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
player.cpp
- Committer:
- wminix3
- Date:
- 2021-04-29
- Revision:
- 33:d17d71103d41
- Parent:
- 28:a2dac56af32f
File content as of revision 33:d17d71103d41:
#include "player.h" #include "missile.h" /* #define GREEN 0x00FF00 #define BLUE 0x0000FF #define PINK 0xFFC0CB #define PURPLE 0x800080 #define YELLOW 0xFFFF00 #define RED 0xFF0000 // 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 the player as a nicer looking sprite (closer to original game). Draw the sprite with the appropriately colored pixels. void draw_player_object(int blk_x, int blk_y, int player_color, int p_width, int p_height) { char* colors; //uLCD.filled_rectangle(blk_x,blk_y,blk_x+p_width,blk_y+p_height,player_color); if (player_color == GREEN) { colors = "000000G00000000000GGG0000000000GGG000000GGGGGGGGGGG0GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG"; } else if (player_color == BLUE) { colors = "000000B00000000000BBB0000000000BBB000000BBBBBBBBBBB0BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB"; } else if (player_color == PINK) { colors = "000000P00000000000PPP0000000000PPP000000PPPPPPPPPPP0PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP"; } else if (player_color == PURPLE) { colors = "000000U00000000000UUU0000000000UUU000000UUUUUUUUUUU0UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU"; } else if (player_color == RED) { colors = "000000R00000000000RRR0000000000RRR000000RRRRRRRRRRR0RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR"; } else { colors = "000000Y00000000000YYY0000000000YYY000000YYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY"; } /* "000000G000000 00000GGG00000 00000GGG00000 0GGGGGGGGGGG0 GGGGGGGGGGGGG GGGGGGGGGGGGG GGGGGGGGGGGGG GGGGGGGGGGGGG */ draw_img(blk_x, blk_y, p_width, p_height, colors); } void erase_player(int blk_x, int blk_y, int p_width, int p_height) { uLCD.filled_rectangle(blk_x,blk_y,blk_x+p_width,blk_y+p_height,BACKGROUND_COLOR); } void player_init(player_t * g, int blk_x, int blk_y, int color) { g->player_blk_x = blk_x; g->player_blk_y = blk_y; g->player_color = 0x00FF00; //g->player_height = 8; //g->player_width = 8; g->player_height = 8; g->player_width = 13; // change width of player to 13 for a nicer looking sprite g->status = PLAYER_ALIVE; } void player_show(player_t * g) { draw_player_object(g->player_blk_x, g->player_blk_y, g->player_color, g->player_width, g->player_height); } void player_erase(player_t *g) { erase_player(g->player_blk_x, g->player_blk_y, g->player_width, g->player_height); } int check_player(player_t * g, missile_t * h) { int player_died = 0; if (g->status == PLAYER_ALIVE && ((h->missile_blk_x >= g->player_blk_x) && (h->missile_blk_x <= (g->player_blk_x + g->player_width)))) { player_erase(g); g->status = PLAYER_DEAD; player_died = 1; h->status = ENEMY_MISSILE_EXPLODED; } return player_died; }