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
barrier.cpp
- Committer:
- wminix3
- Date:
- 2021-04-28
- Revision:
- 28:a2dac56af32f
- Parent:
- 26:3270c6edd7d9
File content as of revision 28:a2dac56af32f:
#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! } */ // draw barrier on uLCD and set the boolean array to keep track of non-destroyed pixels 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. Keep track of destroyed pixels. 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); } // initialize a barrier with height and width 20, color green, and 0s in the boolean array 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); } // erase the barrier and set the boolean array to 0 so that missiles can go through this area. void barrier_erase(barrier_t *g) { erase_barrier(g->barrier_blk_x, g->barrier_blk_y, g->barrier_width, g->barrier_height); memset(g->barrierPixels, 0, sizeof(bool) * 20 * 20); } // check barrier for being hit by player or enemy missiles 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); } } } } } }