Updated Space Invaders on the mbed. Improved upon Michael Son's "Mbed Space Invaders" at https://os.mbed.com/users/michaeljson/notebook/mbed-space-invaders/.
Dependencies: mbed wave_player mbed-rtos 4DGL-uLCD-SE SparkfunAnalogJoystick SDFileSystem LSM9DS1_Library_cal_updated
Fork of Two-PlayerSpaceInvaders by
test
main.cpp@11:cdea2c9ec531, 2021-04-18 (annotated)
- Committer:
- wminix3
- Date:
- Sun Apr 18 16:04:18 2021 +0000
- Revision:
- 11:cdea2c9ec531
- Parent:
- 10:1eeb21ef7b2c
- Child:
- 12:22aedb2598b1
Added LED lighting effects. The shot effect is hit or miss as it is written right now.
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
michaeljson | 0:3817adfaeb06 | 1 | #include "mbed.h" |
michaeljson | 0:3817adfaeb06 | 2 | #include "SDFileSystem.h" |
michaeljson | 0:3817adfaeb06 | 3 | #include "wave_player.h" |
michaeljson | 0:3817adfaeb06 | 4 | #include "enemy.h" |
michaeljson | 0:3817adfaeb06 | 5 | #include "player.h" |
michaeljson | 0:3817adfaeb06 | 6 | #include "missile.h" |
michaeljson | 0:3817adfaeb06 | 7 | #include "globals.h" |
michaeljson | 0:3817adfaeb06 | 8 | #include "rtos.h" |
michaeljson | 0:3817adfaeb06 | 9 | #include <string> |
michaeljson | 0:3817adfaeb06 | 10 | |
michaeljson | 0:3817adfaeb06 | 11 | /* ==== Navigation Switch ===== */ |
michaeljson | 0:3817adfaeb06 | 12 | class Nav_Switch |
michaeljson | 0:3817adfaeb06 | 13 | { |
michaeljson | 0:3817adfaeb06 | 14 | public: |
michaeljson | 0:3817adfaeb06 | 15 | Nav_Switch(PinName up,PinName down,PinName left,PinName right,PinName fire); |
michaeljson | 0:3817adfaeb06 | 16 | int read(); |
michaeljson | 0:3817adfaeb06 | 17 | //boolean functions to test each switch |
michaeljson | 0:3817adfaeb06 | 18 | bool up(); |
michaeljson | 0:3817adfaeb06 | 19 | bool down(); |
michaeljson | 0:3817adfaeb06 | 20 | bool left(); |
michaeljson | 0:3817adfaeb06 | 21 | bool right(); |
michaeljson | 0:3817adfaeb06 | 22 | bool fire(); |
michaeljson | 0:3817adfaeb06 | 23 | //automatic read on RHS |
michaeljson | 0:3817adfaeb06 | 24 | operator int (); |
michaeljson | 0:3817adfaeb06 | 25 | //index to any switch array style |
michaeljson | 0:3817adfaeb06 | 26 | bool operator[](int index) { |
michaeljson | 0:3817adfaeb06 | 27 | return _pins[index]; |
michaeljson | 0:3817adfaeb06 | 28 | }; |
michaeljson | 0:3817adfaeb06 | 29 | private: |
michaeljson | 0:3817adfaeb06 | 30 | BusIn _pins; |
michaeljson | 0:3817adfaeb06 | 31 | |
michaeljson | 0:3817adfaeb06 | 32 | }; |
michaeljson | 0:3817adfaeb06 | 33 | Nav_Switch::Nav_Switch (PinName up,PinName down,PinName left,PinName right,PinName fire): |
michaeljson | 0:3817adfaeb06 | 34 | _pins(up, down, left, right, fire) |
michaeljson | 0:3817adfaeb06 | 35 | { |
michaeljson | 0:3817adfaeb06 | 36 | _pins.mode(PullUp); //needed if pullups not on board or a bare nav switch is used - delete otherwise |
michaeljson | 0:3817adfaeb06 | 37 | wait(0.001); //delays just a bit for pullups to pull inputs high |
michaeljson | 0:3817adfaeb06 | 38 | } |
michaeljson | 0:3817adfaeb06 | 39 | inline bool Nav_Switch::up() |
michaeljson | 0:3817adfaeb06 | 40 | { |
michaeljson | 0:3817adfaeb06 | 41 | return !(_pins[0]); |
michaeljson | 0:3817adfaeb06 | 42 | } |
michaeljson | 0:3817adfaeb06 | 43 | inline bool Nav_Switch::down() |
michaeljson | 0:3817adfaeb06 | 44 | { |
michaeljson | 0:3817adfaeb06 | 45 | return !(_pins[1]); |
michaeljson | 0:3817adfaeb06 | 46 | } |
michaeljson | 0:3817adfaeb06 | 47 | inline bool Nav_Switch::left() |
michaeljson | 0:3817adfaeb06 | 48 | { |
michaeljson | 0:3817adfaeb06 | 49 | return !(_pins[2]); |
michaeljson | 0:3817adfaeb06 | 50 | } |
michaeljson | 0:3817adfaeb06 | 51 | inline bool Nav_Switch::right() |
michaeljson | 0:3817adfaeb06 | 52 | { |
michaeljson | 0:3817adfaeb06 | 53 | return !(_pins[3]); |
michaeljson | 0:3817adfaeb06 | 54 | } |
michaeljson | 0:3817adfaeb06 | 55 | inline bool Nav_Switch::fire() |
michaeljson | 0:3817adfaeb06 | 56 | { |
michaeljson | 0:3817adfaeb06 | 57 | return !(_pins[4]); |
michaeljson | 0:3817adfaeb06 | 58 | } |
michaeljson | 0:3817adfaeb06 | 59 | inline int Nav_Switch::read() |
michaeljson | 0:3817adfaeb06 | 60 | { |
michaeljson | 0:3817adfaeb06 | 61 | return _pins.read(); |
michaeljson | 0:3817adfaeb06 | 62 | } |
michaeljson | 0:3817adfaeb06 | 63 | inline Nav_Switch::operator int () |
michaeljson | 0:3817adfaeb06 | 64 | { |
michaeljson | 0:3817adfaeb06 | 65 | return _pins.read(); |
michaeljson | 0:3817adfaeb06 | 66 | } |
michaeljson | 0:3817adfaeb06 | 67 | |
michaeljson | 0:3817adfaeb06 | 68 | // Platform initialization |
michaeljson | 0:3817adfaeb06 | 69 | uLCD_4DGL uLCD(p28,p27,p29); // LCD (serial tx, serial rx, reset pin;) |
michaeljson | 0:3817adfaeb06 | 70 | AnalogOut DACout(p18); // speaker |
michaeljson | 0:3817adfaeb06 | 71 | wave_player waver(&DACout); // wav player |
michaeljson | 0:3817adfaeb06 | 72 | SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD card and filesystem (mosi, miso, sck, cs) |
wminix3 | 2:4a3f97570578 | 73 | Nav_Switch myNav(p16, p10, p11, p9, p12); //pin order on Sparkfun breakout. move U from p13 to p16 so we can use another Serial to communicate with mbed |
michaeljson | 0:3817adfaeb06 | 74 | DigitalIn pb(p15); // push button for player misisle fire |
wminix3 | 2:4a3f97570578 | 75 | Serial pc(USBTX, USBRX); |
wminix3 | 2:4a3f97570578 | 76 | Serial secondMbed(p13, p14); |
wminix3 | 11:cdea2c9ec531 | 77 | PwmOut red(p21); // added to dim and brighten red LED -- Brice |
wminix3 | 11:cdea2c9ec531 | 78 | PwmOut green(p22); // added to dim and brighten green LED -- Brice |
wminix3 | 11:cdea2c9ec531 | 79 | PwmOut blue(p23); // added to dim and brighten blue LED -- Brice |
michaeljson | 0:3817adfaeb06 | 80 | // Initialize all global enemy objects |
michaeljson | 0:3817adfaeb06 | 81 | enemy_t enemy_1; |
michaeljson | 0:3817adfaeb06 | 82 | enemy_t enemy_2; |
michaeljson | 0:3817adfaeb06 | 83 | enemy_t enemy_3; |
michaeljson | 0:3817adfaeb06 | 84 | enemy_t enemy_4; |
michaeljson | 0:3817adfaeb06 | 85 | enemy_t enemy_5; |
michaeljson | 0:3817adfaeb06 | 86 | enemy_t enemy_6; |
michaeljson | 0:3817adfaeb06 | 87 | enemy_t enemy_7; |
michaeljson | 0:3817adfaeb06 | 88 | enemy_t enemy_8; |
michaeljson | 0:3817adfaeb06 | 89 | enemy_t enemy_9; |
michaeljson | 0:3817adfaeb06 | 90 | enemy_t enemy_10; |
michaeljson | 0:3817adfaeb06 | 91 | enemy_t enemy_11; |
michaeljson | 0:3817adfaeb06 | 92 | enemy_t enemy_12; |
michaeljson | 0:3817adfaeb06 | 93 | enemy_t enemy_13; |
michaeljson | 0:3817adfaeb06 | 94 | enemy_t enemy_14; |
michaeljson | 0:3817adfaeb06 | 95 | enemy_t enemy_15; |
michaeljson | 0:3817adfaeb06 | 96 | |
michaeljson | 0:3817adfaeb06 | 97 | // Initialize variables |
wminix3 | 2:4a3f97570578 | 98 | // Brice added "volatile" here to protect global variables. |
wminix3 | 2:4a3f97570578 | 99 | volatile int numOfEnemies = 0; |
wminix3 | 2:4a3f97570578 | 100 | volatile int ENEMY_MOVE = 1; |
wminix3 | 2:4a3f97570578 | 101 | volatile int MOVE_DOWN = 0; |
wminix3 | 2:4a3f97570578 | 102 | volatile int DIRECTION = 1; |
wminix3 | 2:4a3f97570578 | 103 | volatile int firing_col = 0; |
wminix3 | 2:4a3f97570578 | 104 | volatile int hit_player = 0; |
wminix3 | 2:4a3f97570578 | 105 | volatile bool lose = false; |
wminix3 | 2:4a3f97570578 | 106 | volatile int lives = 3; |
wminix3 | 2:4a3f97570578 | 107 | volatile bool game_menu = false; |
wminix3 | 2:4a3f97570578 | 108 | volatile bool begin_game = false; |
wminix3 | 2:4a3f97570578 | 109 | volatile bool gameover = false; |
wminix3 | 2:4a3f97570578 | 110 | volatile int numPlayers = 1; |
wminix3 | 4:739f6e0dd8af | 111 | volatile bool first_player_ready = false; |
wminix3 | 4:739f6e0dd8af | 112 | volatile bool second_player_ready = false; |
wminix3 | 5:b7934866b264 | 113 | volatile bool begin_game2 = false; |
wminix3 | 5:b7934866b264 | 114 | volatile int numWins = 0; |
wminix3 | 5:b7934866b264 | 115 | volatile bool two_player_win = false; |
wminix3 | 5:b7934866b264 | 116 | volatile bool two_player_lose = false; |
wminix3 | 8:27c4345be3db | 117 | Mutex mbedLock; |
michaeljson | 0:3817adfaeb06 | 118 | |
michaeljson | 0:3817adfaeb06 | 119 | // Initialize global player object |
michaeljson | 0:3817adfaeb06 | 120 | player_t player; |
michaeljson | 0:3817adfaeb06 | 121 | |
michaeljson | 0:3817adfaeb06 | 122 | // Intialize global player and enemy missile |
michaeljson | 0:3817adfaeb06 | 123 | missile_t missile; // player missile |
michaeljson | 0:3817adfaeb06 | 124 | missile_t enemy_missile; // enemy missile |
michaeljson | 0:3817adfaeb06 | 125 | |
michaeljson | 0:3817adfaeb06 | 126 | // Array of enemy objects |
michaeljson | 0:3817adfaeb06 | 127 | enemy_t * enemyArray[15]; |
michaeljson | 0:3817adfaeb06 | 128 | |
michaeljson | 0:3817adfaeb06 | 129 | // Function Prototypes |
michaeljson | 0:3817adfaeb06 | 130 | void move_enemy_down(); |
michaeljson | 0:3817adfaeb06 | 131 | void playstart(void const *args); |
michaeljson | 0:3817adfaeb06 | 132 | |
michaeljson | 0:3817adfaeb06 | 133 | // Draws the enemies at the initial starting location |
michaeljson | 0:3817adfaeb06 | 134 | void draw_enemies_level() |
michaeljson | 0:3817adfaeb06 | 135 | { |
michaeljson | 0:3817adfaeb06 | 136 | // Initialize local variables |
michaeljson | 0:3817adfaeb06 | 137 | unsigned int start_x_pos = 12; |
michaeljson | 0:3817adfaeb06 | 138 | unsigned int start_enemy_y_pos = 20; |
michaeljson | 0:3817adfaeb06 | 139 | numOfEnemies = 15; |
michaeljson | 0:3817adfaeb06 | 140 | |
michaeljson | 0:3817adfaeb06 | 141 | // First Row of Enemies |
michaeljson | 0:3817adfaeb06 | 142 | 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 | 143 | enemy_show(&enemy_1); // displays the enemy on uLCD |
michaeljson | 0:3817adfaeb06 | 144 | |
michaeljson | 0:3817adfaeb06 | 145 | enemy_init(&enemy_2,start_x_pos+15,start_enemy_y_pos,WHITE); |
michaeljson | 0:3817adfaeb06 | 146 | enemy_show(&enemy_2); |
michaeljson | 0:3817adfaeb06 | 147 | |
michaeljson | 0:3817adfaeb06 | 148 | enemy_init(&enemy_3,start_x_pos+30,start_enemy_y_pos,WHITE); |
michaeljson | 0:3817adfaeb06 | 149 | enemy_show(&enemy_3); |
michaeljson | 0:3817adfaeb06 | 150 | |
michaeljson | 0:3817adfaeb06 | 151 | enemy_init(&enemy_4,start_x_pos+45,start_enemy_y_pos,WHITE); |
michaeljson | 0:3817adfaeb06 | 152 | enemy_show(&enemy_4); |
michaeljson | 0:3817adfaeb06 | 153 | |
michaeljson | 0:3817adfaeb06 | 154 | enemy_init(&enemy_5,start_x_pos+60,start_enemy_y_pos,WHITE); |
michaeljson | 0:3817adfaeb06 | 155 | enemy_show(&enemy_5); |
michaeljson | 0:3817adfaeb06 | 156 | |
michaeljson | 0:3817adfaeb06 | 157 | // Second Row of Enemies |
michaeljson | 0:3817adfaeb06 | 158 | enemy_init(&enemy_6,start_x_pos,start_enemy_y_pos+12,WHITE); |
michaeljson | 0:3817adfaeb06 | 159 | enemy_show(&enemy_6); |
michaeljson | 0:3817adfaeb06 | 160 | |
michaeljson | 0:3817adfaeb06 | 161 | enemy_init(&enemy_7,start_x_pos+15,start_enemy_y_pos+12,WHITE); |
michaeljson | 0:3817adfaeb06 | 162 | enemy_show(&enemy_7); |
michaeljson | 0:3817adfaeb06 | 163 | |
michaeljson | 0:3817adfaeb06 | 164 | enemy_init(&enemy_8,start_x_pos+30,start_enemy_y_pos+12,WHITE); |
michaeljson | 0:3817adfaeb06 | 165 | enemy_show(&enemy_8); |
michaeljson | 0:3817adfaeb06 | 166 | |
michaeljson | 0:3817adfaeb06 | 167 | enemy_init(&enemy_9,start_x_pos+45,start_enemy_y_pos+12,WHITE); |
michaeljson | 0:3817adfaeb06 | 168 | enemy_show(&enemy_9); |
michaeljson | 0:3817adfaeb06 | 169 | |
michaeljson | 0:3817adfaeb06 | 170 | enemy_init(&enemy_10,start_x_pos+60,start_enemy_y_pos+12,WHITE); |
michaeljson | 0:3817adfaeb06 | 171 | enemy_show(&enemy_10); |
michaeljson | 0:3817adfaeb06 | 172 | |
michaeljson | 0:3817adfaeb06 | 173 | // Third Row of Enemies |
michaeljson | 0:3817adfaeb06 | 174 | enemy_init(&enemy_11,start_x_pos,start_enemy_y_pos+24,WHITE); |
michaeljson | 0:3817adfaeb06 | 175 | enemy_show(&enemy_11); |
michaeljson | 0:3817adfaeb06 | 176 | |
michaeljson | 0:3817adfaeb06 | 177 | enemy_init(&enemy_12,start_x_pos+15,start_enemy_y_pos+24,WHITE); |
michaeljson | 0:3817adfaeb06 | 178 | enemy_show(&enemy_12); |
michaeljson | 0:3817adfaeb06 | 179 | |
michaeljson | 0:3817adfaeb06 | 180 | enemy_init(&enemy_13,start_x_pos+30,start_enemy_y_pos+24,WHITE); |
michaeljson | 0:3817adfaeb06 | 181 | enemy_show(&enemy_13); |
michaeljson | 0:3817adfaeb06 | 182 | |
michaeljson | 0:3817adfaeb06 | 183 | enemy_init(&enemy_14,start_x_pos+45,start_enemy_y_pos+24,WHITE); |
michaeljson | 0:3817adfaeb06 | 184 | enemy_show(&enemy_14); |
michaeljson | 0:3817adfaeb06 | 185 | |
michaeljson | 0:3817adfaeb06 | 186 | enemy_init(&enemy_15,start_x_pos+60,start_enemy_y_pos+24,WHITE); |
michaeljson | 0:3817adfaeb06 | 187 | enemy_show(&enemy_15); |
michaeljson | 0:3817adfaeb06 | 188 | |
michaeljson | 0:3817adfaeb06 | 189 | // Put enemy objects into array |
michaeljson | 0:3817adfaeb06 | 190 | enemyArray[0] = &enemy_1; |
michaeljson | 0:3817adfaeb06 | 191 | enemyArray[1] = &enemy_2; |
michaeljson | 0:3817adfaeb06 | 192 | enemyArray[2] = &enemy_3; |
michaeljson | 0:3817adfaeb06 | 193 | enemyArray[3] = &enemy_4; |
michaeljson | 0:3817adfaeb06 | 194 | enemyArray[4] = &enemy_5; |
michaeljson | 0:3817adfaeb06 | 195 | enemyArray[5] = &enemy_6; |
michaeljson | 0:3817adfaeb06 | 196 | enemyArray[6] = &enemy_7; |
michaeljson | 0:3817adfaeb06 | 197 | enemyArray[7] = &enemy_8; |
michaeljson | 0:3817adfaeb06 | 198 | enemyArray[8] = &enemy_9; |
michaeljson | 0:3817adfaeb06 | 199 | enemyArray[9] = &enemy_10; |
michaeljson | 0:3817adfaeb06 | 200 | enemyArray[10] = &enemy_11; |
michaeljson | 0:3817adfaeb06 | 201 | enemyArray[11] = &enemy_12; |
michaeljson | 0:3817adfaeb06 | 202 | enemyArray[12] = &enemy_13; |
michaeljson | 0:3817adfaeb06 | 203 | enemyArray[13] = &enemy_14; |
michaeljson | 0:3817adfaeb06 | 204 | enemyArray[14] = &enemy_15; |
michaeljson | 0:3817adfaeb06 | 205 | } |
michaeljson | 0:3817adfaeb06 | 206 | |
michaeljson | 0:3817adfaeb06 | 207 | // Draws the player at the initial starting location |
michaeljson | 0:3817adfaeb06 | 208 | void draw_initial_player() |
michaeljson | 0:3817adfaeb06 | 209 | { |
michaeljson | 0:3817adfaeb06 | 210 | int start_x_pos = 59; |
michaeljson | 0:3817adfaeb06 | 211 | int start_y_pos = 110; |
michaeljson | 0:3817adfaeb06 | 212 | |
michaeljson | 0:3817adfaeb06 | 213 | player_init(&player,start_x_pos,start_y_pos,WHITE); // intialize x-pos and y-pos and color of player |
michaeljson | 0:3817adfaeb06 | 214 | player_show(&player); // display player on uLCD |
michaeljson | 0:3817adfaeb06 | 215 | } |
michaeljson | 0:3817adfaeb06 | 216 | |
michaeljson | 0:3817adfaeb06 | 217 | // Checks all enemies in row 1 |
michaeljson | 0:3817adfaeb06 | 218 | void check_hit_enemy_row1() |
michaeljson | 0:3817adfaeb06 | 219 | { |
michaeljson | 0:3817adfaeb06 | 220 | int hit_enemy; |
michaeljson | 0:3817adfaeb06 | 221 | |
michaeljson | 0:3817adfaeb06 | 222 | // First Row of Enemies |
michaeljson | 0:3817adfaeb06 | 223 | 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 | 224 | numOfEnemies = numOfEnemies - hit_enemy; // updates the number of enemies left |
michaeljson | 0:3817adfaeb06 | 225 | hit_enemy = check_enemy(&enemy_2, &missile); |
michaeljson | 0:3817adfaeb06 | 226 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 227 | hit_enemy = check_enemy(&enemy_3, &missile); |
michaeljson | 0:3817adfaeb06 | 228 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 229 | hit_enemy = check_enemy(&enemy_4, &missile); |
michaeljson | 0:3817adfaeb06 | 230 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 231 | hit_enemy = check_enemy(&enemy_5, &missile); |
michaeljson | 0:3817adfaeb06 | 232 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 233 | } |
michaeljson | 0:3817adfaeb06 | 234 | |
michaeljson | 0:3817adfaeb06 | 235 | // Same as check_hit_enemy_row1, but checks enemies at row 2 |
michaeljson | 0:3817adfaeb06 | 236 | void check_hit_enemy_row2() |
michaeljson | 0:3817adfaeb06 | 237 | { |
michaeljson | 0:3817adfaeb06 | 238 | int hit_enemy; |
michaeljson | 0:3817adfaeb06 | 239 | |
michaeljson | 0:3817adfaeb06 | 240 | // Second Row of Enemies |
michaeljson | 0:3817adfaeb06 | 241 | hit_enemy = check_enemy(&enemy_6, &missile); |
michaeljson | 0:3817adfaeb06 | 242 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 243 | hit_enemy = check_enemy(&enemy_7, &missile); |
michaeljson | 0:3817adfaeb06 | 244 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 245 | hit_enemy = check_enemy(&enemy_8, &missile); |
michaeljson | 0:3817adfaeb06 | 246 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 247 | hit_enemy = check_enemy(&enemy_9, &missile); |
michaeljson | 0:3817adfaeb06 | 248 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 249 | hit_enemy = check_enemy(&enemy_10, &missile); |
michaeljson | 0:3817adfaeb06 | 250 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 251 | } |
michaeljson | 0:3817adfaeb06 | 252 | |
michaeljson | 0:3817adfaeb06 | 253 | // Same as check_hit_enemy_row1, but checks enemies at row 3 |
michaeljson | 0:3817adfaeb06 | 254 | void check_hit_enemy_row3() |
michaeljson | 0:3817adfaeb06 | 255 | { |
michaeljson | 0:3817adfaeb06 | 256 | int hit_enemy; |
michaeljson | 0:3817adfaeb06 | 257 | |
michaeljson | 0:3817adfaeb06 | 258 | // Third Row of Enemies |
michaeljson | 0:3817adfaeb06 | 259 | hit_enemy = check_enemy(&enemy_11, &missile); |
michaeljson | 0:3817adfaeb06 | 260 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 261 | hit_enemy = check_enemy(&enemy_12, &missile); |
michaeljson | 0:3817adfaeb06 | 262 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 263 | hit_enemy = check_enemy(&enemy_13, &missile); |
michaeljson | 0:3817adfaeb06 | 264 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 265 | hit_enemy = check_enemy(&enemy_14, &missile); |
michaeljson | 0:3817adfaeb06 | 266 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 267 | hit_enemy = check_enemy(&enemy_15, &missile); |
michaeljson | 0:3817adfaeb06 | 268 | numOfEnemies = numOfEnemies - hit_enemy; |
michaeljson | 0:3817adfaeb06 | 269 | } |
michaeljson | 0:3817adfaeb06 | 270 | |
michaeljson | 0:3817adfaeb06 | 271 | // Checks if player is hit |
michaeljson | 0:3817adfaeb06 | 272 | void check_player_hit() |
michaeljson | 0:3817adfaeb06 | 273 | { |
michaeljson | 0:3817adfaeb06 | 274 | 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 | 275 | } |
michaeljson | 0:3817adfaeb06 | 276 | |
michaeljson | 0:3817adfaeb06 | 277 | // Randomly selects an enemy to fire and updates the position of where the missile will fire from |
michaeljson | 0:3817adfaeb06 | 278 | void random_attack_gen() |
michaeljson | 0:3817adfaeb06 | 279 | { |
michaeljson | 0:3817adfaeb06 | 280 | firing_col = rand() % 5; // selects a random column |
michaeljson | 0:3817adfaeb06 | 281 | |
michaeljson | 0:3817adfaeb06 | 282 | // first checks if the 3rd row closest to the player is alive |
michaeljson | 0:3817adfaeb06 | 283 | if (enemyArray[firing_col+10]->status == ENEMY_ALIVE) |
michaeljson | 0:3817adfaeb06 | 284 | { |
michaeljson | 0:3817adfaeb06 | 285 | // If alive, the enemy missile position is updated to the center of the enemy |
michaeljson | 0:3817adfaeb06 | 286 | enemy_missile.missile_blk_x = enemyArray[firing_col+10]->enemy_blk_x + (enemyArray[firing_col+10]->enemy_width/2); |
michaeljson | 0:3817adfaeb06 | 287 | enemy_missile.missile_blk_y = enemyArray[firing_col+10]->enemy_blk_y + enemyArray[firing_col+10]->enemy_height + 1; |
michaeljson | 0:3817adfaeb06 | 288 | enemy_missile.status = ENEMY_MISSILE_ACTIVE; // sets the enemy missile as active |
michaeljson | 0:3817adfaeb06 | 289 | } |
michaeljson | 0:3817adfaeb06 | 290 | // if enemy at 3rd row is dead, checks the enemy in the 2nd row |
michaeljson | 0:3817adfaeb06 | 291 | else if (enemyArray[firing_col+5]->status == ENEMY_ALIVE) |
michaeljson | 0:3817adfaeb06 | 292 | { |
michaeljson | 0:3817adfaeb06 | 293 | // If alive, the enemy missile position is updated to the center of the enemy |
michaeljson | 0:3817adfaeb06 | 294 | enemy_missile.missile_blk_x = enemyArray[firing_col+5]->enemy_blk_x + (enemyArray[firing_col+5]->enemy_width/2); |
michaeljson | 0:3817adfaeb06 | 295 | enemy_missile.missile_blk_y = enemyArray[firing_col+5]->enemy_blk_y + enemyArray[firing_col+5]->enemy_height + 1; |
michaeljson | 0:3817adfaeb06 | 296 | enemy_missile.status = ENEMY_MISSILE_ACTIVE; |
michaeljson | 0:3817adfaeb06 | 297 | } |
michaeljson | 0:3817adfaeb06 | 298 | // if enemy at 2nd and 3rd row is dead, checks the enemy in the 1st row |
michaeljson | 0:3817adfaeb06 | 299 | else if (enemyArray[firing_col]->status == ENEMY_ALIVE) |
michaeljson | 0:3817adfaeb06 | 300 | { |
michaeljson | 0:3817adfaeb06 | 301 | // If alive, the enemy missile position is updated to the center of the enemy |
michaeljson | 0:3817adfaeb06 | 302 | enemy_missile.missile_blk_x = enemyArray[firing_col]->enemy_blk_x + (enemyArray[firing_col]->enemy_width/2); |
michaeljson | 0:3817adfaeb06 | 303 | enemy_missile.missile_blk_y = enemyArray[firing_col]->enemy_blk_y + enemyArray[firing_col]->enemy_height + 1; |
michaeljson | 0:3817adfaeb06 | 304 | enemy_missile.status = ENEMY_MISSILE_ACTIVE; |
michaeljson | 0:3817adfaeb06 | 305 | } |
michaeljson | 0:3817adfaeb06 | 306 | } |
michaeljson | 0:3817adfaeb06 | 307 | |
michaeljson | 0:3817adfaeb06 | 308 | // moves the enemy |
michaeljson | 0:3817adfaeb06 | 309 | void enemy_motion() |
michaeljson | 0:3817adfaeb06 | 310 | { |
michaeljson | 0:3817adfaeb06 | 311 | // will move the enemy every 6 loops |
michaeljson | 0:3817adfaeb06 | 312 | if (ENEMY_MOVE % 6 == 0) |
michaeljson | 0:3817adfaeb06 | 313 | { |
michaeljson | 0:3817adfaeb06 | 314 | // FIrst Row of Enemies |
michaeljson | 0:3817adfaeb06 | 315 | 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 | 316 | 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 | 317 | MOVE_DOWN = move_enemy(&enemy_3, MOVE_DOWN, DIRECTION); // MOVE_DOWN will be 2 if enemies reach the player, otherwise 0 |
michaeljson | 0:3817adfaeb06 | 318 | MOVE_DOWN = move_enemy(&enemy_4, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 319 | MOVE_DOWN = move_enemy(&enemy_5, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 320 | |
michaeljson | 0:3817adfaeb06 | 321 | // Second Row of Enemies |
michaeljson | 0:3817adfaeb06 | 322 | MOVE_DOWN = move_enemy(&enemy_6, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 323 | MOVE_DOWN = move_enemy(&enemy_7, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 324 | MOVE_DOWN = move_enemy(&enemy_8, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 325 | MOVE_DOWN = move_enemy(&enemy_9, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 326 | MOVE_DOWN = move_enemy(&enemy_10, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 327 | |
michaeljson | 0:3817adfaeb06 | 328 | // Third Row of Enemies |
michaeljson | 0:3817adfaeb06 | 329 | MOVE_DOWN = move_enemy(&enemy_11, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 330 | MOVE_DOWN = move_enemy(&enemy_12, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 331 | MOVE_DOWN = move_enemy(&enemy_13, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 332 | MOVE_DOWN = move_enemy(&enemy_14, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 333 | MOVE_DOWN = move_enemy(&enemy_15, MOVE_DOWN, DIRECTION); |
michaeljson | 0:3817adfaeb06 | 334 | |
michaeljson | 0:3817adfaeb06 | 335 | // if MOVE_DOWN is 2, then the enemies have reached the player |
michaeljson | 0:3817adfaeb06 | 336 | if (MOVE_DOWN == 2) |
michaeljson | 0:3817adfaeb06 | 337 | { |
michaeljson | 0:3817adfaeb06 | 338 | lose = true; // set global lose to true to go to gameover screen |
michaeljson | 0:3817adfaeb06 | 339 | } |
michaeljson | 0:3817adfaeb06 | 340 | |
michaeljson | 0:3817adfaeb06 | 341 | // if MOVE_DOWN is 1, update the y-pos of the enemies |
michaeljson | 0:3817adfaeb06 | 342 | if (MOVE_DOWN == 1) |
michaeljson | 0:3817adfaeb06 | 343 | { |
michaeljson | 0:3817adfaeb06 | 344 | move_enemy_down(); // updates the y-pos of the enemies |
michaeljson | 0:3817adfaeb06 | 345 | |
michaeljson | 0:3817adfaeb06 | 346 | // Flips the direction when the enemy moves down |
michaeljson | 0:3817adfaeb06 | 347 | if (DIRECTION == 1) |
michaeljson | 0:3817adfaeb06 | 348 | { |
michaeljson | 0:3817adfaeb06 | 349 | DIRECTION = 2; |
michaeljson | 0:3817adfaeb06 | 350 | } |
michaeljson | 0:3817adfaeb06 | 351 | else |
michaeljson | 0:3817adfaeb06 | 352 | { |
michaeljson | 0:3817adfaeb06 | 353 | DIRECTION = 1; |
michaeljson | 0:3817adfaeb06 | 354 | } |
michaeljson | 0:3817adfaeb06 | 355 | MOVE_DOWN = 0; // sets MOVE_DOWN back to 0 to stop down movement until |
michaeljson | 0:3817adfaeb06 | 356 | } |
michaeljson | 0:3817adfaeb06 | 357 | |
michaeljson | 0:3817adfaeb06 | 358 | ENEMY_MOVE += 1; |
michaeljson | 0:3817adfaeb06 | 359 | } |
michaeljson | 0:3817adfaeb06 | 360 | else |
michaeljson | 0:3817adfaeb06 | 361 | { |
michaeljson | 0:3817adfaeb06 | 362 | ENEMY_MOVE += 1; |
michaeljson | 0:3817adfaeb06 | 363 | } |
michaeljson | 0:3817adfaeb06 | 364 | } |
michaeljson | 0:3817adfaeb06 | 365 | |
michaeljson | 0:3817adfaeb06 | 366 | // moves all the enemies down in the y-direction |
michaeljson | 0:3817adfaeb06 | 367 | void move_enemy_down() |
michaeljson | 0:3817adfaeb06 | 368 | { |
michaeljson | 0:3817adfaeb06 | 369 | // First Row of Enemies |
michaeljson | 0:3817adfaeb06 | 370 | enemy_erase(&enemy_1); |
michaeljson | 0:3817adfaeb06 | 371 | enemy_erase(&enemy_2); |
michaeljson | 0:3817adfaeb06 | 372 | enemy_erase(&enemy_3); |
michaeljson | 0:3817adfaeb06 | 373 | enemy_erase(&enemy_4); |
michaeljson | 0:3817adfaeb06 | 374 | enemy_erase(&enemy_5); |
michaeljson | 0:3817adfaeb06 | 375 | |
michaeljson | 0:3817adfaeb06 | 376 | enemy_1.enemy_blk_y += enemy_1.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 377 | enemy_2.enemy_blk_y += enemy_2.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 378 | enemy_3.enemy_blk_y += enemy_3.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 379 | enemy_4.enemy_blk_y += enemy_4.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 380 | enemy_5.enemy_blk_y += enemy_5.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 381 | |
michaeljson | 0:3817adfaeb06 | 382 | // Second Row of Enemies |
michaeljson | 0:3817adfaeb06 | 383 | enemy_erase(&enemy_6); |
michaeljson | 0:3817adfaeb06 | 384 | enemy_erase(&enemy_7); |
michaeljson | 0:3817adfaeb06 | 385 | enemy_erase(&enemy_8); |
michaeljson | 0:3817adfaeb06 | 386 | enemy_erase(&enemy_9); |
michaeljson | 0:3817adfaeb06 | 387 | enemy_erase(&enemy_10); |
michaeljson | 0:3817adfaeb06 | 388 | |
michaeljson | 0:3817adfaeb06 | 389 | enemy_6.enemy_blk_y += enemy_6.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 390 | enemy_7.enemy_blk_y += enemy_7.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 391 | enemy_8.enemy_blk_y += enemy_8.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 392 | enemy_9.enemy_blk_y += enemy_9.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 393 | enemy_10.enemy_blk_y += enemy_10.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 394 | |
michaeljson | 0:3817adfaeb06 | 395 | // Third Row of Enemies |
michaeljson | 0:3817adfaeb06 | 396 | enemy_erase(&enemy_11); |
michaeljson | 0:3817adfaeb06 | 397 | enemy_erase(&enemy_12); |
michaeljson | 0:3817adfaeb06 | 398 | enemy_erase(&enemy_13); |
michaeljson | 0:3817adfaeb06 | 399 | enemy_erase(&enemy_14); |
michaeljson | 0:3817adfaeb06 | 400 | enemy_erase(&enemy_15); |
michaeljson | 0:3817adfaeb06 | 401 | |
michaeljson | 0:3817adfaeb06 | 402 | enemy_11.enemy_blk_y += enemy_11.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 403 | enemy_12.enemy_blk_y += enemy_12.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 404 | enemy_13.enemy_blk_y += enemy_13.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 405 | enemy_14.enemy_blk_y += enemy_14.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 406 | enemy_15.enemy_blk_y += enemy_15.enemy_height+4; |
michaeljson | 0:3817adfaeb06 | 407 | } |
michaeljson | 0:3817adfaeb06 | 408 | |
michaeljson | 0:3817adfaeb06 | 409 | // thread that plays sounds during game |
michaeljson | 0:3817adfaeb06 | 410 | void playstart(void const *args)//Th |
michaeljson | 0:3817adfaeb06 | 411 | { //Depending on the state of the game, |
michaeljson | 0:3817adfaeb06 | 412 | //queue either screen music or play sound effect upon fire |
michaeljson | 0:3817adfaeb06 | 413 | while(true) { |
michaeljson | 0:3817adfaeb06 | 414 | FILE *wave_file; |
michaeljson | 0:3817adfaeb06 | 415 | |
michaeljson | 0:3817adfaeb06 | 416 | // plays intro music during menu screen |
michaeljson | 0:3817adfaeb06 | 417 | while(game_menu) |
michaeljson | 0:3817adfaeb06 | 418 | { |
wminix3 | 2:4a3f97570578 | 419 | wave_file=fopen("/sd/wavfiles/futureEdit2.wav","r"); |
wminix3 | 2:4a3f97570578 | 420 | if(wave_file==NULL) pc.printf("file open error!\n\n\r"); // added this for open error check |
michaeljson | 0:3817adfaeb06 | 421 | waver.play(wave_file); |
michaeljson | 0:3817adfaeb06 | 422 | fclose(wave_file); |
michaeljson | 0:3817adfaeb06 | 423 | } |
michaeljson | 0:3817adfaeb06 | 424 | |
michaeljson | 0:3817adfaeb06 | 425 | // Checks in game sound conditions |
wminix3 | 5:b7934866b264 | 426 | while(begin_game || begin_game2) // added OR begin_game2 so that music/sounds play during one-player or two-player |
michaeljson | 0:3817adfaeb06 | 427 | { |
michaeljson | 0:3817adfaeb06 | 428 | // play firing sound when the player fires |
michaeljson | 0:3817adfaeb06 | 429 | if(!pb && missile.status == PLAYER_MISSILE_INACTIVE) { |
michaeljson | 0:3817adfaeb06 | 430 | |
wminix3 | 2:4a3f97570578 | 431 | wave_file=fopen("/sd/wavfiles/laserEdit.wav","r"); |
wminix3 | 2:4a3f97570578 | 432 | if(wave_file==NULL) pc.printf("laser file open error!\n\n\r"); // added this for open error check |
michaeljson | 0:3817adfaeb06 | 433 | |
michaeljson | 0:3817adfaeb06 | 434 | waver.play(wave_file); |
michaeljson | 0:3817adfaeb06 | 435 | fclose(wave_file); |
michaeljson | 0:3817adfaeb06 | 436 | } |
michaeljson | 0:3817adfaeb06 | 437 | |
michaeljson | 0:3817adfaeb06 | 438 | // if player hit, play hit sound |
michaeljson | 0:3817adfaeb06 | 439 | if (hit_player) |
michaeljson | 0:3817adfaeb06 | 440 | { |
wminix3 | 2:4a3f97570578 | 441 | wave_file=fopen("/sd/wavfiles/bigExplosionEdit2.wav","r"); |
wminix3 | 2:4a3f97570578 | 442 | if(wave_file==NULL) pc.printf("explosion file open error!\n\n\r"); // added this for open error check |
michaeljson | 0:3817adfaeb06 | 443 | waver.play(wave_file); |
michaeljson | 0:3817adfaeb06 | 444 | fclose(wave_file); |
michaeljson | 0:3817adfaeb06 | 445 | } |
michaeljson | 0:3817adfaeb06 | 446 | } |
michaeljson | 0:3817adfaeb06 | 447 | |
michaeljson | 0:3817adfaeb06 | 448 | // players gameover voice if player loses |
michaeljson | 0:3817adfaeb06 | 449 | while(gameover) |
michaeljson | 0:3817adfaeb06 | 450 | { |
wminix3 | 2:4a3f97570578 | 451 | wave_file=fopen("/sd/wavfiles/comicalgameoverEdit.wav","r"); |
wminix3 | 2:4a3f97570578 | 452 | if(wave_file==NULL) pc.printf("gameover file open error!\n\n\r"); // added this for open error check |
michaeljson | 0:3817adfaeb06 | 453 | waver.play(wave_file); |
michaeljson | 0:3817adfaeb06 | 454 | fclose(wave_file); |
michaeljson | 0:3817adfaeb06 | 455 | } |
michaeljson | 0:3817adfaeb06 | 456 | } |
michaeljson | 0:3817adfaeb06 | 457 | } |
wminix3 | 11:cdea2c9ec531 | 458 | |
wminix3 | 11:cdea2c9ec531 | 459 | // thread that adds RGB LED Lighting Effects that coincide with the game -- Brice |
wminix3 | 11:cdea2c9ec531 | 460 | void ledEffects(void const *args)//Th |
wminix3 | 11:cdea2c9ec531 | 461 | { //Depending on the state of the game, |
wminix3 | 11:cdea2c9ec531 | 462 | //generate different patterns/colors of lighting |
wminix3 | 11:cdea2c9ec531 | 463 | while(1) { |
wminix3 | 11:cdea2c9ec531 | 464 | // gradually increases and decreases each color independently. (A chill build up effect?) |
wminix3 | 11:cdea2c9ec531 | 465 | while(game_menu) |
wminix3 | 11:cdea2c9ec531 | 466 | { |
wminix3 | 11:cdea2c9ec531 | 467 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 468 | green = 0.0; |
wminix3 | 11:cdea2c9ec531 | 469 | blue = 0.0; |
wminix3 | 11:cdea2c9ec531 | 470 | for (float i = 0.0; i < 0.5; i = i + 0.05) { |
wminix3 | 11:cdea2c9ec531 | 471 | red = i; |
wminix3 | 11:cdea2c9ec531 | 472 | Thread::wait(10); |
wminix3 | 11:cdea2c9ec531 | 473 | } |
wminix3 | 11:cdea2c9ec531 | 474 | red = 0.5; |
wminix3 | 11:cdea2c9ec531 | 475 | Thread::wait(300); |
wminix3 | 11:cdea2c9ec531 | 476 | for (float i = 0.5; i > 0.0; i = i - 0.05) { |
wminix3 | 11:cdea2c9ec531 | 477 | red = i; |
wminix3 | 11:cdea2c9ec531 | 478 | Thread::wait(10); |
wminix3 | 11:cdea2c9ec531 | 479 | } |
wminix3 | 11:cdea2c9ec531 | 480 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 481 | for (float i = 0.0; i < 0.25; i = i + 0.05) { |
wminix3 | 11:cdea2c9ec531 | 482 | green = i; |
wminix3 | 11:cdea2c9ec531 | 483 | Thread::wait(10); |
wminix3 | 11:cdea2c9ec531 | 484 | } |
wminix3 | 11:cdea2c9ec531 | 485 | green = 0.25; |
wminix3 | 11:cdea2c9ec531 | 486 | Thread::wait(300); |
wminix3 | 11:cdea2c9ec531 | 487 | for (float i = 0.25; i > 0.0; i = i - 0.05) { |
wminix3 | 11:cdea2c9ec531 | 488 | green = i; |
wminix3 | 11:cdea2c9ec531 | 489 | Thread::wait(10); |
wminix3 | 11:cdea2c9ec531 | 490 | } |
wminix3 | 11:cdea2c9ec531 | 491 | green = 0.0; |
wminix3 | 11:cdea2c9ec531 | 492 | for (float i = 0.0; i < 0.5; i = i + 0.05) { |
wminix3 | 11:cdea2c9ec531 | 493 | blue = i; |
wminix3 | 11:cdea2c9ec531 | 494 | Thread::wait(10); |
wminix3 | 11:cdea2c9ec531 | 495 | } |
wminix3 | 11:cdea2c9ec531 | 496 | blue = 0.5; |
wminix3 | 11:cdea2c9ec531 | 497 | Thread::wait(300); |
wminix3 | 11:cdea2c9ec531 | 498 | for (float i = 0.5; i > 0.0; i = i - 0.05) { |
wminix3 | 11:cdea2c9ec531 | 499 | blue = i; |
wminix3 | 11:cdea2c9ec531 | 500 | Thread::wait(10); |
wminix3 | 11:cdea2c9ec531 | 501 | } |
wminix3 | 11:cdea2c9ec531 | 502 | blue = 0.0; |
wminix3 | 11:cdea2c9ec531 | 503 | } |
wminix3 | 11:cdea2c9ec531 | 504 | // Checks in game sound conditions |
wminix3 | 11:cdea2c9ec531 | 505 | while(begin_game || begin_game2) // added OR begin_game2 so that music/sounds play during one-player or two-player |
wminix3 | 11:cdea2c9ec531 | 506 | { |
wminix3 | 11:cdea2c9ec531 | 507 | // play firing sound when the player fires |
wminix3 | 11:cdea2c9ec531 | 508 | if(!pb && missile.status == PLAYER_MISSILE_INACTIVE) { |
wminix3 | 11:cdea2c9ec531 | 509 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 510 | green = 0.0; |
wminix3 | 11:cdea2c9ec531 | 511 | blue = 0.0; |
wminix3 | 11:cdea2c9ec531 | 512 | red = 0.5; |
wminix3 | 11:cdea2c9ec531 | 513 | Thread::wait(200); |
wminix3 | 11:cdea2c9ec531 | 514 | green = 0.15; |
wminix3 | 11:cdea2c9ec531 | 515 | Thread::wait(200); |
wminix3 | 11:cdea2c9ec531 | 516 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 517 | green = 0.0; |
wminix3 | 11:cdea2c9ec531 | 518 | } |
wminix3 | 11:cdea2c9ec531 | 519 | |
wminix3 | 11:cdea2c9ec531 | 520 | // if player hit, play hit sound |
wminix3 | 11:cdea2c9ec531 | 521 | if (hit_player) |
wminix3 | 11:cdea2c9ec531 | 522 | { |
wminix3 | 11:cdea2c9ec531 | 523 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 524 | green = 0.0; |
wminix3 | 11:cdea2c9ec531 | 525 | blue = 0.0; |
wminix3 | 11:cdea2c9ec531 | 526 | red = 0.5; |
wminix3 | 11:cdea2c9ec531 | 527 | Thread::wait(60); |
wminix3 | 11:cdea2c9ec531 | 528 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 529 | Thread::wait(60); |
wminix3 | 11:cdea2c9ec531 | 530 | red = 0.5; |
wminix3 | 11:cdea2c9ec531 | 531 | Thread::wait(60); |
wminix3 | 11:cdea2c9ec531 | 532 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 533 | Thread::wait(60); |
wminix3 | 11:cdea2c9ec531 | 534 | red = 0.5; |
wminix3 | 11:cdea2c9ec531 | 535 | Thread::wait(60); |
wminix3 | 11:cdea2c9ec531 | 536 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 537 | } |
wminix3 | 11:cdea2c9ec531 | 538 | Thread::wait(500); |
wminix3 | 11:cdea2c9ec531 | 539 | } |
wminix3 | 11:cdea2c9ec531 | 540 | |
wminix3 | 11:cdea2c9ec531 | 541 | // players gameover voice if player loses |
wminix3 | 11:cdea2c9ec531 | 542 | while(gameover) |
wminix3 | 11:cdea2c9ec531 | 543 | { |
wminix3 | 11:cdea2c9ec531 | 544 | for (float i = 0.0; i < 0.25; i = i + 0.05) { |
wminix3 | 11:cdea2c9ec531 | 545 | red = i; |
wminix3 | 11:cdea2c9ec531 | 546 | Thread::wait(10); |
wminix3 | 11:cdea2c9ec531 | 547 | } |
wminix3 | 11:cdea2c9ec531 | 548 | red = 0.25; |
wminix3 | 11:cdea2c9ec531 | 549 | Thread::wait(300); |
wminix3 | 11:cdea2c9ec531 | 550 | for (float i = 0.25; i > 0.0; i = i - 0.05) { |
wminix3 | 11:cdea2c9ec531 | 551 | red = i; |
wminix3 | 11:cdea2c9ec531 | 552 | Thread::wait(10); |
wminix3 | 11:cdea2c9ec531 | 553 | } |
wminix3 | 11:cdea2c9ec531 | 554 | red = 0.0; |
wminix3 | 11:cdea2c9ec531 | 555 | Thread::wait(500); |
wminix3 | 11:cdea2c9ec531 | 556 | } |
wminix3 | 11:cdea2c9ec531 | 557 | } |
wminix3 | 11:cdea2c9ec531 | 558 | } |
wminix3 | 10:1eeb21ef7b2c | 559 | /* |
wminix3 | 5:b7934866b264 | 560 | // Thread added for mbed communication, which allows two-player -- Brice |
wminix3 | 6:c44055f94cc3 | 561 | void mbedSend(void const *args) { |
wminix3 | 4:739f6e0dd8af | 562 | while(1) { |
wminix3 | 5:b7934866b264 | 563 | while(numPlayers == 1) Thread::yield(); // with one player, thread is unneeded and should yield. |
wminix3 | 5:b7934866b264 | 564 | while(!first_player_ready || !second_player_ready) { // while either player isn't ready, send a start code, and become ready |
wminix3 | 4:739f6e0dd8af | 565 | //if (!first_player_ready || !second_player_ready) { |
wminix3 | 8:27c4345be3db | 566 | mbedLock.lock(); |
wminix3 | 4:739f6e0dd8af | 567 | secondMbed.putc('S'); |
wminix3 | 8:27c4345be3db | 568 | mbedLock.unlock(); |
wminix3 | 4:739f6e0dd8af | 569 | first_player_ready = true; |
wminix3 | 10:1eeb21ef7b2c | 570 | pc.printf("first player ready"); |
wminix3 | 7:9a826617be92 | 571 | Thread::wait(1000); |
wminix3 | 4:739f6e0dd8af | 572 | //} |
wminix3 | 6:c44055f94cc3 | 573 | // 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 | 574 | // if (secondMbed.getc() == 'S') { |
wminix3 | 6:c44055f94cc3 | 575 | // second_player_ready = true; |
wminix3 | 6:c44055f94cc3 | 576 | // pc.printf("second play ready"); |
wminix3 | 6:c44055f94cc3 | 577 | // } |
wminix3 | 6:c44055f94cc3 | 578 | // } |
wminix3 | 6:c44055f94cc3 | 579 | // Thread::wait(1000); // run once a second |
wminix3 | 5:b7934866b264 | 580 | } |
wminix3 | 5:b7934866b264 | 581 | if (two_player_win) { // if this player wins, notify the other mbed/player that they lost. |
wminix3 | 8:27c4345be3db | 582 | mbedLock.lock(); |
wminix3 | 5:b7934866b264 | 583 | secondMbed.putc('W'); |
wminix3 | 8:27c4345be3db | 584 | mbedLock.unlock(); |
wminix3 | 4:739f6e0dd8af | 585 | } |
wminix3 | 6:c44055f94cc3 | 586 | //if (secondMbed.readable()) { |
wminix3 | 6:c44055f94cc3 | 587 | // if (secondMbed.getc() == 'W') { |
wminix3 | 6:c44055f94cc3 | 588 | // two_player_lose = true; |
wminix3 | 6:c44055f94cc3 | 589 | // } |
wminix3 | 6:c44055f94cc3 | 590 | //} |
wminix3 | 7:9a826617be92 | 591 | Thread::wait(2000); // check twice a second for a win |
wminix3 | 6:c44055f94cc3 | 592 | } |
wminix3 | 6:c44055f94cc3 | 593 | } |
wminix3 | 10:1eeb21ef7b2c | 594 | */ |
wminix3 | 10:1eeb21ef7b2c | 595 | /* |
wminix3 | 6:c44055f94cc3 | 596 | void mbedReceive(void const *args) { |
wminix3 | 7:9a826617be92 | 597 | char rx; |
wminix3 | 6:c44055f94cc3 | 598 | while(1) { |
wminix3 | 10:1eeb21ef7b2c | 599 | rx = '0'; |
wminix3 | 8:27c4345be3db | 600 | mbedLock.lock(); |
wminix3 | 7:9a826617be92 | 601 | while(numPlayers == 1 || !secondMbed.readable()) { |
wminix3 | 9:c22613b0007a | 602 | mbedLock.unlock(); |
wminix3 | 10:1eeb21ef7b2c | 603 | pc.printf("yielding"); |
wminix3 | 7:9a826617be92 | 604 | Thread::yield(); // with one player, thread is unneeded and should yield. |
wminix3 | 7:9a826617be92 | 605 | } |
wminix3 | 7:9a826617be92 | 606 | rx = secondMbed.getc(); |
wminix3 | 10:1eeb21ef7b2c | 607 | pc.printf("%c", rx); |
wminix3 | 8:27c4345be3db | 608 | mbedLock.unlock(); |
wminix3 | 7:9a826617be92 | 609 | if (rx == 'S') { |
wminix3 | 7:9a826617be92 | 610 | second_player_ready = true; |
wminix3 | 10:1eeb21ef7b2c | 611 | pc.printf("second play ready"); |
wminix3 | 6:c44055f94cc3 | 612 | } |
wminix3 | 6:c44055f94cc3 | 613 | // Thread::wait(1000); // run once a second |
wminix3 | 6:c44055f94cc3 | 614 | //} |
wminix3 | 7:9a826617be92 | 615 | if (rx == 'W') { |
wminix3 | 6:c44055f94cc3 | 616 | two_player_lose = true; |
wminix3 | 5:b7934866b264 | 617 | } |
wminix3 | 10:1eeb21ef7b2c | 618 | Thread::wait(3000); // check twice a second for a win |
wminix3 | 10:1eeb21ef7b2c | 619 | } |
wminix3 | 10:1eeb21ef7b2c | 620 | } |
wminix3 | 10:1eeb21ef7b2c | 621 | */ |
wminix3 | 10:1eeb21ef7b2c | 622 | |
wminix3 | 10:1eeb21ef7b2c | 623 | // UNCOMMENT THIS THREAD IF SECOND PLAYER AND COMMENT MASTER THREAD |
wminix3 | 10:1eeb21ef7b2c | 624 | /* |
wminix3 | 10:1eeb21ef7b2c | 625 | // The slave mbed device (second player) should uncomment this thread -- Brice |
wminix3 | 10:1eeb21ef7b2c | 626 | void mbedSlave(void const *args) { |
wminix3 | 10:1eeb21ef7b2c | 627 | char rx; |
wminix3 | 10:1eeb21ef7b2c | 628 | while(1) { |
wminix3 | 10:1eeb21ef7b2c | 629 | while(numPlayers == 1) Thread::yield(); |
wminix3 | 10:1eeb21ef7b2c | 630 | rx = '0'; |
wminix3 | 10:1eeb21ef7b2c | 631 | if (secondMbed.readable()) { |
wminix3 | 10:1eeb21ef7b2c | 632 | rx = secondMbed.getc(); |
wminix3 | 10:1eeb21ef7b2c | 633 | if (!begin_game2 && rx == 'S') { |
wminix3 | 10:1eeb21ef7b2c | 634 | secondMbed.putc(rx); |
wminix3 | 10:1eeb21ef7b2c | 635 | first_player_ready = true; |
wminix3 | 10:1eeb21ef7b2c | 636 | second_player_ready = true; |
wminix3 | 10:1eeb21ef7b2c | 637 | } else if (begin_game2 && rx == 'W') { |
wminix3 | 10:1eeb21ef7b2c | 638 | secondMbed.putc(rx); |
wminix3 | 10:1eeb21ef7b2c | 639 | first_player_ready = false; |
wminix3 | 10:1eeb21ef7b2c | 640 | second_player_ready = false; |
wminix3 | 10:1eeb21ef7b2c | 641 | two_player_lose = true; |
wminix3 | 10:1eeb21ef7b2c | 642 | } |
wminix3 | 10:1eeb21ef7b2c | 643 | } |
wminix3 | 10:1eeb21ef7b2c | 644 | if (begin_game2 && two_player_win) { |
wminix3 | 10:1eeb21ef7b2c | 645 | secondMbed.putc('W'); |
wminix3 | 10:1eeb21ef7b2c | 646 | 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 | 647 | rx = secondMbed.getc(); |
wminix3 | 10:1eeb21ef7b2c | 648 | if (rx == 'W') { |
wminix3 | 10:1eeb21ef7b2c | 649 | begin_game2 = false; |
wminix3 | 10:1eeb21ef7b2c | 650 | first_player_ready = false; |
wminix3 | 10:1eeb21ef7b2c | 651 | second_player_ready = false; |
wminix3 | 10:1eeb21ef7b2c | 652 | } |
wminix3 | 10:1eeb21ef7b2c | 653 | } |
wminix3 | 10:1eeb21ef7b2c | 654 | Thread::wait(1000); |
wminix3 | 10:1eeb21ef7b2c | 655 | } |
wminix3 | 10:1eeb21ef7b2c | 656 | } |
wminix3 | 10:1eeb21ef7b2c | 657 | */ |
wminix3 | 10:1eeb21ef7b2c | 658 | |
wminix3 | 10:1eeb21ef7b2c | 659 | // UNCOMMENT THIS THREAD IF FIRST PLAYER AND COMMENT SLAVE THREAD |
wminix3 | 10:1eeb21ef7b2c | 660 | // The master mbed device (second player) should uncomment this thread -- Brice |
wminix3 | 10:1eeb21ef7b2c | 661 | void mbedMaster(void const *args) { |
wminix3 | 10:1eeb21ef7b2c | 662 | char rx; |
wminix3 | 10:1eeb21ef7b2c | 663 | while(1) { |
wminix3 | 10:1eeb21ef7b2c | 664 | while(numPlayers == 1) Thread::yield(); |
wminix3 | 10:1eeb21ef7b2c | 665 | rx = '0'; |
wminix3 | 10:1eeb21ef7b2c | 666 | if (!begin_game2) { |
wminix3 | 10:1eeb21ef7b2c | 667 | secondMbed.putc('S'); |
wminix3 | 10:1eeb21ef7b2c | 668 | while(!secondMbed.readable()) wait(0.5); // okay to lock up until can confirm game is ready. --Brice |
wminix3 | 10:1eeb21ef7b2c | 669 | rx = secondMbed.getc(); |
wminix3 | 10:1eeb21ef7b2c | 670 | if (rx == 'S') { |
wminix3 | 10:1eeb21ef7b2c | 671 | first_player_ready = true; |
wminix3 | 10:1eeb21ef7b2c | 672 | second_player_ready = true; |
wminix3 | 10:1eeb21ef7b2c | 673 | } |
wminix3 | 10:1eeb21ef7b2c | 674 | } else { |
wminix3 | 10:1eeb21ef7b2c | 675 | if (secondMbed.readable()) { |
wminix3 | 10:1eeb21ef7b2c | 676 | rx = secondMbed.getc(); |
wminix3 | 10:1eeb21ef7b2c | 677 | if (rx == 'W') { |
wminix3 | 10:1eeb21ef7b2c | 678 | secondMbed.putc(rx); |
wminix3 | 10:1eeb21ef7b2c | 679 | first_player_ready = false; |
wminix3 | 10:1eeb21ef7b2c | 680 | second_player_ready = false; |
wminix3 | 10:1eeb21ef7b2c | 681 | two_player_lose = true; |
wminix3 | 10:1eeb21ef7b2c | 682 | } |
wminix3 | 10:1eeb21ef7b2c | 683 | } |
wminix3 | 10:1eeb21ef7b2c | 684 | if (two_player_win) { |
wminix3 | 10:1eeb21ef7b2c | 685 | secondMbed.putc('W'); |
wminix3 | 10:1eeb21ef7b2c | 686 | 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 | 687 | rx = secondMbed.getc(); |
wminix3 | 10:1eeb21ef7b2c | 688 | if (rx == 'W') { |
wminix3 | 10:1eeb21ef7b2c | 689 | begin_game2 = false; |
wminix3 | 10:1eeb21ef7b2c | 690 | first_player_ready = false; |
wminix3 | 10:1eeb21ef7b2c | 691 | second_player_ready = false; |
wminix3 | 10:1eeb21ef7b2c | 692 | } |
wminix3 | 10:1eeb21ef7b2c | 693 | } |
wminix3 | 10:1eeb21ef7b2c | 694 | } |
wminix3 | 10:1eeb21ef7b2c | 695 | Thread::wait(1000); |
wminix3 | 4:739f6e0dd8af | 696 | } |
wminix3 | 4:739f6e0dd8af | 697 | } |
wminix3 | 4:739f6e0dd8af | 698 | |
michaeljson | 0:3817adfaeb06 | 699 | int main() { |
michaeljson | 0:3817adfaeb06 | 700 | |
michaeljson | 0:3817adfaeb06 | 701 | // Initialization of Setup variables |
michaeljson | 0:3817adfaeb06 | 702 | int blk_x, blk_y; |
michaeljson | 0:3817adfaeb06 | 703 | pb.mode(PullUp); |
michaeljson | 0:3817adfaeb06 | 704 | |
michaeljson | 0:3817adfaeb06 | 705 | Thread thread(playstart); // intializes the thread to play sound |
wminix3 | 10:1eeb21ef7b2c | 706 | // Should only have the Slave thread uncommented if second player. |
wminix3 | 10:1eeb21ef7b2c | 707 | // Should only have the Master thread uncommented if first player. |
wminix3 | 10:1eeb21ef7b2c | 708 | //Thread thread2(mbedSlave); // uncommented if second player -- Brice |
wminix3 | 10:1eeb21ef7b2c | 709 | Thread thread3(mbedMaster); // uncommented if first player -- Brice |
wminix3 | 11:cdea2c9ec531 | 710 | Thread thread4(ledEffects); // thread added for LED lighting effects -- Brice |
michaeljson | 0:3817adfaeb06 | 711 | uLCD.baudrate(500000); // set to 500000 to increase smooth gameplay |
michaeljson | 0:3817adfaeb06 | 712 | |
michaeljson | 0:3817adfaeb06 | 713 | // Initialization of Game Menu variables |
michaeljson | 0:3817adfaeb06 | 714 | const int title_x_pos = 2; // initial x-pos of title |
michaeljson | 0:3817adfaeb06 | 715 | const int title_y_pos = 3; // initial y-pos of title |
michaeljson | 0:3817adfaeb06 | 716 | int start_label_x_pos = 7; // start label x-pos |
michaeljson | 0:3817adfaeb06 | 717 | int start_label_y_pos = 7; // start label y-pos |
michaeljson | 0:3817adfaeb06 | 718 | int level_cursor_x_pos = 5; // level cursor x-position |
wminix3 | 2:4a3f97570578 | 719 | int level_cursor_y_pos_start = 7; // level cursor y-position |
wminix3 | 2:4a3f97570578 | 720 | //int level_cursor_y_pos = 7; // initial level_cursor_y_pos @ start -- Added by Brice for more menu options |
wminix3 | 2:4a3f97570578 | 721 | int level_cursor_y_pos_end = 8; // BOTTOM CURSOR POS -- Added by Brice for more menu options |
michaeljson | 0:3817adfaeb06 | 722 | int gameover_x_pos = 5; // gameover label x-position |
michaeljson | 0:3817adfaeb06 | 723 | int gameover_y_pos = 5; // gameover label y-position |
michaeljson | 0:3817adfaeb06 | 724 | int win_x_pos = 2; // congratulations label x-position |
michaeljson | 0:3817adfaeb06 | 725 | int win_y_pos = 5; // congratulations label y-position |
michaeljson | 0:3817adfaeb06 | 726 | int startover_x_pos = 3; // startover label x-position |
michaeljson | 0:3817adfaeb06 | 727 | int startover_y_pos = 8; // startover label y-position |
michaeljson | 0:3817adfaeb06 | 728 | |
michaeljson | 0:3817adfaeb06 | 729 | // intialize temporary score and current score |
michaeljson | 0:3817adfaeb06 | 730 | int temp = 0; |
michaeljson | 0:3817adfaeb06 | 731 | int score = 0; |
michaeljson | 0:3817adfaeb06 | 732 | |
wminix3 | 2:4a3f97570578 | 733 | // Additional globals added for two-player and one-player capabilities (by Brice) |
wminix3 | 2:4a3f97570578 | 734 | |
michaeljson | 0:3817adfaeb06 | 735 | // Begin game loop |
michaeljson | 0:3817adfaeb06 | 736 | while(1) |
michaeljson | 0:3817adfaeb06 | 737 | { |
michaeljson | 0:3817adfaeb06 | 738 | // initialize all starting conditions for the beginning of the game |
michaeljson | 0:3817adfaeb06 | 739 | game_menu = true; // defaults to display menu screen |
michaeljson | 0:3817adfaeb06 | 740 | ENEMY_MOVE = true; // defaults to move enemy |
michaeljson | 0:3817adfaeb06 | 741 | DIRECTION = 1; // default to move right |
michaeljson | 0:3817adfaeb06 | 742 | hit_player = 0; // default to not player hit |
michaeljson | 0:3817adfaeb06 | 743 | MOVE_DOWN = 0; // default to not move down |
michaeljson | 0:3817adfaeb06 | 744 | lose = false; // default to not lose |
michaeljson | 0:3817adfaeb06 | 745 | lives = 3; // defaults to 3 lives |
michaeljson | 0:3817adfaeb06 | 746 | score = 0; // default to score of 0 |
wminix3 | 2:4a3f97570578 | 747 | int level_cursor_y_pos = 7; // initial level_cursor_y_pos @ start -- Added by Brice for more menu options |
michaeljson | 0:3817adfaeb06 | 748 | uLCD.cls(); |
wminix3 | 2:4a3f97570578 | 749 | // Brice moved this out of the loop since it shouldn't change |
wminix3 | 2:4a3f97570578 | 750 | //uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position |
wminix3 | 2:4a3f97570578 | 751 | //uLCD.printf("SPACE INVADERS"); // Title |
michaeljson | 0:3817adfaeb06 | 752 | // Implementation of Game Menu |
michaeljson | 0:3817adfaeb06 | 753 | while(game_menu) |
michaeljson | 0:3817adfaeb06 | 754 | { |
wminix3 | 2:4a3f97570578 | 755 | // Brice added this in order to move the cursor through the menu options |
wminix3 | 2:4a3f97570578 | 756 | uLCD.locate(level_cursor_x_pos, level_cursor_y_pos); |
wminix3 | 2:4a3f97570578 | 757 | uLCD.printf(" "); |
wminix3 | 2:4a3f97570578 | 758 | if (myNav.down() && level_cursor_y_pos < level_cursor_y_pos_end) { |
wminix3 | 2:4a3f97570578 | 759 | level_cursor_y_pos += 1; |
wminix3 | 2:4a3f97570578 | 760 | } else if (myNav.up() && level_cursor_y_pos > level_cursor_y_pos_start) { |
wminix3 | 2:4a3f97570578 | 761 | level_cursor_y_pos -= 1; |
wminix3 | 2:4a3f97570578 | 762 | } |
wminix3 | 2:4a3f97570578 | 763 | // end of movable cursor |
michaeljson | 0:3817adfaeb06 | 764 | uLCD.locate(level_cursor_x_pos,level_cursor_y_pos); // draws cursor next to "START" label |
michaeljson | 0:3817adfaeb06 | 765 | uLCD.printf("->"); |
michaeljson | 0:3817adfaeb06 | 766 | |
michaeljson | 0:3817adfaeb06 | 767 | uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position |
michaeljson | 0:3817adfaeb06 | 768 | uLCD.printf("SPACE INVADERS"); // Title |
michaeljson | 0:3817adfaeb06 | 769 | |
michaeljson | 0:3817adfaeb06 | 770 | uLCD.locate(start_label_x_pos,start_label_y_pos); // "START" label position |
wminix3 | 2:4a3f97570578 | 771 | uLCD.printf("ONE-PLAYER"); |
wminix3 | 2:4a3f97570578 | 772 | |
wminix3 | 2:4a3f97570578 | 773 | uLCD.locate(start_label_x_pos,start_label_y_pos + 1); |
wminix3 | 2:4a3f97570578 | 774 | uLCD.printf("TWO-PLAYER"); |
michaeljson | 0:3817adfaeb06 | 775 | // if pushbutton is pressed, game menu is exited and game begins |
michaeljson | 0:3817adfaeb06 | 776 | if(!pb) |
michaeljson | 0:3817adfaeb06 | 777 | { |
michaeljson | 0:3817adfaeb06 | 778 | game_menu = false; |
wminix3 | 2:4a3f97570578 | 779 | if (level_cursor_y_pos == start_label_y_pos) { |
wminix3 | 2:4a3f97570578 | 780 | numPlayers = 1; |
wminix3 | 2:4a3f97570578 | 781 | } else if (level_cursor_y_pos == start_label_y_pos + 1) { |
wminix3 | 2:4a3f97570578 | 782 | numPlayers = 2; |
wminix3 | 6:c44055f94cc3 | 783 | pc.printf("num players: 2"); |
wminix3 | 2:4a3f97570578 | 784 | } |
wminix3 | 3:e6c081c7f6f1 | 785 | Thread::wait(500); // changed this to Thread::wait ... originally wait(0.5); |
michaeljson | 0:3817adfaeb06 | 786 | } |
michaeljson | 0:3817adfaeb06 | 787 | } |
wminix3 | 4:739f6e0dd8af | 788 | 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 | 789 | if (numPlayers == 2 && first_player_ready && second_player_ready) { |
wminix3 | 5:b7934866b264 | 790 | begin_game2 = true; |
wminix3 | 5:b7934866b264 | 791 | numWins = 0; |
wminix3 | 5:b7934866b264 | 792 | } else { |
wminix3 | 5:b7934866b264 | 793 | begin_game = true; // defaults begin_game to true |
wminix3 | 5:b7934866b264 | 794 | } |
michaeljson | 0:3817adfaeb06 | 795 | |
michaeljson | 0:3817adfaeb06 | 796 | uLCD.cls(); |
michaeljson | 0:3817adfaeb06 | 797 | |
michaeljson | 0:3817adfaeb06 | 798 | // Draw the enemies |
michaeljson | 0:3817adfaeb06 | 799 | draw_enemies_level(); |
michaeljson | 0:3817adfaeb06 | 800 | |
michaeljson | 0:3817adfaeb06 | 801 | // Draw the player |
michaeljson | 0:3817adfaeb06 | 802 | draw_initial_player(); |
michaeljson | 0:3817adfaeb06 | 803 | |
michaeljson | 0:3817adfaeb06 | 804 | // sets the initial position of player missile and enemy missile (later updated) |
michaeljson | 0:3817adfaeb06 | 805 | blk_x = player.player_blk_x+(player.player_width/2); |
michaeljson | 0:3817adfaeb06 | 806 | blk_y = player.player_blk_y; |
michaeljson | 0:3817adfaeb06 | 807 | missile_init(&missile, blk_x, blk_y, WHITE); |
michaeljson | 1:618aa2c4ca6a | 808 | int e_blk_x = 0; |
michaeljson | 1:618aa2c4ca6a | 809 | int e_blk_y = 2; |
michaeljson | 1:618aa2c4ca6a | 810 | enemy_missile_init(&enemy_missile, e_blk_x, e_blk_y, WHITE); |
michaeljson | 0:3817adfaeb06 | 811 | |
michaeljson | 0:3817adfaeb06 | 812 | // prints lives |
michaeljson | 0:3817adfaeb06 | 813 | uLCD.locate(0,0); |
michaeljson | 0:3817adfaeb06 | 814 | uLCD.printf("Lives:%i", lives); |
michaeljson | 0:3817adfaeb06 | 815 | |
michaeljson | 0:3817adfaeb06 | 816 | // prints score |
michaeljson | 0:3817adfaeb06 | 817 | uLCD.locate(9,0); |
michaeljson | 0:3817adfaeb06 | 818 | uLCD.printf("Score:%i", score); |
michaeljson | 0:3817adfaeb06 | 819 | |
michaeljson | 0:3817adfaeb06 | 820 | // game play loop |
michaeljson | 0:3817adfaeb06 | 821 | while(begin_game) |
michaeljson | 0:3817adfaeb06 | 822 | { |
michaeljson | 0:3817adfaeb06 | 823 | // updates score |
michaeljson | 0:3817adfaeb06 | 824 | temp = score; |
michaeljson | 0:3817adfaeb06 | 825 | score = (15-numOfEnemies)*15; |
michaeljson | 0:3817adfaeb06 | 826 | |
michaeljson | 0:3817adfaeb06 | 827 | // prints score if score changes |
michaeljson | 0:3817adfaeb06 | 828 | if (score != temp) |
michaeljson | 0:3817adfaeb06 | 829 | { |
michaeljson | 0:3817adfaeb06 | 830 | uLCD.locate(9,0); |
michaeljson | 0:3817adfaeb06 | 831 | uLCD.printf("Score:%i", score); |
michaeljson | 0:3817adfaeb06 | 832 | } |
michaeljson | 0:3817adfaeb06 | 833 | |
michaeljson | 0:3817adfaeb06 | 834 | // move enemy |
michaeljson | 0:3817adfaeb06 | 835 | enemy_motion(); |
michaeljson | 0:3817adfaeb06 | 836 | |
michaeljson | 0:3817adfaeb06 | 837 | // checks if player missile passes y-pos of row1 |
michaeljson | 0:3817adfaeb06 | 838 | if (missile.missile_blk_y+1-missile.missile_height <= enemy_1.enemy_blk_y |
michaeljson | 0:3817adfaeb06 | 839 | && missile.missile_blk_y+1-missile.missile_height >= enemy_1.enemy_blk_y-enemy_1.enemy_height) |
michaeljson | 0:3817adfaeb06 | 840 | { |
michaeljson | 0:3817adfaeb06 | 841 | check_hit_enemy_row1(); |
michaeljson | 0:3817adfaeb06 | 842 | } |
michaeljson | 0:3817adfaeb06 | 843 | |
michaeljson | 0:3817adfaeb06 | 844 | // checks if player missile passes y-pos of row2 |
michaeljson | 0:3817adfaeb06 | 845 | if (missile.missile_blk_y+1-missile.missile_height <= enemy_6.enemy_blk_y |
michaeljson | 0:3817adfaeb06 | 846 | && missile.missile_blk_y+1-missile.missile_height >= enemy_6.enemy_blk_y-enemy_6.enemy_height) |
michaeljson | 0:3817adfaeb06 | 847 | { |
michaeljson | 0:3817adfaeb06 | 848 | check_hit_enemy_row2(); |
michaeljson | 0:3817adfaeb06 | 849 | } |
michaeljson | 0:3817adfaeb06 | 850 | |
michaeljson | 0:3817adfaeb06 | 851 | // checks if player missile passes y-pos of row3 |
michaeljson | 0:3817adfaeb06 | 852 | if (missile.missile_blk_y+1-missile.missile_height <= enemy_11.enemy_blk_y |
michaeljson | 0:3817adfaeb06 | 853 | && missile.missile_blk_y+1-missile.missile_height >= enemy_11.enemy_blk_y-enemy_11.enemy_height) |
michaeljson | 0:3817adfaeb06 | 854 | { |
michaeljson | 0:3817adfaeb06 | 855 | check_hit_enemy_row3(); |
michaeljson | 0:3817adfaeb06 | 856 | } |
michaeljson | 0:3817adfaeb06 | 857 | |
michaeljson | 0:3817adfaeb06 | 858 | // Random Enemy Fire |
michaeljson | 0:3817adfaeb06 | 859 | if (enemy_missile.status == ENEMY_MISSILE_INACTIVE) |
michaeljson | 0:3817adfaeb06 | 860 | { |
michaeljson | 0:3817adfaeb06 | 861 | random_attack_gen(); |
michaeljson | 0:3817adfaeb06 | 862 | } |
michaeljson | 0:3817adfaeb06 | 863 | |
michaeljson | 0:3817adfaeb06 | 864 | // checks if enemy missile passes y-pos of player |
michaeljson | 0:3817adfaeb06 | 865 | if (enemy_missile.missile_blk_y >= player.player_blk_y |
michaeljson | 0:3817adfaeb06 | 866 | && enemy_missile.missile_blk_y <= player.player_blk_y+player.player_height) |
michaeljson | 0:3817adfaeb06 | 867 | { |
michaeljson | 0:3817adfaeb06 | 868 | check_player_hit(); |
michaeljson | 0:3817adfaeb06 | 869 | } |
michaeljson | 0:3817adfaeb06 | 870 | |
michaeljson | 0:3817adfaeb06 | 871 | update_missile_pos(&missile); // updates player missile position |
michaeljson | 0:3817adfaeb06 | 872 | update_enemy_missile_pos(&enemy_missile); // updates enemy missile position |
michaeljson | 0:3817adfaeb06 | 873 | |
michaeljson | 0:3817adfaeb06 | 874 | // Player Movement checked with navigation switch |
michaeljson | 0:3817adfaeb06 | 875 | if (myNav.left() && ((player.player_blk_x-3) > 0)) |
michaeljson | 0:3817adfaeb06 | 876 | { |
michaeljson | 0:3817adfaeb06 | 877 | player_erase(&player); |
michaeljson | 0:3817adfaeb06 | 878 | player.player_blk_x -= 3; |
michaeljson | 0:3817adfaeb06 | 879 | player_show(&player); |
michaeljson | 0:3817adfaeb06 | 880 | } |
michaeljson | 0:3817adfaeb06 | 881 | else if (myNav.right() && ((player.player_blk_x+3) < (128-player.player_width))) |
michaeljson | 0:3817adfaeb06 | 882 | { |
michaeljson | 0:3817adfaeb06 | 883 | player_erase(&player); |
michaeljson | 0:3817adfaeb06 | 884 | player.player_blk_x += 3; |
michaeljson | 0:3817adfaeb06 | 885 | player_show(&player); |
michaeljson | 0:3817adfaeb06 | 886 | } |
michaeljson | 0:3817adfaeb06 | 887 | |
michaeljson | 0:3817adfaeb06 | 888 | // Player Fire |
michaeljson | 0:3817adfaeb06 | 889 | if (pb == 0 && missile.status == PLAYER_MISSILE_INACTIVE) |
michaeljson | 0:3817adfaeb06 | 890 | { |
michaeljson | 0:3817adfaeb06 | 891 | missile.missile_blk_x = player.player_blk_x+(player.player_width/2); |
michaeljson | 0:3817adfaeb06 | 892 | missile.missile_blk_y = player.player_blk_y; |
michaeljson | 0:3817adfaeb06 | 893 | missile.status = PLAYER_MISSILE_ACTIVE; |
michaeljson | 0:3817adfaeb06 | 894 | } |
michaeljson | 0:3817adfaeb06 | 895 | |
michaeljson | 0:3817adfaeb06 | 896 | // checks if player destroyed all enemies |
michaeljson | 0:3817adfaeb06 | 897 | if (numOfEnemies == 0) |
michaeljson | 0:3817adfaeb06 | 898 | { |
michaeljson | 0:3817adfaeb06 | 899 | uLCD.cls(); |
michaeljson | 0:3817adfaeb06 | 900 | |
michaeljson | 0:3817adfaeb06 | 901 | bool win = true; // sets win to true, for win screen |
michaeljson | 0:3817adfaeb06 | 902 | begin_game = false; |
michaeljson | 0:3817adfaeb06 | 903 | |
michaeljson | 0:3817adfaeb06 | 904 | // displays video clip |
michaeljson | 0:3817adfaeb06 | 905 | uLCD.cls(); |
michaeljson | 0:3817adfaeb06 | 906 | uLCD.media_init(); |
michaeljson | 0:3817adfaeb06 | 907 | uLCD.set_sector_address(0x00, 0x00); |
michaeljson | 0:3817adfaeb06 | 908 | uLCD.display_video(0,0); |
wminix3 | 5:b7934866b264 | 909 | Thread::wait(1000); // changed from wait(1) to Thread::wait(1000) since we're using threads -- Brice |
michaeljson | 0:3817adfaeb06 | 910 | |
michaeljson | 0:3817adfaeb06 | 911 | uLCD.cls(); |
michaeljson | 0:3817adfaeb06 | 912 | |
michaeljson | 0:3817adfaeb06 | 913 | // prints "Congratulations" on uLCD |
michaeljson | 0:3817adfaeb06 | 914 | uLCD.locate(win_x_pos,win_y_pos); |
michaeljson | 0:3817adfaeb06 | 915 | uLCD.printf("CONGRATULATIONS!"); |
michaeljson | 0:3817adfaeb06 | 916 | |
michaeljson | 0:3817adfaeb06 | 917 | // prints "Play Again?" and "Press pb..." |
michaeljson | 0:3817adfaeb06 | 918 | uLCD.locate(startover_x_pos, startover_y_pos); |
michaeljson | 0:3817adfaeb06 | 919 | uLCD.printf("Play Again?"); |
michaeljson | 0:3817adfaeb06 | 920 | uLCD.locate(startover_x_pos, startover_y_pos+1); |
michaeljson | 0:3817adfaeb06 | 921 | uLCD.printf("Press pb..."); |
michaeljson | 0:3817adfaeb06 | 922 | |
michaeljson | 0:3817adfaeb06 | 923 | // waits at win screen until pushbutton is pressed |
michaeljson | 0:3817adfaeb06 | 924 | while (win) |
michaeljson | 0:3817adfaeb06 | 925 | { |
michaeljson | 0:3817adfaeb06 | 926 | // if pb is pressed, reset game to start menu |
michaeljson | 0:3817adfaeb06 | 927 | if (!pb) |
michaeljson | 0:3817adfaeb06 | 928 | { |
michaeljson | 0:3817adfaeb06 | 929 | win = false; |
wminix3 | 5:b7934866b264 | 930 | Thread::wait(500); // changed from wait(0.5) to Thread::wait(500) since we're using threads |
michaeljson | 0:3817adfaeb06 | 931 | } |
michaeljson | 0:3817adfaeb06 | 932 | } |
michaeljson | 0:3817adfaeb06 | 933 | |
michaeljson | 0:3817adfaeb06 | 934 | } |
michaeljson | 0:3817adfaeb06 | 935 | |
michaeljson | 0:3817adfaeb06 | 936 | // checks if player was hit |
michaeljson | 0:3817adfaeb06 | 937 | if (hit_player) |
michaeljson | 0:3817adfaeb06 | 938 | { |
michaeljson | 0:3817adfaeb06 | 939 | // updates lives |
michaeljson | 0:3817adfaeb06 | 940 | lives -= 1; |
wminix3 | 5:b7934866b264 | 941 | Thread::wait(500); // changed from wait(0.5) to Thread::wait since we're using threads -- Brice |
michaeljson | 0:3817adfaeb06 | 942 | hit_player = 0; |
michaeljson | 0:3817adfaeb06 | 943 | player_show(&player); |
michaeljson | 0:3817adfaeb06 | 944 | player.status = PLAYER_ALIVE; |
michaeljson | 0:3817adfaeb06 | 945 | |
michaeljson | 0:3817adfaeb06 | 946 | // prints updated lives number |
michaeljson | 0:3817adfaeb06 | 947 | uLCD.locate(0,0); |
michaeljson | 0:3817adfaeb06 | 948 | uLCD.printf("Lives:%i", lives); |
michaeljson | 0:3817adfaeb06 | 949 | } |
michaeljson | 0:3817adfaeb06 | 950 | |
michaeljson | 0:3817adfaeb06 | 951 | // if player loses all lives or enemy reaches the player |
michaeljson | 0:3817adfaeb06 | 952 | if (lose || lives == 0) |
michaeljson | 0:3817adfaeb06 | 953 | { |
michaeljson | 0:3817adfaeb06 | 954 | begin_game = false; // set to false to end game |
michaeljson | 0:3817adfaeb06 | 955 | uLCD.cls(); |
michaeljson | 0:3817adfaeb06 | 956 | |
michaeljson | 0:3817adfaeb06 | 957 | gameover = true; // set to go to display gameover screen |
michaeljson | 0:3817adfaeb06 | 958 | |
michaeljson | 0:3817adfaeb06 | 959 | // prints "GAMEOVER" to uLCD |
michaeljson | 0:3817adfaeb06 | 960 | uLCD.locate(gameover_x_pos, gameover_y_pos); |
michaeljson | 0:3817adfaeb06 | 961 | uLCD.printf("GAMEOVER"); |
wminix3 | 5:b7934866b264 | 962 | Thread::wait(1000); // changed from wait(1) to thread::wait since we're using threads -- Brice |
michaeljson | 0:3817adfaeb06 | 963 | |
michaeljson | 0:3817adfaeb06 | 964 | // prints "Play Again?" and "Press pb..." |
michaeljson | 0:3817adfaeb06 | 965 | uLCD.locate(startover_x_pos, startover_y_pos); |
michaeljson | 0:3817adfaeb06 | 966 | uLCD.printf("Play Again?"); |
michaeljson | 0:3817adfaeb06 | 967 | uLCD.locate(startover_x_pos, startover_y_pos+1); |
michaeljson | 0:3817adfaeb06 | 968 | uLCD.printf("Press pb..."); |
michaeljson | 0:3817adfaeb06 | 969 | |
michaeljson | 0:3817adfaeb06 | 970 | // stays in gameover screen until pb is pressed |
michaeljson | 0:3817adfaeb06 | 971 | while (gameover) |
michaeljson | 0:3817adfaeb06 | 972 | { |
michaeljson | 0:3817adfaeb06 | 973 | // if pb is pressed, game is reset to the game menu screen |
michaeljson | 0:3817adfaeb06 | 974 | if (!pb) |
michaeljson | 0:3817adfaeb06 | 975 | { |
michaeljson | 0:3817adfaeb06 | 976 | gameover = false; |
michaeljson | 0:3817adfaeb06 | 977 | game_menu = true; |
wminix3 | 5:b7934866b264 | 978 | Thread::wait(500); // changed wait(0.5) to Thread::wait since we're using threads -- Brice |
wminix3 | 5:b7934866b264 | 979 | } |
wminix3 | 5:b7934866b264 | 980 | } |
wminix3 | 5:b7934866b264 | 981 | } |
wminix3 | 5:b7934866b264 | 982 | |
wminix3 | 5:b7934866b264 | 983 | } |
wminix3 | 5:b7934866b264 | 984 | // game play loop |
wminix3 | 5:b7934866b264 | 985 | while(begin_game2) |
wminix3 | 5:b7934866b264 | 986 | { |
wminix3 | 5:b7934866b264 | 987 | // updates score |
wminix3 | 5:b7934866b264 | 988 | temp = score; |
wminix3 | 5:b7934866b264 | 989 | score = (15-numOfEnemies)*15; |
wminix3 | 5:b7934866b264 | 990 | |
wminix3 | 5:b7934866b264 | 991 | // prints score if score changes |
wminix3 | 5:b7934866b264 | 992 | if (score != temp) |
wminix3 | 5:b7934866b264 | 993 | { |
wminix3 | 5:b7934866b264 | 994 | uLCD.locate(9,0); |
wminix3 | 5:b7934866b264 | 995 | uLCD.printf("Score:%i", score); |
wminix3 | 5:b7934866b264 | 996 | } |
wminix3 | 5:b7934866b264 | 997 | |
wminix3 | 5:b7934866b264 | 998 | // move enemy |
wminix3 | 5:b7934866b264 | 999 | enemy_motion(); |
wminix3 | 5:b7934866b264 | 1000 | |
wminix3 | 5:b7934866b264 | 1001 | // checks if player missile passes y-pos of row1 |
wminix3 | 5:b7934866b264 | 1002 | if (missile.missile_blk_y+1-missile.missile_height <= enemy_1.enemy_blk_y |
wminix3 | 5:b7934866b264 | 1003 | && missile.missile_blk_y+1-missile.missile_height >= enemy_1.enemy_blk_y-enemy_1.enemy_height) |
wminix3 | 5:b7934866b264 | 1004 | { |
wminix3 | 5:b7934866b264 | 1005 | check_hit_enemy_row1(); |
wminix3 | 5:b7934866b264 | 1006 | } |
wminix3 | 5:b7934866b264 | 1007 | |
wminix3 | 5:b7934866b264 | 1008 | // checks if player missile passes y-pos of row2 |
wminix3 | 5:b7934866b264 | 1009 | if (missile.missile_blk_y+1-missile.missile_height <= enemy_6.enemy_blk_y |
wminix3 | 5:b7934866b264 | 1010 | && missile.missile_blk_y+1-missile.missile_height >= enemy_6.enemy_blk_y-enemy_6.enemy_height) |
wminix3 | 5:b7934866b264 | 1011 | { |
wminix3 | 5:b7934866b264 | 1012 | check_hit_enemy_row2(); |
wminix3 | 5:b7934866b264 | 1013 | } |
wminix3 | 5:b7934866b264 | 1014 | |
wminix3 | 5:b7934866b264 | 1015 | // checks if player missile passes y-pos of row3 |
wminix3 | 5:b7934866b264 | 1016 | if (missile.missile_blk_y+1-missile.missile_height <= enemy_11.enemy_blk_y |
wminix3 | 5:b7934866b264 | 1017 | && missile.missile_blk_y+1-missile.missile_height >= enemy_11.enemy_blk_y-enemy_11.enemy_height) |
wminix3 | 5:b7934866b264 | 1018 | { |
wminix3 | 5:b7934866b264 | 1019 | check_hit_enemy_row3(); |
wminix3 | 5:b7934866b264 | 1020 | } |
wminix3 | 5:b7934866b264 | 1021 | |
wminix3 | 5:b7934866b264 | 1022 | // Random Enemy Fire |
wminix3 | 5:b7934866b264 | 1023 | if (enemy_missile.status == ENEMY_MISSILE_INACTIVE) |
wminix3 | 5:b7934866b264 | 1024 | { |
wminix3 | 5:b7934866b264 | 1025 | random_attack_gen(); |
wminix3 | 5:b7934866b264 | 1026 | } |
wminix3 | 5:b7934866b264 | 1027 | |
wminix3 | 5:b7934866b264 | 1028 | // checks if enemy missile passes y-pos of player |
wminix3 | 5:b7934866b264 | 1029 | if (enemy_missile.missile_blk_y >= player.player_blk_y |
wminix3 | 5:b7934866b264 | 1030 | && enemy_missile.missile_blk_y <= player.player_blk_y+player.player_height) |
wminix3 | 5:b7934866b264 | 1031 | { |
wminix3 | 5:b7934866b264 | 1032 | check_player_hit(); |
wminix3 | 5:b7934866b264 | 1033 | } |
wminix3 | 5:b7934866b264 | 1034 | |
wminix3 | 5:b7934866b264 | 1035 | update_missile_pos(&missile); // updates player missile position |
wminix3 | 5:b7934866b264 | 1036 | update_enemy_missile_pos(&enemy_missile); // updates enemy missile position |
wminix3 | 5:b7934866b264 | 1037 | |
wminix3 | 5:b7934866b264 | 1038 | // Player Movement checked with navigation switch |
wminix3 | 5:b7934866b264 | 1039 | if (myNav.left() && ((player.player_blk_x-3) > 0)) |
wminix3 | 5:b7934866b264 | 1040 | { |
wminix3 | 5:b7934866b264 | 1041 | player_erase(&player); |
wminix3 | 5:b7934866b264 | 1042 | player.player_blk_x -= 3; |
wminix3 | 5:b7934866b264 | 1043 | player_show(&player); |
wminix3 | 5:b7934866b264 | 1044 | } |
wminix3 | 5:b7934866b264 | 1045 | else if (myNav.right() && ((player.player_blk_x+3) < (128-player.player_width))) |
wminix3 | 5:b7934866b264 | 1046 | { |
wminix3 | 5:b7934866b264 | 1047 | player_erase(&player); |
wminix3 | 5:b7934866b264 | 1048 | player.player_blk_x += 3; |
wminix3 | 5:b7934866b264 | 1049 | player_show(&player); |
wminix3 | 5:b7934866b264 | 1050 | } |
wminix3 | 5:b7934866b264 | 1051 | |
wminix3 | 5:b7934866b264 | 1052 | // Player Fire |
wminix3 | 5:b7934866b264 | 1053 | if (pb == 0 && missile.status == PLAYER_MISSILE_INACTIVE) |
wminix3 | 5:b7934866b264 | 1054 | { |
wminix3 | 5:b7934866b264 | 1055 | missile.missile_blk_x = player.player_blk_x+(player.player_width/2); |
wminix3 | 5:b7934866b264 | 1056 | missile.missile_blk_y = player.player_blk_y; |
wminix3 | 5:b7934866b264 | 1057 | missile.status = PLAYER_MISSILE_ACTIVE; |
wminix3 | 5:b7934866b264 | 1058 | } |
wminix3 | 5:b7934866b264 | 1059 | |
wminix3 | 5:b7934866b264 | 1060 | // checks if player destroyed all enemies |
wminix3 | 5:b7934866b264 | 1061 | if (numOfEnemies == 0) |
wminix3 | 5:b7934866b264 | 1062 | { |
wminix3 | 5:b7934866b264 | 1063 | uLCD.cls(); |
wminix3 | 5:b7934866b264 | 1064 | |
wminix3 | 5:b7934866b264 | 1065 | bool win = true; // sets win to true, for win screen |
wminix3 | 5:b7934866b264 | 1066 | numWins += 1; |
wminix3 | 5:b7934866b264 | 1067 | if (numWins == 3) { |
wminix3 | 10:1eeb21ef7b2c | 1068 | //begin_game2 = false; // Allow the mbed communication thread to change the begin_game2 bool to false after letting other mbed know. |
wminix3 | 5:b7934866b264 | 1069 | two_player_win = true; |
wminix3 | 5:b7934866b264 | 1070 | } |
wminix3 | 5:b7934866b264 | 1071 | |
wminix3 | 5:b7934866b264 | 1072 | // displays video clip |
wminix3 | 5:b7934866b264 | 1073 | uLCD.cls(); |
wminix3 | 5:b7934866b264 | 1074 | uLCD.media_init(); |
wminix3 | 5:b7934866b264 | 1075 | uLCD.set_sector_address(0x00, 0x00); |
wminix3 | 5:b7934866b264 | 1076 | uLCD.display_video(0,0); |
wminix3 | 5:b7934866b264 | 1077 | Thread::wait(1000); // changed from wait(1) |
wminix3 | 5:b7934866b264 | 1078 | |
wminix3 | 5:b7934866b264 | 1079 | uLCD.cls(); |
wminix3 | 5:b7934866b264 | 1080 | if (!two_player_win) { |
wminix3 | 5:b7934866b264 | 1081 | // prints "Number of Wins" on uLCD -- Brice. A step towards victory, not a complete victory. |
wminix3 | 5:b7934866b264 | 1082 | uLCD.locate(win_x_pos,win_y_pos); |
wminix3 | 5:b7934866b264 | 1083 | uLCD.printf("YOU HAVE %d WINS!", numWins); |
wminix3 | 5:b7934866b264 | 1084 | |
wminix3 | 5:b7934866b264 | 1085 | // prints "Continue?" and "Press pb..." Keep trying to get points --Brice. |
wminix3 | 5:b7934866b264 | 1086 | uLCD.locate(startover_x_pos, startover_y_pos); |
wminix3 | 5:b7934866b264 | 1087 | uLCD.printf("Continue?"); |
wminix3 | 5:b7934866b264 | 1088 | uLCD.locate(startover_x_pos, startover_y_pos+1); |
wminix3 | 5:b7934866b264 | 1089 | uLCD.printf("Press pb..."); |
wminix3 | 5:b7934866b264 | 1090 | |
wminix3 | 5:b7934866b264 | 1091 | // waits at win screen until pushbutton is pressed |
wminix3 | 5:b7934866b264 | 1092 | while (win) |
wminix3 | 5:b7934866b264 | 1093 | { |
wminix3 | 5:b7934866b264 | 1094 | // if pb is pressed, reset game to start menu |
wminix3 | 5:b7934866b264 | 1095 | if (!pb) |
wminix3 | 5:b7934866b264 | 1096 | { |
wminix3 | 5:b7934866b264 | 1097 | win = false; |
wminix3 | 5:b7934866b264 | 1098 | Thread::wait(500); // changed from wait(0.5) since we have threads -- Brice |
wminix3 | 5:b7934866b264 | 1099 | } |
wminix3 | 5:b7934866b264 | 1100 | } |
wminix3 | 5:b7934866b264 | 1101 | } else { |
wminix3 | 5:b7934866b264 | 1102 | // prints CONGRATULATIONS! since player has won. --Brice |
wminix3 | 5:b7934866b264 | 1103 | uLCD.locate(win_x_pos,win_y_pos); |
wminix3 | 5:b7934866b264 | 1104 | uLCD.printf("CONGRATULATIONS!"); |
wminix3 | 5:b7934866b264 | 1105 | |
wminix3 | 5:b7934866b264 | 1106 | // prints "Return to menu?" and "Press pb..." --Brice. |
wminix3 | 5:b7934866b264 | 1107 | uLCD.locate(startover_x_pos, startover_y_pos); |
wminix3 | 5:b7934866b264 | 1108 | uLCD.printf("Return to menu?"); |
wminix3 | 5:b7934866b264 | 1109 | uLCD.locate(startover_x_pos, startover_y_pos+1); |
wminix3 | 5:b7934866b264 | 1110 | uLCD.printf("Press pb..."); |
wminix3 | 5:b7934866b264 | 1111 | |
wminix3 | 5:b7934866b264 | 1112 | // waits at win screen until pushbutton is pressed |
wminix3 | 5:b7934866b264 | 1113 | while (two_player_win) |
wminix3 | 5:b7934866b264 | 1114 | { |
wminix3 | 5:b7934866b264 | 1115 | // if pb is pressed, reset game to start menu |
wminix3 | 5:b7934866b264 | 1116 | if (!pb) |
wminix3 | 5:b7934866b264 | 1117 | { |
wminix3 | 5:b7934866b264 | 1118 | two_player_win = false; // close win -- Brice |
wminix3 | 5:b7934866b264 | 1119 | game_menu = true; // go back to menu -- Brice |
wminix3 | 5:b7934866b264 | 1120 | Thread::wait(500); // changed from wait(0.5) since we have threads -- Brice |
wminix3 | 5:b7934866b264 | 1121 | } |
wminix3 | 5:b7934866b264 | 1122 | } |
wminix3 | 5:b7934866b264 | 1123 | } |
wminix3 | 5:b7934866b264 | 1124 | } |
wminix3 | 5:b7934866b264 | 1125 | |
wminix3 | 5:b7934866b264 | 1126 | // checks if player was hit |
wminix3 | 5:b7934866b264 | 1127 | if (hit_player) |
wminix3 | 5:b7934866b264 | 1128 | { |
wminix3 | 5:b7934866b264 | 1129 | // updates lives |
wminix3 | 5:b7934866b264 | 1130 | lives -= 1; |
wminix3 | 5:b7934866b264 | 1131 | Thread::wait(500); // changed from wait(0.5) since we're using threads --Brice |
wminix3 | 5:b7934866b264 | 1132 | hit_player = 0; |
wminix3 | 5:b7934866b264 | 1133 | player_show(&player); |
wminix3 | 5:b7934866b264 | 1134 | player.status = PLAYER_ALIVE; |
wminix3 | 5:b7934866b264 | 1135 | |
wminix3 | 5:b7934866b264 | 1136 | // prints updated lives number |
wminix3 | 5:b7934866b264 | 1137 | uLCD.locate(0,0); |
wminix3 | 5:b7934866b264 | 1138 | uLCD.printf("Lives:%i", lives); |
wminix3 | 5:b7934866b264 | 1139 | } |
wminix3 | 5:b7934866b264 | 1140 | |
wminix3 | 5:b7934866b264 | 1141 | // if player loses all lives or enemy reaches the player |
wminix3 | 5:b7934866b264 | 1142 | if (lose || lives == 0) |
wminix3 | 5:b7934866b264 | 1143 | { |
wminix3 | 5:b7934866b264 | 1144 | //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 | 1145 | uLCD.cls(); |
wminix3 | 5:b7934866b264 | 1146 | |
wminix3 | 5:b7934866b264 | 1147 | gameover = true; // set to go to display gameover screen |
wminix3 | 5:b7934866b264 | 1148 | |
wminix3 | 5:b7934866b264 | 1149 | // prints "GAMEOVER" to uLCD |
wminix3 | 5:b7934866b264 | 1150 | uLCD.locate(gameover_x_pos, gameover_y_pos); |
wminix3 | 5:b7934866b264 | 1151 | uLCD.printf("YOU DIED"); |
wminix3 | 5:b7934866b264 | 1152 | Thread::wait(1000); // changed from wait(1) since we have multiple threads -- Brice |
wminix3 | 5:b7934866b264 | 1153 | |
wminix3 | 5:b7934866b264 | 1154 | // prints "Play Again?" and "Press pb..." |
wminix3 | 5:b7934866b264 | 1155 | uLCD.locate(startover_x_pos, startover_y_pos); |
wminix3 | 5:b7934866b264 | 1156 | uLCD.printf("Keep trying!"); |
wminix3 | 5:b7934866b264 | 1157 | uLCD.locate(startover_x_pos, startover_y_pos+1); |
wminix3 | 5:b7934866b264 | 1158 | uLCD.printf("Press pb..."); |
wminix3 | 5:b7934866b264 | 1159 | |
wminix3 | 5:b7934866b264 | 1160 | // stays in gameover screen until pb is pressed |
wminix3 | 5:b7934866b264 | 1161 | while (gameover) |
wminix3 | 5:b7934866b264 | 1162 | { |
wminix3 | 5:b7934866b264 | 1163 | // if pb is pressed, game is reset to the game menu screen |
wminix3 | 5:b7934866b264 | 1164 | if (!pb) |
wminix3 | 5:b7934866b264 | 1165 | { |
wminix3 | 5:b7934866b264 | 1166 | gameover = false; |
wminix3 | 5:b7934866b264 | 1167 | //game_menu = true; // removed since other player must win three times for game to be over. |
wminix3 | 5:b7934866b264 | 1168 | Thread::wait(500); // changed from wait(0.5) since we have threads. |
wminix3 | 5:b7934866b264 | 1169 | } |
wminix3 | 5:b7934866b264 | 1170 | } |
wminix3 | 5:b7934866b264 | 1171 | } |
wminix3 | 5:b7934866b264 | 1172 | if (two_player_lose) |
wminix3 | 5:b7934866b264 | 1173 | { |
wminix3 | 5:b7934866b264 | 1174 | begin_game2 = false; // set to false to end game. End game since other player won. |
wminix3 | 5:b7934866b264 | 1175 | uLCD.cls(); |
wminix3 | 5:b7934866b264 | 1176 | |
wminix3 | 5:b7934866b264 | 1177 | gameover = true; // set to go to display gameover screen |
wminix3 | 5:b7934866b264 | 1178 | |
wminix3 | 5:b7934866b264 | 1179 | // prints "GAMEOVER" to uLCD |
wminix3 | 5:b7934866b264 | 1180 | uLCD.locate(gameover_x_pos, gameover_y_pos); |
wminix3 | 5:b7934866b264 | 1181 | uLCD.printf("GAMEOVER"); |
wminix3 | 5:b7934866b264 | 1182 | Thread::wait(1000); // thread wait since we have multiple threads -- Brice |
wminix3 | 5:b7934866b264 | 1183 | |
wminix3 | 5:b7934866b264 | 1184 | // prints "Return to menu?" and "Press pb..." |
wminix3 | 5:b7934866b264 | 1185 | uLCD.locate(startover_x_pos, startover_y_pos); |
wminix3 | 5:b7934866b264 | 1186 | uLCD.printf("Return to menu?"); |
wminix3 | 5:b7934866b264 | 1187 | uLCD.locate(startover_x_pos, startover_y_pos+1); |
wminix3 | 5:b7934866b264 | 1188 | uLCD.printf("Press pb..."); |
wminix3 | 5:b7934866b264 | 1189 | |
wminix3 | 5:b7934866b264 | 1190 | // stays in gameover screen until pb is pressed |
wminix3 | 5:b7934866b264 | 1191 | while (gameover) |
wminix3 | 5:b7934866b264 | 1192 | { |
wminix3 | 5:b7934866b264 | 1193 | // if pb is pressed, game is reset to the game menu screen |
wminix3 | 5:b7934866b264 | 1194 | if (!pb) |
wminix3 | 5:b7934866b264 | 1195 | { |
wminix3 | 5:b7934866b264 | 1196 | gameover = false; |
wminix3 | 5:b7934866b264 | 1197 | two_player_lose = false; // end lose. |
wminix3 | 5:b7934866b264 | 1198 | game_menu = true; // removed since other player must win three times for game to be over. |
wminix3 | 5:b7934866b264 | 1199 | Thread::wait(500); // changed from wait(0.5) since we have threads. |
michaeljson | 0:3817adfaeb06 | 1200 | } |
michaeljson | 0:3817adfaeb06 | 1201 | } |
michaeljson | 0:3817adfaeb06 | 1202 | } |
michaeljson | 0:3817adfaeb06 | 1203 | |
michaeljson | 0:3817adfaeb06 | 1204 | } |
michaeljson | 0:3817adfaeb06 | 1205 | } |
michaeljson | 0:3817adfaeb06 | 1206 | } |