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

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

Fork of Two-PlayerSpaceInvaders by William Minix

test

Revision:
23:56f6a12aaebd
Child:
26:3270c6edd7d9
diff -r a907eeb128a4 -r 56f6a12aaebd barrier.cpp
--- /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;
+}
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