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
Diff: barrier.cpp
- Revision:
- 23:56f6a12aaebd
- Child:
- 26:3270c6edd7d9
--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/barrier.cpp Mon Apr 26 21:53:25 2021 +0000 @@ -0,0 +1,150 @@ +#include "barrier.h" +#include "missile.h" +#include "globals.h" +/* +#define GREEN 0x00FF00 + +// Modified from the RPG Game from ECE 2035. Draw more complex player object (with changing color). +void draw_img(int u, int v, int width, int height, const char* img) +{ + int colors[width*height]; + for (int i = 0; i < width*height; i++) + { + if (img[i] == 'G') colors[i] = GREEN; + //else if (img[i] == 'B') colors[i] = BLUE; + //else if (img[i] == 'P') colors[i] = PINK; + //else if (img[i] == 'U') colors[i] = PURPLE; + //else if (img[i] == 'Y') colors[i] = YELLOW; + //else if (img[i] == 'R') colors[i] = RED; + else colors[i] = BLACK; + } + uLCD.BLIT(u, v, width, height, colors); + wait_us(250); // Recovery time! +} +*/ + +void draw_barrier_object(int blk_x, int blk_y, int barrier_color, int barrier_width, int barrier_height, barrier_t *g) +{ + char* colors; + //uLCD.filled_rectangle(blk_x,blk_y,blk_x+p_width,blk_y+p_height,player_color); + if (barrier_color == GREEN) { + colors = "000000GGGGGGGG00000000000GGGGGGGGGG000000000GGGGGGGGGGGG0000000GGGGGGGGGGGGGG00000GGGGGGGGGGGGGGGG000GGGGGGGGGGGGGGGGGG0GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG00000000GGGGGGGGGGG0000000000GGGGGGGGG000000000000GGGGGGGG000000000000GGGGGGGG000000000000GGGG"; + } + + /* 000000GGGGGGGG000000 + 00000GGGGGGGGGG00000 + 0000GGGGGGGGGGGG0000 + 000GGGGGGGGGGGGGG000 + 00GGGGGGGGGGGGGGGG00 + 0GGGGGGGGGGGGGGGGGG0 + GGGGGGGGGGGGGGGGGGGG + GGGGGGGGGGGGGGGGGGGG + GGGGGGGGGGGGGGGGGGGG + GGGGGGGGGGGGGGGGGGGG + GGGGGGGGGGGGGGGGGGGG + GGGGGGGGGGGGGGGGGGGG + GGGGGGGGGGGGGGGGGGGG + GGGGGGGGGGGGGGGGGGGG + GGGGGGGGGGGGGGGGGGGG + GGGGGG00000000GGGGGG + GGGGG0000000000GGGGG + GGGG000000000000GGGG + GGGG000000000000GGGG + GGGG000000000000GGGG */ + // This initializes the boolean array of pixels to be 1 when the pixel is green and 0 when the pixel is black. + for (int x = 0; x < 20; x++) { + for (int y = 0; y < 20; y++) { + g->barrierPixels[y*20 + x] = (colors[y*20 + x] == 'G'); + } + } + draw_img(blk_x, blk_y, barrier_width, barrier_height, colors); // draw the barrier +} + +void erase_barrier(int blk_x, int blk_y, int barrier_width, int barrier_height) +{ + uLCD.filled_rectangle(blk_x,blk_y,blk_x+barrier_width,blk_y+barrier_height,BACKGROUND_COLOR); +} + +void barrier_init(barrier_t * g, int blk_x, int blk_y, int color) +{ + g->barrier_blk_x = blk_x; + g->barrier_blk_y = blk_y; + g->barrier_color = 0x00FF00; + //g->player_height = 8; + //g->player_width = 8; + g->barrier_height = 20; + g->barrier_width = 20; + memset(g->barrierPixels, 0, sizeof(bool) * 20 * 20); + //g->status = PLAYER_ALIVE; +} + +void barrier_show(barrier_t * g) +{ + draw_barrier_object(g->barrier_blk_x, g->barrier_blk_y, g->barrier_color, g->barrier_width, g->barrier_height, g); +} + +void barrier_erase(barrier_t *g) +{ + erase_barrier(g->barrier_blk_x, g->barrier_blk_y, g->barrier_width, g->barrier_height); +} + +void check_barrier(barrier_t * g, missile_t * h) +{ + //int barrier_died = 0; + // handle the two possible types of missiles: player and enemy. + if (h->status == ENEMY_MISSILE_ACTIVE) { + if (((h->missile_blk_x >= g->barrier_blk_x) && (h->missile_blk_x <= (g->barrier_blk_x + g->barrier_width))) + && ((h->missile_blk_y >= g->barrier_blk_y) && (h->missile_blk_y <= (g->barrier_blk_y + g->barrier_height))) + && ((g->barrierPixels[h->missile_blk_x - g->barrier_blk_x + (h->missile_blk_y - g->barrier_blk_y)*20]))) + { + //player_erase(g); + // "destroy" the pixels surrounding the impact of the missile in a 11x6 rectangle. Set the colors of these pixels to black. + for (int x = h->missile_blk_x - 5; ((x <= h->missile_blk_x + 5) && (x <= g->barrier_blk_x + g->barrier_width)); x++) { + for (int y = h->missile_blk_y; ((y <= h->missile_blk_y + 5) && (y <= g->barrier_blk_y + g->barrier_height)); y++) { + if (x >= g->barrier_blk_x) { + g->barrierPixels[x - g->barrier_blk_x + (y - g->barrier_blk_y)*20] = 0; + uLCD.pixel(x, y, BLACK); + } + } + } + h->status = ENEMY_MISSILE_EXPLODED; + } + } else { + //printf("%d\n\r", h->missile_blk_y - h->missile_height <= g->barrier_blk_y); + //uLCD.filled_rectangle(h->missile_blk_x, h->missile_blk_y - h->missile_height, h->missile_blk_x+1, h->missile_blk_y - h->missile_height + 2, RED); + //uLCD.filled_rectangle(g->barrier_blk_x, g->barrier_blk_y, g->barrier_blk_x + 1, g->barrier_blk_y + 2, RED); + //while(1) { + // printf("%d\n\r", h->missile_blk_y - h->missile_height >= g->barrier_blk_y); + //}; + //printf("%d\n\r", h->missile_blk_y - h->missile_height); + //printf("%d\n\r", h->missile_blk_y); + //printf("%d\n\r", g->barrier_blk_y); + if (((h->missile_blk_x >= g->barrier_blk_x) && (h->missile_blk_x <= (g->barrier_blk_x + g->barrier_width))) + && ((h->missile_blk_y - h->missile_height <= g->barrier_blk_y + g->barrier_height) && (h->missile_blk_y - h->missile_height >= g->barrier_blk_y)) + && ((g->barrierPixels[h->missile_blk_x - g->barrier_blk_x + (h->missile_blk_y - h->missile_height - g->barrier_blk_y)*20]))) + { + //player_erase(g); + // "destroy" the pixels surrounding the impact of the missile in a 11x6 rectangle. Set the colors of these pixels to black. + //printf("%d", h->missile_blk_y - h->missile_height <= g->barrier_blk_y + g->barrier_height); + h->status = PLAYER_MISSILE_EXPLODED; + for (int x = h->missile_blk_x - 5; ((x <= h->missile_blk_x + 5) && (x <= g->barrier_blk_x + g->barrier_width)); x++) { + for (int y = h->missile_blk_y - h->missile_height; ((y >= h->missile_blk_y - h->missile_height - 5) && (y >= g->barrier_blk_y)); y--) { + if (x >= g->barrier_blk_x) { + g->barrierPixels[x - g->barrier_blk_x + (y - g->barrier_blk_y)*20] = 0; + uLCD.pixel(x, y, BLACK); + } + } + } + } + } + //g->status = PLAYER_DEAD; + //player_died = 1; + // make sure to take into account both player and enemy missile types... + //if (h->status == PLAYER_MISSILE_ACTIVE) { + // h->status = PLAYER_MISSILE_EXPLODED; // missile explodes + //} else { + // h->status = ENEMY_MISSILE_EXPLODED; // missile explodes. + //} + //} + //return player_died; +} \ No newline at end of file