Important changes to repositories hosted on mbed.com
Mbed hosted mercurial repositories are deprecated and are due to be permanently deleted in July 2026.
To keep a copy of this software download the repository Zip archive or clone locally using Mercurial.
It is also possible to export all your personal repositories from the account settings page.
Dependencies: mbed wave_player mbed-rtos 4DGL-uLCD-SE SparkfunAnalogJoystick SDFileSystem LSM9DS1_Library_cal_updated
Fork of Two-PlayerSpaceInvaders by
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);
}
}
}
}
}
}

