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Dependencies: mbed wave_player mbed-rtos 4DGL-uLCD-SE SparkfunAnalogJoystick SDFileSystem LSM9DS1_Library_cal_updated
Fork of Two-PlayerSpaceInvaders by
Diff: main.cpp
- Revision:
- 0:3817adfaeb06
- Child:
- 1:618aa2c4ca6a
diff -r 000000000000 -r 3817adfaeb06 main.cpp
--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp Tue Mar 15 19:09:51 2016 +0000
@@ -0,0 +1,698 @@
+#include "mbed.h"
+#include "SDFileSystem.h"
+#include "wave_player.h"
+#include "enemy.h"
+#include "player.h"
+#include "missile.h"
+#include "globals.h"
+#include "rtos.h"
+#include <string>
+
+/* ==== Navigation Switch ===== */
+class Nav_Switch
+{
+public:
+ Nav_Switch(PinName up,PinName down,PinName left,PinName right,PinName fire);
+ int read();
+//boolean functions to test each switch
+ bool up();
+ bool down();
+ bool left();
+ bool right();
+ bool fire();
+//automatic read on RHS
+ operator int ();
+//index to any switch array style
+ bool operator[](int index) {
+ return _pins[index];
+ };
+private:
+ BusIn _pins;
+
+};
+Nav_Switch::Nav_Switch (PinName up,PinName down,PinName left,PinName right,PinName fire):
+ _pins(up, down, left, right, fire)
+{
+ _pins.mode(PullUp); //needed if pullups not on board or a bare nav switch is used - delete otherwise
+ wait(0.001); //delays just a bit for pullups to pull inputs high
+}
+inline bool Nav_Switch::up()
+{
+ return !(_pins[0]);
+}
+inline bool Nav_Switch::down()
+{
+ return !(_pins[1]);
+}
+inline bool Nav_Switch::left()
+{
+ return !(_pins[2]);
+}
+inline bool Nav_Switch::right()
+{
+ return !(_pins[3]);
+}
+inline bool Nav_Switch::fire()
+{
+ return !(_pins[4]);
+}
+inline int Nav_Switch::read()
+{
+ return _pins.read();
+}
+inline Nav_Switch::operator int ()
+{
+ return _pins.read();
+}
+
+// Platform initialization
+uLCD_4DGL uLCD(p28,p27,p29); // LCD (serial tx, serial rx, reset pin;)
+AnalogOut DACout(p18); // speaker
+wave_player waver(&DACout); // wav player
+SDFileSystem sd(p5, p6, p7, p8, "sd"); // SD card and filesystem (mosi, miso, sck, cs)
+Nav_Switch myNav(p13, p10, p11, p9, p12); //pin order on Sparkfun breakout
+DigitalIn pb(p15); // push button for player misisle fire
+
+// Initialize all global enemy objects
+enemy_t enemy_1;
+enemy_t enemy_2;
+enemy_t enemy_3;
+enemy_t enemy_4;
+enemy_t enemy_5;
+enemy_t enemy_6;
+enemy_t enemy_7;
+enemy_t enemy_8;
+enemy_t enemy_9;
+enemy_t enemy_10;
+enemy_t enemy_11;
+enemy_t enemy_12;
+enemy_t enemy_13;
+enemy_t enemy_14;
+enemy_t enemy_15;
+
+// Initialize variables
+int numOfEnemies = 0;
+int ENEMY_MOVE = 1;
+int MOVE_DOWN = 0;
+int DIRECTION = 1;
+int firing_col = 0;
+int hit_player = 0;
+bool lose = false;
+int lives = 3;
+bool game_menu = false;
+bool begin_game = false;
+bool gameover = false;
+
+// Initialize global player object
+player_t player;
+
+// Intialize global player and enemy missile
+missile_t missile; // player missile
+missile_t enemy_missile; // enemy missile
+
+// Array of enemy objects
+enemy_t * enemyArray[15];
+
+// Function Prototypes
+void move_enemy_down();
+void playstart(void const *args);
+
+// Draws the enemies at the initial starting location
+void draw_enemies_level()
+{
+ // Initialize local variables
+ unsigned int start_x_pos = 12;
+ unsigned int start_enemy_y_pos = 20;
+ numOfEnemies = 15;
+
+ // First Row of Enemies
+ enemy_init(&enemy_1,start_x_pos,start_enemy_y_pos,WHITE); // initialize x-pos and y-pos and color of enemy
+ enemy_show(&enemy_1); // displays the enemy on uLCD
+
+ enemy_init(&enemy_2,start_x_pos+15,start_enemy_y_pos,WHITE);
+ enemy_show(&enemy_2);
+
+ enemy_init(&enemy_3,start_x_pos+30,start_enemy_y_pos,WHITE);
+ enemy_show(&enemy_3);
+
+ enemy_init(&enemy_4,start_x_pos+45,start_enemy_y_pos,WHITE);
+ enemy_show(&enemy_4);
+
+ enemy_init(&enemy_5,start_x_pos+60,start_enemy_y_pos,WHITE);
+ enemy_show(&enemy_5);
+
+ // Second Row of Enemies
+ enemy_init(&enemy_6,start_x_pos,start_enemy_y_pos+12,WHITE);
+ enemy_show(&enemy_6);
+
+ enemy_init(&enemy_7,start_x_pos+15,start_enemy_y_pos+12,WHITE);
+ enemy_show(&enemy_7);
+
+ enemy_init(&enemy_8,start_x_pos+30,start_enemy_y_pos+12,WHITE);
+ enemy_show(&enemy_8);
+
+ enemy_init(&enemy_9,start_x_pos+45,start_enemy_y_pos+12,WHITE);
+ enemy_show(&enemy_9);
+
+ enemy_init(&enemy_10,start_x_pos+60,start_enemy_y_pos+12,WHITE);
+ enemy_show(&enemy_10);
+
+ // Third Row of Enemies
+ enemy_init(&enemy_11,start_x_pos,start_enemy_y_pos+24,WHITE);
+ enemy_show(&enemy_11);
+
+ enemy_init(&enemy_12,start_x_pos+15,start_enemy_y_pos+24,WHITE);
+ enemy_show(&enemy_12);
+
+ enemy_init(&enemy_13,start_x_pos+30,start_enemy_y_pos+24,WHITE);
+ enemy_show(&enemy_13);
+
+ enemy_init(&enemy_14,start_x_pos+45,start_enemy_y_pos+24,WHITE);
+ enemy_show(&enemy_14);
+
+ enemy_init(&enemy_15,start_x_pos+60,start_enemy_y_pos+24,WHITE);
+ enemy_show(&enemy_15);
+
+ // Put enemy objects into array
+ enemyArray[0] = &enemy_1;
+ enemyArray[1] = &enemy_2;
+ enemyArray[2] = &enemy_3;
+ enemyArray[3] = &enemy_4;
+ enemyArray[4] = &enemy_5;
+ enemyArray[5] = &enemy_6;
+ enemyArray[6] = &enemy_7;
+ enemyArray[7] = &enemy_8;
+ enemyArray[8] = &enemy_9;
+ enemyArray[9] = &enemy_10;
+ enemyArray[10] = &enemy_11;
+ enemyArray[11] = &enemy_12;
+ enemyArray[12] = &enemy_13;
+ enemyArray[13] = &enemy_14;
+ enemyArray[14] = &enemy_15;
+}
+
+// Draws the player at the initial starting location
+void draw_initial_player()
+{
+ int start_x_pos = 59;
+ int start_y_pos = 110;
+
+ player_init(&player,start_x_pos,start_y_pos,WHITE); // intialize x-pos and y-pos and color of player
+ player_show(&player); // display player on uLCD
+}
+
+// Checks all enemies in row 1
+void check_hit_enemy_row1()
+{
+ int hit_enemy;
+
+ // First Row of Enemies
+ hit_enemy = check_enemy(&enemy_1, &missile); // checks if the missile hits the enemy and returns 1 if hit, 0 if not hit
+ numOfEnemies = numOfEnemies - hit_enemy; // updates the number of enemies left
+ hit_enemy = check_enemy(&enemy_2, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_3, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_4, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_5, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+}
+
+// Same as check_hit_enemy_row1, but checks enemies at row 2
+void check_hit_enemy_row2()
+{
+ int hit_enemy;
+
+ // Second Row of Enemies
+ hit_enemy = check_enemy(&enemy_6, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_7, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_8, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_9, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_10, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+}
+
+// Same as check_hit_enemy_row1, but checks enemies at row 3
+void check_hit_enemy_row3()
+{
+ int hit_enemy;
+
+ // Third Row of Enemies
+ hit_enemy = check_enemy(&enemy_11, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_12, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_13, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_14, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+ hit_enemy = check_enemy(&enemy_15, &missile);
+ numOfEnemies = numOfEnemies - hit_enemy;
+}
+
+// Checks if player is hit
+void check_player_hit()
+{
+ hit_player = check_player(&player, &enemy_missile); // checks if the missile hits the player and returns 1 if hit, 0 if not hit
+}
+
+// Randomly selects an enemy to fire and updates the position of where the missile will fire from
+void random_attack_gen()
+{
+ firing_col = rand() % 5; // selects a random column
+
+ // first checks if the 3rd row closest to the player is alive
+ if (enemyArray[firing_col+10]->status == ENEMY_ALIVE)
+ {
+ // If alive, the enemy missile position is updated to the center of the enemy
+ enemy_missile.missile_blk_x = enemyArray[firing_col+10]->enemy_blk_x + (enemyArray[firing_col+10]->enemy_width/2);
+ enemy_missile.missile_blk_y = enemyArray[firing_col+10]->enemy_blk_y + enemyArray[firing_col+10]->enemy_height + 1;
+ enemy_missile.status = ENEMY_MISSILE_ACTIVE; // sets the enemy missile as active
+ }
+ // if enemy at 3rd row is dead, checks the enemy in the 2nd row
+ else if (enemyArray[firing_col+5]->status == ENEMY_ALIVE)
+ {
+ // If alive, the enemy missile position is updated to the center of the enemy
+ enemy_missile.missile_blk_x = enemyArray[firing_col+5]->enemy_blk_x + (enemyArray[firing_col+5]->enemy_width/2);
+ enemy_missile.missile_blk_y = enemyArray[firing_col+5]->enemy_blk_y + enemyArray[firing_col+5]->enemy_height + 1;
+ enemy_missile.status = ENEMY_MISSILE_ACTIVE;
+ }
+ // if enemy at 2nd and 3rd row is dead, checks the enemy in the 1st row
+ else if (enemyArray[firing_col]->status == ENEMY_ALIVE)
+ {
+ // If alive, the enemy missile position is updated to the center of the enemy
+ enemy_missile.missile_blk_x = enemyArray[firing_col]->enemy_blk_x + (enemyArray[firing_col]->enemy_width/2);
+ enemy_missile.missile_blk_y = enemyArray[firing_col]->enemy_blk_y + enemyArray[firing_col]->enemy_height + 1;
+ enemy_missile.status = ENEMY_MISSILE_ACTIVE;
+ }
+}
+
+// moves the enemy
+void enemy_motion()
+{
+ // will move the enemy every 6 loops
+ if (ENEMY_MOVE % 6 == 0)
+ {
+ // FIrst Row of Enemies
+ MOVE_DOWN = move_enemy(&enemy_1, MOVE_DOWN, DIRECTION); // moves the enemy based on the DIRECTION passed in and also sends global MOVE_DOWN to update in enemy.cpp
+ MOVE_DOWN = move_enemy(&enemy_2, MOVE_DOWN, DIRECTION); // MOVE_DOWN will be 1 enemies reach the left or right edge of the screen
+ MOVE_DOWN = move_enemy(&enemy_3, MOVE_DOWN, DIRECTION); // MOVE_DOWN will be 2 if enemies reach the player, otherwise 0
+ MOVE_DOWN = move_enemy(&enemy_4, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_5, MOVE_DOWN, DIRECTION);
+
+ // Second Row of Enemies
+ MOVE_DOWN = move_enemy(&enemy_6, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_7, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_8, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_9, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_10, MOVE_DOWN, DIRECTION);
+
+ // Third Row of Enemies
+ MOVE_DOWN = move_enemy(&enemy_11, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_12, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_13, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_14, MOVE_DOWN, DIRECTION);
+ MOVE_DOWN = move_enemy(&enemy_15, MOVE_DOWN, DIRECTION);
+
+ // if MOVE_DOWN is 2, then the enemies have reached the player
+ if (MOVE_DOWN == 2)
+ {
+ lose = true; // set global lose to true to go to gameover screen
+ }
+
+ // if MOVE_DOWN is 1, update the y-pos of the enemies
+ if (MOVE_DOWN == 1)
+ {
+ move_enemy_down(); // updates the y-pos of the enemies
+
+ // Flips the direction when the enemy moves down
+ if (DIRECTION == 1)
+ {
+ DIRECTION = 2;
+ }
+ else
+ {
+ DIRECTION = 1;
+ }
+ MOVE_DOWN = 0; // sets MOVE_DOWN back to 0 to stop down movement until
+ }
+
+ ENEMY_MOVE += 1;
+ }
+ else
+ {
+ ENEMY_MOVE += 1;
+ }
+}
+
+// moves all the enemies down in the y-direction
+void move_enemy_down()
+{
+ // First Row of Enemies
+ enemy_erase(&enemy_1);
+ enemy_erase(&enemy_2);
+ enemy_erase(&enemy_3);
+ enemy_erase(&enemy_4);
+ enemy_erase(&enemy_5);
+
+ enemy_1.enemy_blk_y += enemy_1.enemy_height+4;
+ enemy_2.enemy_blk_y += enemy_2.enemy_height+4;
+ enemy_3.enemy_blk_y += enemy_3.enemy_height+4;
+ enemy_4.enemy_blk_y += enemy_4.enemy_height+4;
+ enemy_5.enemy_blk_y += enemy_5.enemy_height+4;
+
+ // Second Row of Enemies
+ enemy_erase(&enemy_6);
+ enemy_erase(&enemy_7);
+ enemy_erase(&enemy_8);
+ enemy_erase(&enemy_9);
+ enemy_erase(&enemy_10);
+
+ enemy_6.enemy_blk_y += enemy_6.enemy_height+4;
+ enemy_7.enemy_blk_y += enemy_7.enemy_height+4;
+ enemy_8.enemy_blk_y += enemy_8.enemy_height+4;
+ enemy_9.enemy_blk_y += enemy_9.enemy_height+4;
+ enemy_10.enemy_blk_y += enemy_10.enemy_height+4;
+
+ // Third Row of Enemies
+ enemy_erase(&enemy_11);
+ enemy_erase(&enemy_12);
+ enemy_erase(&enemy_13);
+ enemy_erase(&enemy_14);
+ enemy_erase(&enemy_15);
+
+ enemy_11.enemy_blk_y += enemy_11.enemy_height+4;
+ enemy_12.enemy_blk_y += enemy_12.enemy_height+4;
+ enemy_13.enemy_blk_y += enemy_13.enemy_height+4;
+ enemy_14.enemy_blk_y += enemy_14.enemy_height+4;
+ enemy_15.enemy_blk_y += enemy_15.enemy_height+4;
+}
+
+// thread that plays sounds during game
+void playstart(void const *args)//Th
+{ //Depending on the state of the game,
+ //queue either screen music or play sound effect upon fire
+ while(true) {
+ FILE *wave_file;
+
+ // plays intro music during menu screen
+ while(game_menu)
+ {
+ wave_file=fopen("/sd/wavfiles/spacey_sound.wav","r");
+
+ waver.play(wave_file);
+ fclose(wave_file);
+ }
+
+ // Checks in game sound conditions
+ while(begin_game)
+ {
+ // play firing sound when the player fires
+ if(!pb && missile.status == PLAYER_MISSILE_INACTIVE) {
+
+ wave_file=fopen("/sd/wavfiles/4.wav","r");
+
+
+ waver.play(wave_file);
+ fclose(wave_file);
+ }
+
+ // if player hit, play hit sound
+ if (hit_player)
+ {
+ wave_file=fopen("/sd/wavfiles/1.wav","r");
+
+ waver.play(wave_file);
+ fclose(wave_file);
+ }
+ }
+
+ // players gameover voice if player loses
+ while(gameover)
+ {
+ wave_file=fopen("/sd/wavfiles/game_over.wav","r");
+
+ waver.play(wave_file);
+ fclose(wave_file);
+ }
+ }
+}
+
+int main() {
+
+ // Initialization of Setup variables
+ int blk_x, blk_y;
+ pb.mode(PullUp);
+
+ Thread thread(playstart); // intializes the thread to play sound
+
+ uLCD.baudrate(500000); // set to 500000 to increase smooth gameplay
+
+ // Initialization of Game Menu variables
+ const int title_x_pos = 2; // initial x-pos of title
+ const int title_y_pos = 3; // initial y-pos of title
+ int start_label_x_pos = 7; // start label x-pos
+ int start_label_y_pos = 7; // start label y-pos
+ int level_cursor_x_pos = 5; // level cursor x-position
+ int level_cursor_y_pos = 7; // level cursor y-position
+ int gameover_x_pos = 5; // gameover label x-position
+ int gameover_y_pos = 5; // gameover label y-position
+ int win_x_pos = 2; // congratulations label x-position
+ int win_y_pos = 5; // congratulations label y-position
+ int startover_x_pos = 3; // startover label x-position
+ int startover_y_pos = 8; // startover label y-position
+
+ // intialize temporary score and current score
+ int temp = 0;
+ int score = 0;
+
+ // Begin game loop
+ while(1)
+ {
+ // initialize all starting conditions for the beginning of the game
+ game_menu = true; // defaults to display menu screen
+ ENEMY_MOVE = true; // defaults to move enemy
+ DIRECTION = 1; // default to move right
+ hit_player = 0; // default to not player hit
+ MOVE_DOWN = 0; // default to not move down
+ lose = false; // default to not lose
+ lives = 3; // defaults to 3 lives
+ score = 0; // default to score of 0
+
+ uLCD.cls();
+
+ // Implementation of Game Menu
+ while(game_menu)
+ {
+ uLCD.locate(level_cursor_x_pos,level_cursor_y_pos); // draws cursor next to "START" label
+ uLCD.printf("->");
+
+ uLCD.locate(title_x_pos,title_y_pos); // "SPACE INVADERS" title position
+ uLCD.printf("SPACE INVADERS"); // Title
+
+ uLCD.locate(start_label_x_pos,start_label_y_pos); // "START" label position
+ uLCD.printf("START");
+
+ // if pushbutton is pressed, game menu is exited and game begins
+ if(!pb)
+ {
+ game_menu = false;
+ wait(0.5);
+ }
+ }
+
+ begin_game = true; // defaults begin_game to true
+
+ uLCD.cls();
+
+ // Draw the enemies
+ draw_enemies_level();
+
+ // Draw the player
+ draw_initial_player();
+
+ // sets the initial position of player missile and enemy missile (later updated)
+ blk_x = player.player_blk_x+(player.player_width/2);
+ blk_y = player.player_blk_y;
+ missile_init(&missile, blk_x, blk_y, WHITE);
+ enemy_missile_init(&enemy_missile, blk_x, blk_y, WHITE);
+
+ // prints lives
+ uLCD.locate(0,0);
+ uLCD.printf("Lives:%i", lives);
+
+ // prints score
+ uLCD.locate(9,0);
+ uLCD.printf("Score:%i", score);
+
+ // game play loop
+ while(begin_game)
+ {
+ // updates score
+ temp = score;
+ score = (15-numOfEnemies)*15;
+
+ // prints score if score changes
+ if (score != temp)
+ {
+ uLCD.locate(9,0);
+ uLCD.printf("Score:%i", score);
+ }
+
+ // move enemy
+ enemy_motion();
+
+ // checks if player missile passes y-pos of row1
+ if (missile.missile_blk_y+1-missile.missile_height <= enemy_1.enemy_blk_y
+ && missile.missile_blk_y+1-missile.missile_height >= enemy_1.enemy_blk_y-enemy_1.enemy_height)
+ {
+ check_hit_enemy_row1();
+ }
+
+ // checks if player missile passes y-pos of row2
+ if (missile.missile_blk_y+1-missile.missile_height <= enemy_6.enemy_blk_y
+ && missile.missile_blk_y+1-missile.missile_height >= enemy_6.enemy_blk_y-enemy_6.enemy_height)
+ {
+ check_hit_enemy_row2();
+ }
+
+ // checks if player missile passes y-pos of row3
+ if (missile.missile_blk_y+1-missile.missile_height <= enemy_11.enemy_blk_y
+ && missile.missile_blk_y+1-missile.missile_height >= enemy_11.enemy_blk_y-enemy_11.enemy_height)
+ {
+ check_hit_enemy_row3();
+ }
+
+ // Random Enemy Fire
+ if (enemy_missile.status == ENEMY_MISSILE_INACTIVE)
+ {
+ random_attack_gen();
+ }
+
+ // checks if enemy missile passes y-pos of player
+ if (enemy_missile.missile_blk_y >= player.player_blk_y
+ && enemy_missile.missile_blk_y <= player.player_blk_y+player.player_height)
+ {
+ check_player_hit();
+ }
+
+ update_missile_pos(&missile); // updates player missile position
+ update_enemy_missile_pos(&enemy_missile); // updates enemy missile position
+
+ // Player Movement checked with navigation switch
+ if (myNav.left() && ((player.player_blk_x-3) > 0))
+ {
+ player_erase(&player);
+ player.player_blk_x -= 3;
+ player_show(&player);
+ }
+ else if (myNav.right() && ((player.player_blk_x+3) < (128-player.player_width)))
+ {
+ player_erase(&player);
+ player.player_blk_x += 3;
+ player_show(&player);
+ }
+
+ // Player Fire
+ if (pb == 0 && missile.status == PLAYER_MISSILE_INACTIVE)
+ {
+ missile.missile_blk_x = player.player_blk_x+(player.player_width/2);
+ missile.missile_blk_y = player.player_blk_y;
+ missile.status = PLAYER_MISSILE_ACTIVE;
+ }
+
+ // checks if player destroyed all enemies
+ if (numOfEnemies == 0)
+ {
+ uLCD.cls();
+
+ bool win = true; // sets win to true, for win screen
+ begin_game = false;
+
+ // displays video clip
+ uLCD.cls();
+ uLCD.media_init();
+ uLCD.set_sector_address(0x00, 0x00);
+ uLCD.display_video(0,0);
+ wait(1);
+
+ uLCD.cls();
+
+ // prints "Congratulations" on uLCD
+ uLCD.locate(win_x_pos,win_y_pos);
+ uLCD.printf("CONGRATULATIONS!");
+
+ // prints "Play Again?" and "Press pb..."
+ uLCD.locate(startover_x_pos, startover_y_pos);
+ uLCD.printf("Play Again?");
+ uLCD.locate(startover_x_pos, startover_y_pos+1);
+ uLCD.printf("Press pb...");
+
+ // waits at win screen until pushbutton is pressed
+ while (win)
+ {
+ // if pb is pressed, reset game to start menu
+ if (!pb)
+ {
+ win = false;
+ wait(0.5);
+ }
+ }
+
+ }
+
+ // checks if player was hit
+ if (hit_player)
+ {
+ // updates lives
+ lives -= 1;
+ wait(0.5);
+ hit_player = 0;
+ player_show(&player);
+ player.status = PLAYER_ALIVE;
+
+ // prints updated lives number
+ uLCD.locate(0,0);
+ uLCD.printf("Lives:%i", lives);
+ }
+
+ // if player loses all lives or enemy reaches the player
+ if (lose || lives == 0)
+ {
+ begin_game = false; // set to false to end game
+ uLCD.cls();
+
+ gameover = true; // set to go to display gameover screen
+
+ // prints "GAMEOVER" to uLCD
+ uLCD.locate(gameover_x_pos, gameover_y_pos);
+ uLCD.printf("GAMEOVER");
+ wait(1);
+
+ // prints "Play Again?" and "Press pb..."
+ uLCD.locate(startover_x_pos, startover_y_pos);
+ uLCD.printf("Play Again?");
+ uLCD.locate(startover_x_pos, startover_y_pos+1);
+ uLCD.printf("Press pb...");
+
+ // stays in gameover screen until pb is pressed
+ while (gameover)
+ {
+ // if pb is pressed, game is reset to the game menu screen
+ if (!pb)
+ {
+ gameover = false;
+ game_menu = true;
+ wait(0.5);
+ }
+ }
+ }
+
+ }
+ }
+}
\ No newline at end of file

