Space Invaders - Embedded Systems Project 15/16 - Avinash Patel 200860407
Dependencies: Joystick N5110 SDFileSystem mbed
main.cpp
- Committer:
- avi23
- Date:
- 2016-05-02
- Revision:
- 7:babc367a3333
- Parent:
- 6:89d4a7f7588b
- Child:
- 8:b2faec20ed8f
File content as of revision 7:babc367a3333:
/* Space Invaders - Avinash Patel 200860407 Week 19 - Set up joystick class Week 20 - Changed to space invaders as constrained too much by screen resolution - Core cannon is drawn and can move, enemies are visible and they switch between states every second Week 21 - Begun to set up barriers Easter - Barriers work, invader and player can shoot. Begun setting up menus Week 22 - Most menus work Week 23 - Menus work */ #include "mbed.h" #include "main.h" int row_no = 5; int col_no = 14; int main() { //Wait for 2 seconds to allow power to settle wait(1); //Initalises the board and perhiperals init_K64F(); init_serial(); init_shoot(); init_rng(); joystick.init(); lcd.init(); lcd.clear(); //Configures the function pointer for the invaders normal missile move_invader_normal_missile_isr[0] = &move_invader_normal_missile_0_isr; move_invader_normal_missile_isr[1] = &move_invader_normal_missile_1_isr; //Samples joystick every 0.05 second move_joystick.attach(&move_joystick_isr, 0.05); while (true) { if (game_state == menu) { //Menu screen lcd.clear(); fsm_state = 0; //Sets the fsm state to 0 while (game_state == menu) { lcd.printString("Space Invaders", 0, 0); lcd.printString("Menu", 28, 1); lcd.drawLine(0, 15, 83, 15, 2); lcd.printString("New Game", 5, 2); lcd.printString("Load Game", 5, 3); lcd.printString("High Scores", 5, 4); lcd.printString("Settings", 5, 5); //Draws the cursor cursor_y_pos = ((fsm_state+2)*8)+3; //Adds 2 to the fsm state to get the bank, multiplies it by 8 to get the pixel no and offsets it by 3 lcd.drawRect(74, cursor_y_pos, 2, 2, 1); if (g_move_joystick_flag) { g_move_joystick_flag = false; //Moves the cursor to match the selected option, only if the joystick isn't centred MoveCursor(fsm_main_menu); } if (g_shoot_pressed_flag) { g_shoot_pressed_flag = false; game_state = fsm_main_menu[fsm_state].output; //If the game state is equal to the game initalise it if (game_state == game) { InitaliseGame(); } } if(joystick.get_button_flag()) { joystick.set_button_flag(0); } lcd.refresh(); sleep(); } } else if (game_state == paused) { //Paused screen //Clears the screen lcd.clear(); //Resets the fsm state to 0 fsm_state = 0; PauseScreen(); } else if (game_state == game) { //Game screen AttachTickers(); Game(); } sleep(); } } void init_K64F() { // on-board LEDs are active-low, so set pin high to turn them off. r_led = 1; g_led = 1; b_led = 1; // since the on-board switches have external pull-ups, we should disable the internal pull-down // resistors that are enabled by default using InterruptIn sw2.mode(PullNone); sw3.mode(PullNone); } void error() { while(1) { // if error, hang while flashing error message r_led = 0; wait(0.2); r_led = 1; wait(0.2); } } void init_serial() { // set to highest baud - ensure terminal software matches pc.baud(115200); } //Seeds the random number generator with noise from an analog in pin void init_rng() { AnalogIn rng_seed(PTC10); //Creates a AnalogIn on a unused pin srand(floor(10000*rng_seed.read())); //Sets the seed as 10000x the input of the analog in } void init_shoot() { shoot_button.mode(PullUp); shoot_button.fall(&shoot_pressed_isr); } void update_screen_isr() { g_update_screen_flag = true; } void move_enemies_isr() { g_move_enemies_flag = true; } void shoot_pressed_isr() { //Only sets the shoot pressed flag 0.1s after the last press if (!g_shoot_button_debounce_flag) { g_shoot_pressed_flag = true; g_shoot_button_debounce_flag = true; //Attaches a timeout to clear the debounce flag 0.125 seconds after it was set shoot_button_debounce.attach(&shoot_button_debounce_isr, 0.125); } } void move_cannon_missile_isr() { g_move_cannon_missile_flag = true; } void move_joystick_isr() { //Always set the move flag in a game if (game_state == game) { g_move_joystick_flag = true; } else if (!g_joystick_cursor_regulator_flag) { //Only sets the flag if the regulator is not set g_move_joystick_flag = true; g_joystick_cursor_regulator_flag = true; //Attachs a timeout to clear the regulator in 0.1s to prevent the cursor from behaving erratically joystick_cursor_regulator.attach(&joystick_cursor_regulator_isr, 0.1); } } void joystick_cursor_regulator_isr() { g_joystick_cursor_regulator_flag = false; } void shoot_button_debounce_isr() { g_shoot_button_debounce_flag = false; } void move_invader_normal_missile_0_isr() { g_move_invader_normal_missile_flag[0] = true; } void move_invader_normal_missile_1_isr() { g_move_invader_normal_missile_flag[1] = true; } void cannon_hit_isr() { g_cannon_hit_flag = false; } void Game() { //Stays within the loop while the selected state is game while (game_state == game) { //If the game is over detach all the tickers if (number_of_lives == 0) { DetachTickers(); lcd.clear(); lcd.printString("Game Over.", 1, 2); char buffer[14]; sprintf(buffer, "Score: %d", score); lcd.printString(buffer, 1, 3); } else if (no_of_alive_invaders == 0) { //If the player wins a round //Resets the no of alive invaders no_of_alive_invaders = 15; //Detaches the enemy ticker while reinitalising invaders move_enemies.detach(); //Reinitalises objects InitSmallInvaders(); InitMediumInvaders(); InitLargeInvaders(); //Reattaches enemy ticker move_enemies.attach(&move_enemies_isr, 1); } else { //Updates pixels on the screen if (g_update_screen_flag) { g_update_screen_flag = false; UpdateScreen(); } //Controls cannon movement if (g_move_joystick_flag) { g_move_joystick_flag = false; MoveCannon(); DrawBarriers(); } //Controls enemy movement if (g_move_enemies_flag) { g_move_enemies_flag = false; //Increses the speed the invaders move move_enemies.detach(); ticker_period = 0.1+(no_of_alive_invaders*0.06); move_enemies.attach(&move_enemies_isr, ticker_period); //Clears the old bitmaps ClearSmallInvaders(); ClearMediumInvaders(); ClearLargeInvaders(); MoveInvaderXPositions(); //Switches the bitmap state invaders_in_state2 = !invaders_in_state2; //Draws the invaders DrawSmallInvaders(); DrawMediumInvaders(); DrawLargeInvaders(); //Attemots to fire the invaders missiles AttemptToFireInvaderNormalMissiles(); } //Spawns a player bullet if the shoot button is pressed and there isn't a bullet on the screen if (g_shoot_pressed_flag) { g_shoot_pressed_flag = false; if (!cannon_missile_on_screen) { FireCannonMissile(); } } //Move the cannon shot if (g_move_cannon_missile_flag) { g_move_cannon_missile_flag = false; MoveCannonMissile(); } //Moves the invaders 1st normal missile if (g_move_invader_normal_missile_flag[0]) { g_move_invader_normal_missile_flag[0] = false; MoveInvaderNormalMissile(0); } //Moves the invaders 2nd normal missile if (g_move_invader_normal_missile_flag[1]) { g_move_invader_normal_missile_flag[1] = false; MoveInvaderNormalMissile(1); } if (joystick.get_button_flag()) { joystick.set_button_flag(0); //Detach all game tickers DetachTickers(); game_state = paused; } } sleep(); } } void InitaliseGame() { //Clears the screen buffer and runs init functions memset(screen_buffer, 0, sizeof(screen_buffer)); no_of_alive_invaders = 15; score = 0; number_of_lives = 3; InitSmallInvaders(); InitMediumInvaders(); InitLargeInvaders(); InitBarriers(); //Sets the flags so enemies pop up straight away g_update_screen_flag = true; g_move_joystick_flag = true; g_move_enemies_flag = true; //Forces the missiles to have the fired flags to flase cannon_missile_on_screen = false; invader_normal_missile[0].fired = false; invader_normal_missile[1].fired = false; } void UpdateScreen() { //Loops through the screen buffer and sets pixels on the LCD for (int col = 0; col < 84; ++col) { for (int row = 0; row < 48; ++row) { if (screen_buffer[col][row]) { lcd.setPixel(col, row); } else { lcd.clearPixel(col, row); } } } lcd.refresh(); } void MoveCannon() { //Clears the cannon for (int col = 0; col < 9; ++col) { for (int row = 0; row < 5; ++row) { if(cannon_bitmap[row][col]) { screen_buffer[cannon_xpos+col][cannon_ypos+row] = empty_pixel; } } } //Changes the position of the cannon when the joystick is moved, capping at 0 and 75 so it always fits on the screen if (joystick.GetXValue() < 0.25f) { cannon_xpos--; if (cannon_xpos < 0) { cannon_xpos = 0; } } else if (joystick.GetXValue() > 0.75f) { cannon_xpos++; if (cannon_xpos > 75) { cannon_xpos = 75; } } //Redraws the cannon for (int col = 0; col < 9; ++col) { for (int row = 0; row < 5; ++row) { if(cannon_bitmap[row][col]) { screen_buffer[cannon_xpos+col][cannon_ypos+row] = cannon_pixel; } } } } //Sets the position and status of the small invaders void InitSmallInvaders() { for (int i = 0; i < 5; ++i) { small_invader[i].x_pos = 2 + (i*13); // Large invaders are 12 across so add 13 for a gap space small_invader[i].y_pos = 1; small_invader[i].status = alive; } } //Cycles through all the small invaders. If they're not already dead clear them void ClearSmallInvaders() { for (int i = 0; i < 5; ++i) { if (small_invader[i].status) { ClearSingleSmallInvader(i); } } } //Cycles through the the screen invader bitmap and sets the pixels in the buffer to 0 void ClearSingleSmallInvader(int invader_no) { for (int col = 0; col < 8; ++col) { for (int row = 0; row < 6; ++row) { if (invaders_in_state2) { if (small_invader_bitmap_1[row][col]) { screen_buffer[small_invader[invader_no].x_pos + col][small_invader[invader_no].y_pos + row] = empty_pixel; } } else { if (small_invader_bitmap_2[row][col]) { screen_buffer[small_invader[invader_no].x_pos + col][small_invader[invader_no].y_pos + row] = empty_pixel; } } } } small_invader[invader_no].status = (small_invader[invader_no].status == dying) ? dead : alive; } //Cycles through all the small invaders. If they're alive set them in the screen buffer void DrawSmallInvaders() { for (int i = 0; i < 5; ++i) { if (small_invader[i].status == alive) { DrawSingleSmallInvader(i); } } } //Cycles through the the screen invader bitmap and sets the pixels in the buffer void DrawSingleSmallInvader(int invader_no) { for (int col = 0; col < 8; ++col) { for (int row = 0; row < 6; ++row) { if (invaders_in_state2) { if (small_invader_bitmap_1[row][col]) { screen_buffer[small_invader[invader_no].x_pos + col][small_invader[invader_no].y_pos + row] = first_small_invader_pixel + invader_no; } } else { if (small_invader_bitmap_2[row][col]) { screen_buffer[small_invader[invader_no].x_pos + col][small_invader[invader_no].y_pos + row] = first_small_invader_pixel + invader_no; } } } } } //Sets the position and aliveness of the medium invaders void InitMediumInvaders() { for (int i = 0; i < 5; ++i) { medium_invader[i].x_pos = 1 + (i*13); // Large invaders are 12 across so add 13 for a gap space medium_invader[i].y_pos = 8; medium_invader[i].status = alive; } } //Cycles through all the medium invaders. If they're not already dead clear them void ClearMediumInvaders() { for (int i = 0; i < 5; ++i) { if (medium_invader[i].status) { ClearSingleMediumInvader(i); } } } //Cycles through the the screen invader bitmap and sets the pixels in the buffer to 0 void ClearSingleMediumInvader(int invader_no) { for (int col = 0; col < 10; ++col) { for (int row = 0; row < 6; ++row) { if (invaders_in_state2) { if (medium_invader_bitmap_1[row][col]) { screen_buffer[medium_invader[invader_no].x_pos + col][medium_invader[invader_no].y_pos + row] = empty_pixel; } } else { if (medium_invader_bitmap_2[row][col]) { screen_buffer[medium_invader[invader_no].x_pos + col][medium_invader[invader_no].y_pos + row] = empty_pixel; } } } } medium_invader[invader_no].status = (medium_invader[invader_no].status == dying) ? dead : alive; } //Cycles through all the medium invaders. If they're alive set them in the screen buffer void DrawMediumInvaders() { for (int i = 0; i < 5; ++i) { if (medium_invader[i].status == alive) { DrawSingleMediumInvader(i); } } } //Cycles through the the screen invader bitmap and sets the pixels in the buffer void DrawSingleMediumInvader(int invader_no) { for (int col = 0; col < 10; ++col) { for (int row = 0; row < 6; ++row) { if (invaders_in_state2) { if (medium_invader_bitmap_1[row][col]) { screen_buffer[medium_invader[invader_no].x_pos + col][medium_invader[invader_no].y_pos + row] = first_medium_invader_pixel + invader_no; } } else { if (medium_invader_bitmap_2[row][col]) { screen_buffer[medium_invader[invader_no].x_pos + col][medium_invader[invader_no].y_pos + row] = first_medium_invader_pixel + invader_no; } } } } } //Sets the position and status of the large invaders void InitLargeInvaders() { for (int i = 0; i < 5; ++i) { large_invader[i].x_pos = 0 + (i*13); large_invader[i].y_pos = 15; large_invader[i].status = alive; } } //Cycles through all the large invaders. If they're not already dead clear them void ClearLargeInvaders() { for (int i = 0; i < 5; ++i) { if (large_invader[i].status) { ClearSingleLargeInvader(i); } } } //Loops through the large invader bitmap, if the pixel in the bitmap is set to 1, set the pixel in the buffer to 0 void ClearSingleLargeInvader(int invader_no) { for (int col = 0; col < 12; ++col) { for (int row = 0; row < 6; ++row) { if (invaders_in_state2) { if (large_invader_bitmap_1[row][col]) { screen_buffer[large_invader[invader_no].x_pos + col][large_invader[invader_no].y_pos + row] = empty_pixel; } } else { if (large_invader_bitmap_2[row][col]) { screen_buffer[large_invader[invader_no].x_pos + col][large_invader[invader_no].y_pos + row] = empty_pixel; } } } } large_invader[invader_no].status = (large_invader[invader_no].status == dying) ? dead : alive; } //Cycles through all the large invaders. If they're alive set them in the screen buffer void DrawLargeInvaders() { for (int i = 0; i < 5; ++i) { if (large_invader[i].status == alive) { DrawSingleLargeInvader(i); } } } //Cycles through the the screen invader bitmap and sets the pixels in the buffer void DrawSingleLargeInvader(int invader_no) { for (int col = 0; col < 12; ++col) { for (int row = 0; row < 6; ++row) { if (invaders_in_state2) { if (large_invader_bitmap_1[row][col]) { screen_buffer[large_invader[invader_no].x_pos + col][large_invader[invader_no].y_pos + row] = first_large_invader_pixel + invader_no; } } else { if (large_invader_bitmap_2[row][col]) { screen_buffer[large_invader[invader_no].x_pos + col][large_invader[invader_no].y_pos + row] = first_large_invader_pixel + invader_no; } } } } } //Sets the position and loads the bitmap into the barrier objects void InitBarriers() { for (int i = 0; i < 3; ++i) { barrier[i].x_pos = 10 + (i*25); barrier[i].y_pos = 33; //Copies the bitmap into the structs memcpy(barrier[i].before_bitmap, barrier_bitmap, sizeof(barrier_bitmap)); memcpy(barrier[i].after_bitmap, barrier_bitmap, sizeof(barrier_bitmap)); } } void DrawBarriers() { //Clears the barrier and redraws it with damage applied for (int i = 0; i < 3; ++i) { for (int col = 0; col < 14; ++col) { for (int row = 0; row < 8; ++row) { if (barrier[i].before_bitmap[row][col]) { screen_buffer[barrier[i].x_pos + col][barrier[i].y_pos + row] = empty_pixel; } if (barrier[i].after_bitmap[row][col]) { screen_buffer[barrier[i].x_pos + col][barrier[i].y_pos + row] = first_barrier_pixel + i; } } } //Copies the after array to the before array memcpy(barrier[i].before_bitmap, barrier[i].after_bitmap, sizeof(barrier[i].after_bitmap)); } } void MoveInvaderXPositions() { //Moves the invader in the current direction if (invader_direction == RIGHT) { //Checking the right limit int right_invader_limit = CalculateInvaderRightLimit(); MoveInvadersRight(right_invader_limit); } else { //Checks the left limit int left_invader_limit = CalculateInvaderLeftLimit(); MoveInvadersLeft(left_invader_limit); } } //Checks the status off the invaders per column, starting from the left //If they're alive return the row number int CalculateInvaderLeftLimit() { for (int i = 0; i < 5; ++i) { if (small_invader[i].status == alive || medium_invader[i].status == alive || large_invader[i].status == alive) { return i; } } //Sort gameover out stuff after return 4; } //Checks the status off the invaders per column, starting from the right //If they're alive return the row number int CalculateInvaderRightLimit() { for (int i = 4; i >= 0; --i) { if (small_invader[i].status == alive || medium_invader[i].status == alive || large_invader[i].status == alive) { return i; } } //Sort gameover stuff return 0; } void MoveInvadersLeft(int limit) { //Checks the first large invader to see if it can travel anymore if (large_invader[limit].x_pos > 1) { for (int i = 0; i < 5; ++i) { //Moves the invaders 2 to the left small_invader[i].x_pos -= 2; medium_invader[i].x_pos -= 2; large_invader[i].x_pos -= 2; } } else { //Shifts the Invaders down and passes in the new direction MoveInvaderYPositions(RIGHT); } } void MoveInvadersRight(int limit) { //Checks the first large invader to see if it can travel anymore if (large_invader[limit].x_pos < 71) { //Moves the invaders 2 to the right for (int i = 0; i < 5; ++i) { small_invader[i].x_pos += 2; medium_invader[i].x_pos += 2; large_invader[i].x_pos += 2; } } else { //Shifts the Invaders down and passes in the new direction MoveInvaderYPositions(LEFT); } } void MoveInvaderYPositions(bool new_direction) { //Finds the invaders lower limit Invader lowest_invader = CalculateInvaderYLimit(); //When moving down lowest_invader should not equal none if (lowest_invader == none) { error(); } //If an invader touches the bottom the game ends, otherwise the invaders descend if (small_invader[0].y_pos < 33 - (7*lowest_invader)) { for (int i = 0; i < 5; ++i) { small_invader[i].y_pos += 3; medium_invader[i].y_pos += 3; large_invader[i].y_pos += 3; } invader_direction = new_direction; } else { number_of_lives = 0; } } Invader CalculateInvaderYLimit() { //Checks to see which row of invaders are still alive to work out maximum y positions if (large_invader[0].status == alive || large_invader[1].status == alive || large_invader[2].status == alive || large_invader[3].status == alive || large_invader[4].status == alive) { return large; } else if (medium_invader[0].status == alive || medium_invader[1].status == alive || medium_invader[2].status == alive || medium_invader[3].status == alive || medium_invader[4].status == alive) { return medium; } else { return small; } } //Queries the invaders on their status and returns the type of invader which is alive Invader LowestInvaderInColumn(int column) { if (large_invader[column].status == alive) { return large; } else if (medium_invader[column].status == alive) { return medium; } else if (small_invader[column].status == alive) { return small; } else { return none; } } /* void InitUFO() { } */ void DrawUFO() { //Draws the UFO int x_pos = 20; int y_pos = 25; for (int col = 0; col < col_no; ++col) { for (int row = 0; row < row_no; ++row) { if(ufo_bitmap[row][col]) { screen_buffer[x_pos + col][y_pos + row] = ufo_pixel; } } } } void FireCannonMissile() { //Sets the cannon fired flag to true cannon_missile_on_screen = true; //Offset cannon missile x position by 4 of the cannons x pos cannon_missile_x_pos = cannon_xpos + 4; //Will always have a starting y of 40 cannon_missile_y_pos = 40; //Attach the move cannon missile move_cannon_missile.attach(&move_cannon_missile_isr, 0.05); } void MoveCannonMissile() { //Checks bullet will not go beyond the bounds of the screen buffer if (cannon_missile_y_pos > -1) { //Loops throught the shot bitmap and clears the pixels in the screen buffer for (int row = 0; row < 4; ++row) { //Clears the position where the bullet was screen_buffer[cannon_missile_x_pos][cannon_missile_y_pos + row] = empty_pixel; } //Increments the shot going up the screen --cannon_missile_y_pos; //Checks to see if the shot will hit anything CollisionDetectionCannonMissile(); } else { //Loops throught the shot bitmap and clears the pixels in the screen buffer for (int row = 1; row < 4; ++row) { //Clears the position where the bullet was screen_buffer[cannon_missile_x_pos][cannon_missile_y_pos + row] = empty_pixel; } cannon_missile_on_screen = false; move_cannon_missile.detach(); } } //Checks to see what the shot hits. If it hits nothing the shot gets pushed to the screen buffer void CollisionDetectionCannonMissile() { for (int row = 0; row < 4; ++row) { int object_no; int pixel_check = screen_buffer[cannon_missile_x_pos][cannon_missile_y_pos + row]; pc.printf("Pixel check: %d\n", pixel_check); if (pixel_check >= first_small_invader_pixel && pixel_check < ufo_pixel) { //Collides with a small invader //Find the object no of the small invader it hit, clears it and increments the score object_no = CannonMissileHitInvader(first_small_invader_pixel, row, small_invader); ClearSingleSmallInvader(object_no); score += 40; break; } else if (pixel_check >= first_medium_invader_pixel && pixel_check < first_small_invader_pixel) { //Collides with a medium invader //Find the object no of the medium invader it hit, clears it and increments the score object_no = CannonMissileHitInvader(first_medium_invader_pixel, row, medium_invader); ClearSingleMediumInvader(object_no); score += 20; break; } else if (pixel_check >= first_large_invader_pixel && pixel_check < first_medium_invader_pixel) { //Collides with a large invader //Find the object no of the large invader it hit, clears it and increments the score object_no = CannonMissileHitInvader(first_large_invader_pixel, row, large_invader); ClearSingleLargeInvader(object_no); score += 10; break; } else if (pixel_check >= first_barrier_pixel && pixel_check < (first_barrier_pixel + 3)) { //Collides with a barrier //Adds the destruction done to the barrier to the bitmap and redraws the barriers CannonMissileHitBarrier(row); DrawBarriers(); break; } else if (pixel_check == ufo_pixel) { //Collides with a UFO pc.printf("UFO Hit\n"); cannon_missile_on_screen = false; move_cannon_missile.detach(); break; } else { screen_buffer[cannon_missile_x_pos][cannon_missile_y_pos + row] = cannon_missile_pixel; } } } //Finds the invader number the missile hits, sets the hit invader to dying, decrements the no_of_alive_invaders and stops the shot from travalling up the screen int CannonMissileHitInvader(int first_pixel, int row, struct Invaders (&invader)[5]) { int invader_no = screen_buffer[cannon_missile_x_pos][cannon_missile_y_pos + row] - first_pixel; invader[invader_no].status = dying; cannon_missile_on_screen = false; --no_of_alive_invaders; move_cannon_missile.detach(); return invader_no; } //Calculates where to start drawing the damage bitmap over the barrier bitmap and performs the operation void CannonMissileHitBarrier(int row) { int barrier_no = screen_buffer[cannon_missile_x_pos][cannon_missile_y_pos + row] - first_barrier_pixel; //Essentially inverse of barrier init int relative_x_pos = cannon_missile_x_pos - 10 - (barrier_no*25) - 1; int relative_y_pos = (cannon_missile_y_pos + row) - 33 - 1; //Don't know why it's -1 and not -2 //Loops through the damage bitmap and modifies the barrier's after bitmap for (int col = 0; col < 3; ++col) { for (int row_bit = 0; row_bit < 3; ++row_bit) { //Makes sure bitmap index does not go out of bounds. If it does go to the next iteration //Element by element multiplication of the 2 bitmaps to clear the required pixals if (relative_x_pos + col >= 0 && relative_x_pos + col < 14 && relative_y_pos + row_bit >= 0 && relative_y_pos + row_bit < 8) { barrier[barrier_no].after_bitmap[relative_y_pos + row_bit][relative_x_pos + col] *= barrier_cannon_missile_damage_bitmap[row_bit][col]; } } } cannon_missile_on_screen = false; move_cannon_missile.detach(); } void AttemptToFireInvaderNormalMissiles() { //Fires the normal missiles //Loops through the 2 allowed missiles and if they're not on the screen, randomly fire for (int i = 0; i < 2; ++i) { if (!invader_normal_missile[i].fired) { //If the random mumber is 1, fire a missile //Higher chance when there are less invaders on the screen, up to a 1/3 chance if ((rand() % (no_of_alive_invaders + 2)) == 1) { // if ((rand() % 5) == 1) { int fired_column; int loop_limit = 0; //Stops loop from never ending Invader missile_source; do { fired_column = rand() % 5; missile_source = LowestInvaderInColumn(fired_column); ++loop_limit; } while (missile_source == none && loop_limit < 10); //Finds the centre point of the chosen invader and fires the missile //If the loop limit is reached, the missile source will be none and the for loop will jump to the next iteration if (missile_source == none) { continue; } else if (missile_source == large) { FireNormalInvaderMissile(i, missile_source, large_invader[fired_column]); } else if (missile_source == medium) { FireNormalInvaderMissile(i, missile_source, medium_invader[fired_column]); } else { FireNormalInvaderMissile(i, missile_source, small_invader[fired_column]); } } } } } void FireNormalInvaderMissile(int missile_no, Invader source, const struct Invaders (&invader)) { //Finds the centre point of the chosen invader and fires the missile //Enums are implicity converted to ints --> the middle x position of the invader found by offsetting the invader type by 3 invader_normal_missile[missile_no].x_pos = invader.x_pos + (3 + source); invader_normal_missile[missile_no].y_pos = invader.y_pos + 6; invader_normal_missile[missile_no].fired = true; //Uses a function pointer to attach the ticker move_invader_normal_missile[missile_no].attach(move_invader_normal_missile_isr[missile_no], 0.05); } void MoveInvaderNormalMissile(int missile_no) { //Loops through the bitmap and clears the missile from the screen buffer for (int col = 0; col < 3; ++col) { for (int row = 0; row < 4; ++row) { if (invader_normal_missile_bitmap[row][col]) { screen_buffer[invader_normal_missile[missile_no].x_pos + col][invader_normal_missile[missile_no].y_pos + row] = empty_pixel; } } } //Checks missile will not exceed screen buffer if (invader_normal_missile[missile_no].y_pos < 44) { //Increments the position of the missile ++invader_normal_missile[missile_no].y_pos; //Collision detection CollisionDetectionInvaderNormalMissile(missile_no); } else { //Sets the missiles fired flag as false and detaches the tickers invader_normal_missile[missile_no].fired = false; move_invader_normal_missile[missile_no].detach(); } } //Checks the bottom centre point for a collision. If it doesn't push the bitmap to the screen buffer void CollisionDetectionInvaderNormalMissile(int missile_no) { //Invader missile coordinates shifted to match centre bottom of bitmap int relative_x_pos = invader_normal_missile[missile_no].x_pos + 1; int relative_y_pos = invader_normal_missile[missile_no].y_pos + 3; if (screen_buffer[relative_x_pos][relative_y_pos] == cannon_pixel) { InvaderNormalMissileHitCannon(); invader_normal_missile[missile_no].fired = false; move_invader_normal_missile[missile_no].detach(); } else if (screen_buffer[relative_x_pos][relative_y_pos] >= first_barrier_pixel && screen_buffer[relative_x_pos][relative_y_pos] < (first_barrier_pixel + 3)) { //Finds barrier number InvaderNormalMissileHitBarrier(invader_normal_missile[missile_no]); invader_normal_missile[missile_no].fired = false; move_invader_normal_missile[missile_no].detach(); } else { for (int col = 0; col < 3; ++col) { for (int row = 0; row < 4; ++row) { if (invader_normal_missile_bitmap[row][col]) { screen_buffer[invader_normal_missile[missile_no].x_pos + col][invader_normal_missile[missile_no].y_pos + row] = invader_normal_missile_pixel; } } } } } void InvaderNormalMissileHitCannon() { //Decrements the number of lives, pauses the game for 2 seconds //Marks the cannon as hit g_cannon_hit_flag = true; //Detaches all tickers DetachTickers(); //Creates a Timeout object on the stack with a period of 2 seconds to pause the game for 2 seconds Timeout cannon_hit; cannon_hit.attach(&cannon_hit_isr, 2); while (g_cannon_hit_flag) { sleep(); } AttachTickers(); --number_of_lives; } //Calculates where to start drawing the damage bitmap over the barrier bitmap and performs the operation void InvaderNormalMissileHitBarrier(const struct InvaderNormalMissiles (&missile)) { int barrier_no = screen_buffer[missile.x_pos + 1][missile.y_pos + 3] - first_barrier_pixel; //Essentially inverse of barrier init int relative_x_pos = (missile.x_pos + 1) - 10 - (barrier_no*25) - 1; int relative_y_pos = (missile.y_pos + 3) - 33; //Loops through the damage bitmap and modifies the barrier's after bitmap for (int col = 0; col < 3; ++col) { for (int row_bit = 0; row_bit < 2; ++row_bit) { //Makes sure bitmap index does not go out of bounds. If it does go to the next iteration if (relative_x_pos + col >= 0 && relative_x_pos + col < 14 && relative_y_pos + row_bit >= 0 && relative_y_pos + row_bit < 8) { barrier[barrier_no].after_bitmap[relative_y_pos + row_bit][relative_x_pos + col] *= barrier_invader_normal_missile_damage_bitmap[row_bit][col]; } } } } //Detaches game related tickers void DetachTickers() { update_screen.detach(); move_enemies.detach(); //Only detaches if missiles are on the screen if (cannon_missile_on_screen) { move_cannon_missile.detach(); } for (int i = 0; i < 2; ++i) { if (invader_normal_missile[i].fired) { move_invader_normal_missile[i].detach(); } } } //Attaches game related tickers void AttachTickers() { update_screen.attach(&update_screen_isr, 0.05); move_enemies.attach(&move_enemies_isr, ticker_period); //Only attaches if missiles were on the screen if (cannon_missile_on_screen) { move_cannon_missile.attach(&move_cannon_missile_isr, 0.05); } for (int i = 0; i < 2; ++i) { if (invader_normal_missile[i].fired) { move_invader_normal_missile[i].attach(move_invader_normal_missile_isr[i], 0.05); } } } void PauseScreen() { //Prints the pause screen, score etc PrintPauseScreen(); while (game_state == paused) { //Draws the cursor cursor_y_pos = ((fsm_state+3)*8)+3; //Adds 3 to the fsm state to get the bank, multiplies it by 8 to get the pixel no and offsets it by 3 lcd.drawRect(74, cursor_y_pos, 2, 2, 1); //Draws the cursor if (g_move_joystick_flag) { g_move_joystick_flag = false; //Moves the cursor to match the selected option, only if the joystick isn't centred MoveCursor(fsm_paused); } //If the button is pressed the selected option will appear on the screen if (g_shoot_pressed_flag) { g_shoot_pressed_flag = false; game_state = fsm_paused[fsm_state].output; } //Resets the joystick flag to false if pressed if (joystick.get_button_flag()) { joystick.set_button_flag(0); } lcd.refresh(); sleep(); } } void PrintPauseScreen() { //Prints paused and a line underneath lcd.printString("Paused", 24, 0); //Displays the current score char buffer[14]; sprintf(buffer, "Score: %d", score); lcd.printString(buffer, 0, 1); //Displays the no of lives sprintf(buffer, "Lives: %d", number_of_lives); lcd.printString(buffer, 0, 2); lcd.drawLine(0, 23, 83, 23, 2); //Prints options on pause menu lcd.printString("Resume", 5, 3); lcd.printString("Save", 5, 4); lcd.printString("Quit", 5, 5); } void MoveCursor(const struct FSMMenus *fsm) { //If the joystick is is pushed down half way clear the cursor and set the next state if (joystick.GetYValue() < 0.25f) { //Clears the cursor lcd.drawRect(74, cursor_y_pos, 2, 2, 2); //Sets the new state fsm_state = fsm[fsm_state].next_state[0]; } else if (joystick.GetYValue() > 0.75f) { //Clears the cursor lcd.drawRect(74, cursor_y_pos, 2, 2, 2); //Sets the new state fsm_state = fsm[fsm_state].next_state[1]; } }