wminix3 5:b7934866b264 929 if (!pb)
wminix3 5:b7934866b264 930 {
wminix3 5:b7934866b264 931 two_player_win = false; // close win -- Brice
wminix3 5:b7934866b264 932 game_menu = true; // go back to menu -- Brice
wminix3 5:b7934866b264 933 Thread::wait(500); // changed from wait(0.5) since we have threads -- Brice
wminix3 5:b7934866b264 934 }
wminix3 5:b7934866b264 935 }
wminix3 5:b7934866b264 936 }
wminix3 5:b7934866b264 937 }
wminix3 5:b7934866b264 938
wminix3 5:b7934866b264 939 // checks if player was hit
wminix3 5:b7934866b264 940 if (hit_player)
wminix3 5:b7934866b264 941 {
wminix3 5:b7934866b264 942 // updates lives
wminix3 5:b7934866b264 943 lives -= 1;
wminix3 5:b7934866b264 944 Thread::wait(500); // changed from wait(0.5) since we're using threads --Brice
wminix3 5:b7934866b264 945 hit_player = 0;
wminix3 5:b7934866b264 946 player_show(&player);
wminix3 5:b7934866b264 947 player.status = PLAYER_ALIVE;
wminix3 5:b7934866b264 948
wminix3 5:b7934866b264 949 // prints updated lives number
wminix3 5:b7934866b264 950 uLCD.locate(0,0);
wminix3 5:b7934866b264 951 uLCD.printf("Lives:%i", lives);
wminix3 5:b7934866b264 952 }
wminix3 5:b7934866b264 953
wminix3 5:b7934866b264 954 // if player loses all lives or enemy reaches the player
wminix3 5:b7934866b264 955 if (lose || lives == 0)
wminix3 5:b7934866b264 956 {
wminix3 5:b7934866b264 957 //begin_game = false; // set to false to end game -- not needed in two-player, just keep playing until a player reaches 3 wins -- Brice
wminix3 5:b7934866b264 958 uLCD.cls();
wminix3 5:b7934866b264 959
wminix3 5:b7934866b264 960 gameover = true; // set to go to display gameover screen
wminix3 5:b7934866b264 961
wminix3 5:b7934866b264 962 // prints "GAMEOVER" to uLCD
wminix3 5:b7934866b264 963 uLCD.locate(gameover_x_pos, gameover_y_pos);
wminix3 5:b7934866b264 964 uLCD.printf("YOU DIED");
wminix3 5:b7934866b264 965 Thread::wait(1000); // changed from wait(1) since we have multiple threads -- Brice
wminix3 5:b7934866b264 966
wminix3 5:b7934866b264 967 // prints "Play Again?" and "Press pb..."
wminix3 5:b7934866b264 968 uLCD.locate(startover_x_pos, startover_y_pos);
wminix3 5:b7934866b264 969 uLCD.printf("Keep trying!");
wminix3 5:b7934866b264 970 uLCD.locate(startover_x_pos, startover_y_pos+1);
wminix3 5:b7934866b264 971 uLCD.printf("Press pb...");
wminix3 5:b7934866b264 972
wminix3 5:b7934866b264 973 // stays in gameover screen until pb is pressed
wminix3 5:b7934866b264 974 while (gameover)
wminix3 5:b7934866b264 975 {
wminix3 5:b7934866b264 976 // if pb is pressed, game is reset to the game menu screen
wminix3 5:b7934866b264 977 if (!pb)
wminix3 5:b7934866b264 978 {
wminix3 5:b7934866b264 979 gameover = false;
wminix3 5:b7934866b264 980 //game_menu = true; // removed since other player must win three times for game to be over.
wminix3 5:b7934866b264 981 Thread::wait(500); // changed from wait(0.5) since we have threads.
wminix3 5:b7934866b264 982 }
wminix3 5:b7934866b264 983 }
wminix3 5:b7934866b264 984 }
wminix3 5:b7934866b264 985 if (two_player_lose)
wminix3 5:b7934866b264 986 {
wminix3 5:b7934866b264 987 begin_game2 = false; // set to false to end game. End game since other player won.
wminix3 5:b7934866b264 988 uLCD.cls();
wminix3 5:b7934866b264 989
wminix3 5:b7934866b264 990 gameover = true; // set to go to display gameover screen
wminix3 5:b7934866b264 991
wminix3 5:b7934866b264 992 // prints "GAMEOVER" to uLCD
wminix3 5:b7934866b264 993 uLCD.locate(gameover_x_pos, gameover_y_pos);
wminix3 5:b7934866b264 994 uLCD.printf("GAMEOVER");
wminix3 5:b7934866b264 995 Thread::wait(1000); // thread wait since we have multiple threads -- Brice
wminix3 5:b7934866b264 996
wminix3 5:b7934866b264 997 // prints "Return to menu?" and "Press pb..."
wminix3 5:b7934866b264 998 uLCD.locate(startover_x_pos, startover_y_pos);
wminix3 5:b7934866b264 999 uLCD.printf("Return to menu?");
wminix3 5:b7934866b264 1000 uLCD.locate(startover_x_pos, startover_y_pos+1);
wminix3 5:b7934866b264 1001 uLCD.printf("Press pb...");
wminix3 5:b7934866b264 1002
wminix3 5:b7934866b264 1003 // stays in gameover screen until pb is pressed
wminix3 5:b7934866b264 1004 while (gameover)
wminix3 5:b7934866b264 1005 {
wminix3 5:b7934866b264 1006 // if pb is pressed, game is reset to the game menu screen
wminix3 5:b7934866b264 1007 if (!pb)
wminix3 5:b7934866b264 1008 {
wminix3 5:b7934866b264 1009 gameover = false;
wminix3 5:b7934866b264 1010 two_player_lose = false; // end lose.
wminix3 5:b7934866b264 1011 game_menu = true; // removed since other player must win three times for game to be over.
wminix3 5:b7934866b264 1012 Thread::wait(500); // changed from wait(0.5) since we have threads.
michaeljson 0:3817adfaeb06 1013 }
michaeljson 0:3817adfaeb06 1014 }
michaeljson 0:3817adfaeb06 1015 }
michaeljson 0:3817adfaeb06 1016
michaeljson 0:3817adfaeb06 1017 }
michaeljson 0:3817adfaeb06 1018 }
michaeljson 0:3817adfaeb06 1019 }