ELEC2645 (2015/16)
/
el14af
Space Game
ESP.cpp@0:10704407da46, 2016-05-05 (annotated)
- Committer:
- el14af
- Date:
- Thu May 05 10:21:22 2016 +0000
- Revision:
- 0:10704407da46
final awesome
Who changed what in which revision?
User | Revision | Line number | New contents of line |
---|---|---|---|
el14af | 0:10704407da46 | 1 | // |
el14af | 0:10704407da46 | 2 | // Elec 2645 |
el14af | 0:10704407da46 | 3 | // Embedded Systems Project |
el14af | 0:10704407da46 | 4 | // 5 March 2016 |
el14af | 0:10704407da46 | 5 | // Aleksander Filipiak |
el14af | 0:10704407da46 | 6 | |
el14af | 0:10704407da46 | 7 | #include "ESP.h" |
el14af | 0:10704407da46 | 8 | |
el14af | 0:10704407da46 | 9 | |
el14af | 0:10704407da46 | 10 | // ---------------------------------------------------------------------------MAIN()----------------------------------------------------------------------------------------------------- |
el14af | 0:10704407da46 | 11 | |
el14af | 0:10704407da46 | 12 | int main() |
el14af | 0:10704407da46 | 13 | { |
el14af | 0:10704407da46 | 14 | // initialise buttons |
el14af | 0:10704407da46 | 15 | speed_button.mode(PullDown); |
el14af | 0:10704407da46 | 16 | start_button.mode(PullDown); |
el14af | 0:10704407da46 | 17 | pause_button.mode(PullDown); |
el14af | 0:10704407da46 | 18 | pause_button.rise(&pause_isr); |
el14af | 0:10704407da46 | 19 | |
el14af | 0:10704407da46 | 20 | //initialise display |
el14af | 0:10704407da46 | 21 | lcd.init(); |
el14af | 0:10704407da46 | 22 | |
el14af | 0:10704407da46 | 23 | //calibrate joystick |
el14af | 0:10704407da46 | 24 | calibrateJoystick(); |
el14af | 0:10704407da46 | 25 | |
el14af | 0:10704407da46 | 26 | // print border |
el14af | 0:10704407da46 | 27 | print_border(0,83,0,47); |
el14af | 0:10704407da46 | 28 | |
el14af | 0:10704407da46 | 29 | // position in menu, 0 = start game, 1 = help |
el14af | 0:10704407da46 | 30 | bool position = 0; |
el14af | 0:10704407da46 | 31 | |
el14af | 0:10704407da46 | 32 | // attach joystick |
el14af | 0:10704407da46 | 33 | pollJoystick.attach(&updateJoystick,0.05); |
el14af | 0:10704407da46 | 34 | |
el14af | 0:10704407da46 | 35 | |
el14af | 0:10704407da46 | 36 | // menu |
el14af | 0:10704407da46 | 37 | while (1) { |
el14af | 0:10704407da46 | 38 | |
el14af | 0:10704407da46 | 39 | // select menu item: start game |
el14af | 0:10704407da46 | 40 | if (joystick.direction == UP) { |
el14af | 0:10704407da46 | 41 | position = 0; |
el14af | 0:10704407da46 | 42 | } |
el14af | 0:10704407da46 | 43 | // help |
el14af | 0:10704407da46 | 44 | else if (joystick. direction == DOWN) { |
el14af | 0:10704407da46 | 45 | position = 1; |
el14af | 0:10704407da46 | 46 | } |
el14af | 0:10704407da46 | 47 | |
el14af | 0:10704407da46 | 48 | //clear lcd |
el14af | 0:10704407da46 | 49 | lcd.clear(); |
el14af | 0:10704407da46 | 50 | |
el14af | 0:10704407da46 | 51 | // print menu items |
el14af | 0:10704407da46 | 52 | lcd.printString("START GAME",20,1); |
el14af | 0:10704407da46 | 53 | lcd.printString("HELP",20,3); |
el14af | 0:10704407da46 | 54 | |
el14af | 0:10704407da46 | 55 | // print cursor at appropriate position |
el14af | 0:10704407da46 | 56 | if (!position) { |
el14af | 0:10704407da46 | 57 | lcd.drawRect(15,10,2,2,0); |
el14af | 0:10704407da46 | 58 | } else { |
el14af | 0:10704407da46 | 59 | lcd.drawRect(15,25,2,2,0); |
el14af | 0:10704407da46 | 60 | } |
el14af | 0:10704407da46 | 61 | |
el14af | 0:10704407da46 | 62 | // refresh border |
el14af | 0:10704407da46 | 63 | print_border(0,83,0,47); |
el14af | 0:10704407da46 | 64 | // smaller ornamental border |
el14af | 0:10704407da46 | 65 | print_border(2,81,2,45); |
el14af | 0:10704407da46 | 66 | |
el14af | 0:10704407da46 | 67 | // refresh screen |
el14af | 0:10704407da46 | 68 | lcd.refresh(); |
el14af | 0:10704407da46 | 69 | |
el14af | 0:10704407da46 | 70 | // if either button is pressed and the help menu function is selected bring up the help menu |
el14af | 0:10704407da46 | 71 | if ((start_button || speed_button) && position) { |
el14af | 0:10704407da46 | 72 | |
el14af | 0:10704407da46 | 73 | // outout variable |
el14af | 0:10704407da46 | 74 | int output; |
el14af | 0:10704407da46 | 75 | |
el14af | 0:10704407da46 | 76 | // create array for counter |
el14af | 0:10704407da46 | 77 | int help_counter [5] = {0,1,2,3,4}; |
el14af | 0:10704407da46 | 78 | |
el14af | 0:10704407da46 | 79 | // state variable |
el14af | 0:10704407da46 | 80 | int state = 0; |
el14af | 0:10704407da46 | 81 | |
el14af | 0:10704407da46 | 82 | // help loop |
el14af | 0:10704407da46 | 83 | while (1) { |
el14af | 0:10704407da46 | 84 | |
el14af | 0:10704407da46 | 85 | // check which state the counter is in and see which the next state should be next, |
el14af | 0:10704407da46 | 86 | // depending on direction |
el14af | 0:10704407da46 | 87 | switch(state) { |
el14af | 0:10704407da46 | 88 | case 0: |
el14af | 0:10704407da46 | 89 | switch(joystick.direction) { |
el14af | 0:10704407da46 | 90 | case RIGHT: |
el14af | 0:10704407da46 | 91 | state = 0; |
el14af | 0:10704407da46 | 92 | break; |
el14af | 0:10704407da46 | 93 | case LEFT: |
el14af | 0:10704407da46 | 94 | state = 1; |
el14af | 0:10704407da46 | 95 | break; |
el14af | 0:10704407da46 | 96 | } |
el14af | 0:10704407da46 | 97 | break; |
el14af | 0:10704407da46 | 98 | // |
el14af | 0:10704407da46 | 99 | case 1: |
el14af | 0:10704407da46 | 100 | |
el14af | 0:10704407da46 | 101 | switch(joystick.direction) { |
el14af | 0:10704407da46 | 102 | case RIGHT: |
el14af | 0:10704407da46 | 103 | state = 0; |
el14af | 0:10704407da46 | 104 | break; |
el14af | 0:10704407da46 | 105 | case LEFT: |
el14af | 0:10704407da46 | 106 | state = 2; |
el14af | 0:10704407da46 | 107 | break; |
el14af | 0:10704407da46 | 108 | } |
el14af | 0:10704407da46 | 109 | break; |
el14af | 0:10704407da46 | 110 | case 2: |
el14af | 0:10704407da46 | 111 | |
el14af | 0:10704407da46 | 112 | switch(joystick.direction) { |
el14af | 0:10704407da46 | 113 | case RIGHT: |
el14af | 0:10704407da46 | 114 | state = 1; |
el14af | 0:10704407da46 | 115 | break; |
el14af | 0:10704407da46 | 116 | case LEFT: |
el14af | 0:10704407da46 | 117 | state = 3; |
el14af | 0:10704407da46 | 118 | break; |
el14af | 0:10704407da46 | 119 | } |
el14af | 0:10704407da46 | 120 | break; |
el14af | 0:10704407da46 | 121 | case 3: |
el14af | 0:10704407da46 | 122 | |
el14af | 0:10704407da46 | 123 | switch(joystick.direction) { |
el14af | 0:10704407da46 | 124 | case RIGHT: |
el14af | 0:10704407da46 | 125 | state = 0; |
el14af | 0:10704407da46 | 126 | break; |
el14af | 0:10704407da46 | 127 | case LEFT: |
el14af | 0:10704407da46 | 128 | state = 4; |
el14af | 0:10704407da46 | 129 | break; |
el14af | 0:10704407da46 | 130 | } |
el14af | 0:10704407da46 | 131 | // last state brings the user back to the main menu |
el14af | 0:10704407da46 | 132 | case 4: |
el14af | 0:10704407da46 | 133 | break; |
el14af | 0:10704407da46 | 134 | } |
el14af | 0:10704407da46 | 135 | |
el14af | 0:10704407da46 | 136 | // outout current state |
el14af | 0:10704407da46 | 137 | output = help_counter[state]; |
el14af | 0:10704407da46 | 138 | |
el14af | 0:10704407da46 | 139 | lcd.clear(); |
el14af | 0:10704407da46 | 140 | |
el14af | 0:10704407da46 | 141 | // refresh border |
el14af | 0:10704407da46 | 142 | print_border(0,83,0,47); |
el14af | 0:10704407da46 | 143 | // smaller ornamental border |
el14af | 0:10704407da46 | 144 | print_border(2,81,2,45); |
el14af | 0:10704407da46 | 145 | |
el14af | 0:10704407da46 | 146 | // print instructions based on counter output |
el14af | 0:10704407da46 | 147 | if (output ==0) { |
el14af | 0:10704407da46 | 148 | |
el14af | 0:10704407da46 | 149 | // instructions |
el14af | 0:10704407da46 | 150 | lcd.printString("USE",10,1); |
el14af | 0:10704407da46 | 151 | lcd.printString("JOYSTICK",10,2); |
el14af | 0:10704407da46 | 152 | lcd.printString("TO MOVE",10,3); |
el14af | 0:10704407da46 | 153 | lcd.printString("SHIP",10,4); |
el14af | 0:10704407da46 | 154 | } else if (output ==1) { |
el14af | 0:10704407da46 | 155 | |
el14af | 0:10704407da46 | 156 | // instructions |
el14af | 0:10704407da46 | 157 | lcd.printString("START BUTTON:",5,1); |
el14af | 0:10704407da46 | 158 | lcd.printString("PAUSE",10,2); |
el14af | 0:10704407da46 | 159 | lcd.printString("SPEED BUTTON:",5,3); |
el14af | 0:10704407da46 | 160 | lcd.printString("FASTER SHIP",10,4); |
el14af | 0:10704407da46 | 161 | } else if (output ==2) { |
el14af | 0:10704407da46 | 162 | |
el14af | 0:10704407da46 | 163 | // instructions |
el14af | 0:10704407da46 | 164 | lcd.drawRect(5,10,2,2,0); |
el14af | 0:10704407da46 | 165 | lcd.printString("+ 8 seconds",15,1); |
el14af | 0:10704407da46 | 166 | lcd.drawLine(5,27,7,27,1); |
el14af | 0:10704407da46 | 167 | lcd.drawLine(6,26,6,28,1); |
el14af | 0:10704407da46 | 168 | lcd.printString("- 5 seconds",15,3); |
el14af | 0:10704407da46 | 169 | |
el14af | 0:10704407da46 | 170 | } else if (output ==3) { |
el14af | 0:10704407da46 | 171 | |
el14af | 0:10704407da46 | 172 | // instructions |
el14af | 0:10704407da46 | 173 | lcd.printString("DON'T LET",10,1); |
el14af | 0:10704407da46 | 174 | lcd.printString("THE TIMER",10,2); |
el14af | 0:10704407da46 | 175 | lcd.printString("RUN OUT!",10,3); |
el14af | 0:10704407da46 | 176 | // 5th state breaks the loop and leads back to menu |
el14af | 0:10704407da46 | 177 | } else if (output ==4) { |
el14af | 0:10704407da46 | 178 | |
el14af | 0:10704407da46 | 179 | break; |
el14af | 0:10704407da46 | 180 | } |
el14af | 0:10704407da46 | 181 | lcd.refresh(); |
el14af | 0:10704407da46 | 182 | |
el14af | 0:10704407da46 | 183 | //short delay |
el14af | 0:10704407da46 | 184 | wait(0.3); |
el14af | 0:10704407da46 | 185 | |
el14af | 0:10704407da46 | 186 | } |
el14af | 0:10704407da46 | 187 | } |
el14af | 0:10704407da46 | 188 | |
el14af | 0:10704407da46 | 189 | // if the button has been pressed and Start Game is selected, break the menu loop |
el14af | 0:10704407da46 | 190 | // and continue to game initialisation |
el14af | 0:10704407da46 | 191 | if ((start_button || speed_button) && !position) { |
el14af | 0:10704407da46 | 192 | break; |
el14af | 0:10704407da46 | 193 | } |
el14af | 0:10704407da46 | 194 | |
el14af | 0:10704407da46 | 195 | wait(0.1); |
el14af | 0:10704407da46 | 196 | |
el14af | 0:10704407da46 | 197 | } |
el14af | 0:10704407da46 | 198 | |
el14af | 0:10704407da46 | 199 | lcd.clear(); |
el14af | 0:10704407da46 | 200 | |
el14af | 0:10704407da46 | 201 | // print game border |
el14af | 0:10704407da46 | 202 | print_border(0,83,8,47); |
el14af | 0:10704407da46 | 203 | |
el14af | 0:10704407da46 | 204 | // setup |
el14af | 0:10704407da46 | 205 | setup_game(); |
el14af | 0:10704407da46 | 206 | |
el14af | 0:10704407da46 | 207 | lcd.refresh(); |
el14af | 0:10704407da46 | 208 | |
el14af | 0:10704407da46 | 209 | // flashing press start |
el14af | 0:10704407da46 | 210 | while(1) { |
el14af | 0:10704407da46 | 211 | |
el14af | 0:10704407da46 | 212 | lcd.printString ("PRESS START",10,2); |
el14af | 0:10704407da46 | 213 | |
el14af | 0:10704407da46 | 214 | lcd.refresh(); |
el14af | 0:10704407da46 | 215 | |
el14af | 0:10704407da46 | 216 | wait(0.5); |
el14af | 0:10704407da46 | 217 | |
el14af | 0:10704407da46 | 218 | lcd.printString (" ",10,2); |
el14af | 0:10704407da46 | 219 | |
el14af | 0:10704407da46 | 220 | wait(0.3); |
el14af | 0:10704407da46 | 221 | |
el14af | 0:10704407da46 | 222 | // break loop when start button is pressed |
el14af | 0:10704407da46 | 223 | if (start_button == 1) { |
el14af | 0:10704407da46 | 224 | break; |
el14af | 0:10704407da46 | 225 | } |
el14af | 0:10704407da46 | 226 | } |
el14af | 0:10704407da46 | 227 | |
el14af | 0:10704407da46 | 228 | wait(0.5); |
el14af | 0:10704407da46 | 229 | |
el14af | 0:10704407da46 | 230 | // attach tickers: |
el14af | 0:10704407da46 | 231 | |
el14af | 0:10704407da46 | 232 | // ship |
el14af | 0:10704407da46 | 233 | ship_mover.attach(&speed_change,0.03); // ship mover |
el14af | 0:10704407da46 | 234 | //turrets |
el14af | 0:10704407da46 | 235 | turret_mover.attach(&update_turrets,0.07); // turret mover |
el14af | 0:10704407da46 | 236 | shooter.attach(&shoot,0.5); // shooter |
el14af | 0:10704407da46 | 237 | // missles |
el14af | 0:10704407da46 | 238 | missle_mover.attach(&update_missles,0.04); // missle mover |
el14af | 0:10704407da46 | 239 | hit_checker.attach(&check_hit,0.04); // hit checker |
el14af | 0:10704407da46 | 240 | // collectibles |
el14af | 0:10704407da46 | 241 | collect_printer.attach(&print_collect,5.0); // collectible printer |
el14af | 0:10704407da46 | 242 | collect_checker.attach(&check_collect,0.05); // collectible checker |
el14af | 0:10704407da46 | 243 | collect_updater.attach(&update_collect,0.1); // collectible updater |
el14af | 0:10704407da46 | 244 | collect_timer.attach(&collect_timeout,10.0); // collectible timer |
el14af | 0:10704407da46 | 245 | // timer |
el14af | 0:10704407da46 | 246 | timer.attach(&time_left,1.0); |
el14af | 0:10704407da46 | 247 | |
el14af | 0:10704407da46 | 248 | // reset timer |
el14af | 0:10704407da46 | 249 | g_time_left = 30; |
el14af | 0:10704407da46 | 250 | |
el14af | 0:10704407da46 | 251 | // game loop |
el14af | 0:10704407da46 | 252 | while(1) { |
el14af | 0:10704407da46 | 253 | |
el14af | 0:10704407da46 | 254 | |
el14af | 0:10704407da46 | 255 | // pause loop |
el14af | 0:10704407da46 | 256 | // if pause button is pressed |
el14af | 0:10704407da46 | 257 | if (g_pause_flag) { |
el14af | 0:10704407da46 | 258 | |
el14af | 0:10704407da46 | 259 | g_pause_flag = 0; |
el14af | 0:10704407da46 | 260 | |
el14af | 0:10704407da46 | 261 | // detach tickers to stop gameplay |
el14af | 0:10704407da46 | 262 | //ship |
el14af | 0:10704407da46 | 263 | ship_mover.detach(); // ship mover |
el14af | 0:10704407da46 | 264 | //turrets |
el14af | 0:10704407da46 | 265 | turret_mover.detach(); // turret mover |
el14af | 0:10704407da46 | 266 | shooter.detach(); // shooter |
el14af | 0:10704407da46 | 267 | // missles |
el14af | 0:10704407da46 | 268 | missle_mover.detach(); // missle mover |
el14af | 0:10704407da46 | 269 | hit_checker.detach(); // hit checker |
el14af | 0:10704407da46 | 270 | // collectibles |
el14af | 0:10704407da46 | 271 | collect_printer.detach();// collectible printer |
el14af | 0:10704407da46 | 272 | collect_checker.detach();// collectible checker |
el14af | 0:10704407da46 | 273 | collect_updater.detach();// collectible updater |
el14af | 0:10704407da46 | 274 | collect_timer.detach(); // collectible timer |
el14af | 0:10704407da46 | 275 | // timer |
el14af | 0:10704407da46 | 276 | timer.detach(); |
el14af | 0:10704407da46 | 277 | |
el14af | 0:10704407da46 | 278 | while(1) { |
el14af | 0:10704407da46 | 279 | |
el14af | 0:10704407da46 | 280 | |
el14af | 0:10704407da46 | 281 | // flashing pause |
el14af | 0:10704407da46 | 282 | lcd.printString(" ",25,2); |
el14af | 0:10704407da46 | 283 | |
el14af | 0:10704407da46 | 284 | wait(0.3); |
el14af | 0:10704407da46 | 285 | |
el14af | 0:10704407da46 | 286 | lcd.printString("PAUSE",25,2); |
el14af | 0:10704407da46 | 287 | |
el14af | 0:10704407da46 | 288 | wait(0.5); |
el14af | 0:10704407da46 | 289 | |
el14af | 0:10704407da46 | 290 | lcd.refresh(); |
el14af | 0:10704407da46 | 291 | |
el14af | 0:10704407da46 | 292 | // if the start button is pressed again game starts again |
el14af | 0:10704407da46 | 293 | if (g_pause_flag) { |
el14af | 0:10704407da46 | 294 | break; |
el14af | 0:10704407da46 | 295 | } |
el14af | 0:10704407da46 | 296 | |
el14af | 0:10704407da46 | 297 | } |
el14af | 0:10704407da46 | 298 | // reset flag |
el14af | 0:10704407da46 | 299 | g_pause_flag = 0; |
el14af | 0:10704407da46 | 300 | |
el14af | 0:10704407da46 | 301 | // clear pause |
el14af | 0:10704407da46 | 302 | lcd.printString(" ",25,2); |
el14af | 0:10704407da46 | 303 | |
el14af | 0:10704407da46 | 304 | // re-attach tickers to restart gameplay |
el14af | 0:10704407da46 | 305 | // ship |
el14af | 0:10704407da46 | 306 | ship_mover.attach(&speed_change,0.03); // ship mover |
el14af | 0:10704407da46 | 307 | //turrets |
el14af | 0:10704407da46 | 308 | turret_mover.attach(&update_turrets,0.07); // turret mover |
el14af | 0:10704407da46 | 309 | shooter.attach(&shoot,0.5); // shooter |
el14af | 0:10704407da46 | 310 | // missles |
el14af | 0:10704407da46 | 311 | missle_mover.attach(&update_missles,0.04); // missle mover |
el14af | 0:10704407da46 | 312 | hit_checker.attach(&check_hit,0.04); // hit checker |
el14af | 0:10704407da46 | 313 | // collectibles |
el14af | 0:10704407da46 | 314 | collect_printer.attach(&print_collect,5.0); // collectible printer |
el14af | 0:10704407da46 | 315 | collect_checker.attach(&check_collect,0.05); // collectible checker |
el14af | 0:10704407da46 | 316 | collect_updater.attach(&update_collect,0.1); // collectible updater |
el14af | 0:10704407da46 | 317 | collect_timer.attach(&collect_timeout,10.0); // collectible timer |
el14af | 0:10704407da46 | 318 | // timer |
el14af | 0:10704407da46 | 319 | timer.attach(&time_left,1.0); |
el14af | 0:10704407da46 | 320 | } |
el14af | 0:10704407da46 | 321 | |
el14af | 0:10704407da46 | 322 | // print game border |
el14af | 0:10704407da46 | 323 | print_border(0,83,8,47); |
el14af | 0:10704407da46 | 324 | |
el14af | 0:10704407da46 | 325 | // if missle hits |
el14af | 0:10704407da46 | 326 | if(g_hit_flag == 1) { |
el14af | 0:10704407da46 | 327 | // reset missle flags in case missle hits again |
el14af | 0:10704407da46 | 328 | missle_one.hit_flag = 0; |
el14af | 0:10704407da46 | 329 | missle_two.hit_flag = 0; |
el14af | 0:10704407da46 | 330 | missle_three.hit_flag = 0; |
el14af | 0:10704407da46 | 331 | missle_four.hit_flag = 0; |
el14af | 0:10704407da46 | 332 | missle_five.hit_flag = 0; |
el14af | 0:10704407da46 | 333 | missle_six.hit_flag = 0; |
el14af | 0:10704407da46 | 334 | |
el14af | 0:10704407da46 | 335 | //take 5 seconds off the timer |
el14af | 0:10704407da46 | 336 | g_time_left = g_time_left - 5; |
el14af | 0:10704407da46 | 337 | |
el14af | 0:10704407da46 | 338 | // print new time left |
el14af | 0:10704407da46 | 339 | char buffer[14]; |
el14af | 0:10704407da46 | 340 | int length = sprintf(buffer,"Time: %2d ",g_time_left); |
el14af | 0:10704407da46 | 341 | if (length <= 14) // if string will fit on display |
el14af | 0:10704407da46 | 342 | lcd.printString(buffer,16,0); |
el14af | 0:10704407da46 | 343 | |
el14af | 0:10704407da46 | 344 | // reset flag |
el14af | 0:10704407da46 | 345 | g_hit_flag = 0; |
el14af | 0:10704407da46 | 346 | } |
el14af | 0:10704407da46 | 347 | // if collectible is collected |
el14af | 0:10704407da46 | 348 | if(g_collect_flag) { |
el14af | 0:10704407da46 | 349 | |
el14af | 0:10704407da46 | 350 | // add 8 seconds to timer |
el14af | 0:10704407da46 | 351 | g_time_left = g_time_left +8; |
el14af | 0:10704407da46 | 352 | |
el14af | 0:10704407da46 | 353 | // print new time left |
el14af | 0:10704407da46 | 354 | char buffer[14]; |
el14af | 0:10704407da46 | 355 | int length = sprintf(buffer,"Time: %2d ",g_time_left); |
el14af | 0:10704407da46 | 356 | if (length <= 14) // if string will fit on display |
el14af | 0:10704407da46 | 357 | lcd.printString(buffer,16,0); |
el14af | 0:10704407da46 | 358 | |
el14af | 0:10704407da46 | 359 | // reset flag |
el14af | 0:10704407da46 | 360 | g_collect_flag = 0; |
el14af | 0:10704407da46 | 361 | } |
el14af | 0:10704407da46 | 362 | |
el14af | 0:10704407da46 | 363 | //refresh screen |
el14af | 0:10704407da46 | 364 | lcd.refresh(); |
el14af | 0:10704407da46 | 365 | |
el14af | 0:10704407da46 | 366 | // break loop if timer runs out |
el14af | 0:10704407da46 | 367 | if (g_time_left < 0) { |
el14af | 0:10704407da46 | 368 | |
el14af | 0:10704407da46 | 369 | break; |
el14af | 0:10704407da46 | 370 | |
el14af | 0:10704407da46 | 371 | } |
el14af | 0:10704407da46 | 372 | } |
el14af | 0:10704407da46 | 373 | // detach all tickers |
el14af | 0:10704407da46 | 374 | |
el14af | 0:10704407da46 | 375 | // ship |
el14af | 0:10704407da46 | 376 | ship_mover.detach(); // ship mover |
el14af | 0:10704407da46 | 377 | //turrets |
el14af | 0:10704407da46 | 378 | turret_mover.detach(); // turret mover |
el14af | 0:10704407da46 | 379 | shooter.detach(); // shooter |
el14af | 0:10704407da46 | 380 | // missles |
el14af | 0:10704407da46 | 381 | missle_mover.detach(); // missle mover |
el14af | 0:10704407da46 | 382 | hit_checker.detach(); // hit checker |
el14af | 0:10704407da46 | 383 | // collectibles |
el14af | 0:10704407da46 | 384 | collect_printer.detach();// collectible printer |
el14af | 0:10704407da46 | 385 | collect_checker.detach();// collectible checker |
el14af | 0:10704407da46 | 386 | collect_updater.detach();// collectible updater |
el14af | 0:10704407da46 | 387 | collect_timer.detach(); // collectible timer |
el14af | 0:10704407da46 | 388 | // timer |
el14af | 0:10704407da46 | 389 | timer.detach(); |
el14af | 0:10704407da46 | 390 | |
el14af | 0:10704407da46 | 391 | lcd.clear(); |
el14af | 0:10704407da46 | 392 | |
el14af | 0:10704407da46 | 393 | // screen border |
el14af | 0:10704407da46 | 394 | print_border(0,83,0,47); |
el14af | 0:10704407da46 | 395 | // smaller ornamental border |
el14af | 0:10704407da46 | 396 | print_border(2,81,2,45); |
el14af | 0:10704407da46 | 397 | |
el14af | 0:10704407da46 | 398 | // print score |
el14af | 0:10704407da46 | 399 | lcd.printString("SCORE: ",23,2); |
el14af | 0:10704407da46 | 400 | char buffer[14]; |
el14af | 0:10704407da46 | 401 | int length = sprintf(buffer," %2d ",g_score); |
el14af | 0:10704407da46 | 402 | lcd.printString(buffer,23,3); |
el14af | 0:10704407da46 | 403 | |
el14af | 0:10704407da46 | 404 | } |
el14af | 0:10704407da46 | 405 | |
el14af | 0:10704407da46 | 406 | // ---------------------------------------------------------------------------FUNCTION PROTOTYPES----------------------------------------------------------------------------------------- |
el14af | 0:10704407da46 | 407 | |
el14af | 0:10704407da46 | 408 | void pause_isr () |
el14af | 0:10704407da46 | 409 | { |
el14af | 0:10704407da46 | 410 | |
el14af | 0:10704407da46 | 411 | g_pause_flag = 1; |
el14af | 0:10704407da46 | 412 | } |
el14af | 0:10704407da46 | 413 | |
el14af | 0:10704407da46 | 414 | // read default positions of the joystick to calibrate later readings |
el14af | 0:10704407da46 | 415 | void calibrateJoystick() |
el14af | 0:10704407da46 | 416 | { |
el14af | 0:10704407da46 | 417 | //button.mode(PullDown); |
el14af | 0:10704407da46 | 418 | // must not move during calibration |
el14af | 0:10704407da46 | 419 | joystick.x0 = xPot; // initial positions in the range 0.0 to 1.0 (0.5 if centred exactly) |
el14af | 0:10704407da46 | 420 | joystick.y0 = yPot; |
el14af | 0:10704407da46 | 421 | } |
el14af | 0:10704407da46 | 422 | // read and update position of the joystick |
el14af | 0:10704407da46 | 423 | void updateJoystick() |
el14af | 0:10704407da46 | 424 | { |
el14af | 0:10704407da46 | 425 | // read current joystick values relative to calibrated values (in range -0.5 to 0.5, 0.0 is centred) |
el14af | 0:10704407da46 | 426 | joystick.x = xPot - joystick.x0; |
el14af | 0:10704407da46 | 427 | joystick.y = yPot - joystick.y0; |
el14af | 0:10704407da46 | 428 | // read button state |
el14af | 0:10704407da46 | 429 | //joystick.button = button; |
el14af | 0:10704407da46 | 430 | |
el14af | 0:10704407da46 | 431 | // calculate direction depending on x,y values |
el14af | 0:10704407da46 | 432 | // tolerance allows a little lee-way in case joystick not exactly in the stated direction |
el14af | 0:10704407da46 | 433 | if ( fabs(joystick.y) < DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) { |
el14af | 0:10704407da46 | 434 | joystick.direction = CENTRE; |
el14af | 0:10704407da46 | 435 | } else if ( joystick.y > DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) { |
el14af | 0:10704407da46 | 436 | joystick.direction = UP; |
el14af | 0:10704407da46 | 437 | } else if ( joystick.y < DIRECTION_TOLERANCE && fabs(joystick.x) < DIRECTION_TOLERANCE) { |
el14af | 0:10704407da46 | 438 | joystick.direction = DOWN; |
el14af | 0:10704407da46 | 439 | } else if ( joystick.x > DIRECTION_TOLERANCE && fabs(joystick.y) < DIRECTION_TOLERANCE) { |
el14af | 0:10704407da46 | 440 | joystick.direction = RIGHT; |
el14af | 0:10704407da46 | 441 | } else if ( joystick.x < DIRECTION_TOLERANCE && fabs(joystick.y) < DIRECTION_TOLERANCE) { |
el14af | 0:10704407da46 | 442 | joystick.direction = LEFT; |
el14af | 0:10704407da46 | 443 | } else { |
el14af | 0:10704407da46 | 444 | joystick.direction = UNKNOWN; |
el14af | 0:10704407da46 | 445 | } |
el14af | 0:10704407da46 | 446 | |
el14af | 0:10704407da46 | 447 | // set flag for printing |
el14af | 0:10704407da46 | 448 | printFlag = 1; |
el14af | 0:10704407da46 | 449 | } |
el14af | 0:10704407da46 | 450 | |
el14af | 0:10704407da46 | 451 | // function for creating border |
el14af | 0:10704407da46 | 452 | void print_border(int Xstart, int Xend, int Ystart, int Yend) |
el14af | 0:10704407da46 | 453 | { |
el14af | 0:10704407da46 | 454 | |
el14af | 0:10704407da46 | 455 | for (int i=Xstart; i<Xend+1; i++) { |
el14af | 0:10704407da46 | 456 | lcd.setPixel(i,Ystart); |
el14af | 0:10704407da46 | 457 | lcd.setPixel(i,Yend); |
el14af | 0:10704407da46 | 458 | } |
el14af | 0:10704407da46 | 459 | for (int j=Ystart; j<Yend+1; j++) { |
el14af | 0:10704407da46 | 460 | lcd.setPixel(Xstart,j); |
el14af | 0:10704407da46 | 461 | lcd.setPixel(Xend,j); |
el14af | 0:10704407da46 | 462 | } |
el14af | 0:10704407da46 | 463 | } |
el14af | 0:10704407da46 | 464 | |
el14af | 0:10704407da46 | 465 | // setup game screen for current level |
el14af | 0:10704407da46 | 466 | void setup_game() |
el14af | 0:10704407da46 | 467 | { |
el14af | 0:10704407da46 | 468 | |
el14af | 0:10704407da46 | 469 | // print ship in the middle of screen pointing up |
el14af | 0:10704407da46 | 470 | |
el14af | 0:10704407da46 | 471 | // set up default x/y coordinate of the centre pixel of the ship, in the middle |
el14af | 0:10704407da46 | 472 | // of the display, with the dwfault direction of UP. properties are defined within |
el14af | 0:10704407da46 | 473 | // the Ship struct. |
el14af | 0:10704407da46 | 474 | ship.x = 42; |
el14af | 0:10704407da46 | 475 | ship.y = 35; |
el14af | 0:10704407da46 | 476 | ship.direction = UP; |
el14af | 0:10704407da46 | 477 | |
el14af | 0:10704407da46 | 478 | //print ship around the x/y centre coordinate |
el14af | 0:10704407da46 | 479 | |
el14af | 0:10704407da46 | 480 | //centre |
el14af | 0:10704407da46 | 481 | lcd.drawLine(ship.x,ship.y-2,ship.x,ship.y+1,1); |
el14af | 0:10704407da46 | 482 | // centre left |
el14af | 0:10704407da46 | 483 | lcd.drawLine(ship.x-1,ship.y-1,ship.x-1,ship.y+2,1); |
el14af | 0:10704407da46 | 484 | // left engine |
el14af | 0:10704407da46 | 485 | lcd.drawLine(ship.x-2,ship.y+1,ship.x-2,ship.y+2,1); |
el14af | 0:10704407da46 | 486 | // centre right |
el14af | 0:10704407da46 | 487 | lcd.drawLine(ship.x+1,ship.y-1,ship.x+1,ship.y+2,1); |
el14af | 0:10704407da46 | 488 | // right engine |
el14af | 0:10704407da46 | 489 | lcd.drawLine(ship.x+2,ship.y+1,ship.x+2,ship.y+2,1); |
el14af | 0:10704407da46 | 490 | |
el14af | 0:10704407da46 | 491 | |
el14af | 0:10704407da46 | 492 | // turret setup |
el14af | 0:10704407da46 | 493 | // sets the default parameters for the current level |
el14af | 0:10704407da46 | 494 | |
el14af | 0:10704407da46 | 495 | // top turret setup |
el14af | 0:10704407da46 | 496 | top_turret.position = 62; |
el14af | 0:10704407da46 | 497 | top_turret.direction = LEFT; |
el14af | 0:10704407da46 | 498 | |
el14af | 0:10704407da46 | 499 | // print turret at new position |
el14af | 0:10704407da46 | 500 | lcd.drawRect(top_turret.position-2,9,4,2,1); |
el14af | 0:10704407da46 | 501 | lcd.clearPixel(top_turret.position,11); |
el14af | 0:10704407da46 | 502 | |
el14af | 0:10704407da46 | 503 | |
el14af | 0:10704407da46 | 504 | // bottom turret setup |
el14af | 0:10704407da46 | 505 | bottom_turret.position = 21; |
el14af | 0:10704407da46 | 506 | bottom_turret.direction = RIGHT; |
el14af | 0:10704407da46 | 507 | |
el14af | 0:10704407da46 | 508 | // print turret at new position |
el14af | 0:10704407da46 | 509 | lcd.drawRect(bottom_turret.position - 2,44,4,2,1); |
el14af | 0:10704407da46 | 510 | lcd.clearPixel(bottom_turret.position,44); |
el14af | 0:10704407da46 | 511 | |
el14af | 0:10704407da46 | 512 | |
el14af | 0:10704407da46 | 513 | // left turret setup |
el14af | 0:10704407da46 | 514 | left_turret.position = 16; |
el14af | 0:10704407da46 | 515 | left_turret.direction = DOWN; |
el14af | 0:10704407da46 | 516 | |
el14af | 0:10704407da46 | 517 | // print turret at new position |
el14af | 0:10704407da46 | 518 | lcd.drawRect(1,left_turret.position-2,2,4,1); |
el14af | 0:10704407da46 | 519 | lcd.clearPixel(3,left_turret.position); |
el14af | 0:10704407da46 | 520 | |
el14af | 0:10704407da46 | 521 | |
el14af | 0:10704407da46 | 522 | |
el14af | 0:10704407da46 | 523 | // right turret setup |
el14af | 0:10704407da46 | 524 | right_turret.position = 31; |
el14af | 0:10704407da46 | 525 | right_turret.direction = UP; |
el14af | 0:10704407da46 | 526 | |
el14af | 0:10704407da46 | 527 | // print turret at new position |
el14af | 0:10704407da46 | 528 | lcd.drawRect(80,right_turret.position-2,2,4,1); |
el14af | 0:10704407da46 | 529 | lcd.clearPixel(80,right_turret.position); |
el14af | 0:10704407da46 | 530 | |
el14af | 0:10704407da46 | 531 | |
el14af | 0:10704407da46 | 532 | } |
el14af | 0:10704407da46 | 533 | |
el14af | 0:10704407da46 | 534 | |
el14af | 0:10704407da46 | 535 | void speed_change() |
el14af | 0:10704407da46 | 536 | { |
el14af | 0:10704407da46 | 537 | // increment the ship counter every time the ship moves |
el14af | 0:10704407da46 | 538 | g_ship_counter ++; |
el14af | 0:10704407da46 | 539 | |
el14af | 0:10704407da46 | 540 | // if speed button is not pressed and counter number is divisible by 3 |
el14af | 0:10704407da46 | 541 | if (speed_button == 0 && g_ship_counter % 3 == 0) { |
el14af | 0:10704407da46 | 542 | |
el14af | 0:10704407da46 | 543 | update_ship(); |
el14af | 0:10704407da46 | 544 | } |
el14af | 0:10704407da46 | 545 | // else if speed_button is pressed |
el14af | 0:10704407da46 | 546 | else if (speed_button == 1) { |
el14af | 0:10704407da46 | 547 | |
el14af | 0:10704407da46 | 548 | // update ship with every repetition |
el14af | 0:10704407da46 | 549 | update_ship(); |
el14af | 0:10704407da46 | 550 | |
el14af | 0:10704407da46 | 551 | } |
el14af | 0:10704407da46 | 552 | } |
el14af | 0:10704407da46 | 553 | |
el14af | 0:10704407da46 | 554 | // update ship's position based on jostick controls |
el14af | 0:10704407da46 | 555 | void update_ship () |
el14af | 0:10704407da46 | 556 | { |
el14af | 0:10704407da46 | 557 | |
el14af | 0:10704407da46 | 558 | |
el14af | 0:10704407da46 | 559 | // clear ship at current position of x/y coordinates. since the ship has symetrical |
el14af | 0:10704407da46 | 560 | |
el14af | 0:10704407da46 | 561 | lcd.drawRect(ship.x-2,ship.y-2,4,4,2); |
el14af | 0:10704407da46 | 562 | |
el14af | 0:10704407da46 | 563 | |
el14af | 0:10704407da46 | 564 | |
el14af | 0:10704407da46 | 565 | // update ship direction variable in struct based on position of joystick |
el14af | 0:10704407da46 | 566 | if (joystick.direction == UP) { |
el14af | 0:10704407da46 | 567 | |
el14af | 0:10704407da46 | 568 | ship.direction = UP; |
el14af | 0:10704407da46 | 569 | } |
el14af | 0:10704407da46 | 570 | if (joystick.direction == DOWN) { |
el14af | 0:10704407da46 | 571 | |
el14af | 0:10704407da46 | 572 | ship.direction = DOWN; |
el14af | 0:10704407da46 | 573 | } |
el14af | 0:10704407da46 | 574 | if (joystick.direction == RIGHT) { |
el14af | 0:10704407da46 | 575 | |
el14af | 0:10704407da46 | 576 | ship.direction = RIGHT; |
el14af | 0:10704407da46 | 577 | } |
el14af | 0:10704407da46 | 578 | if (joystick.direction == LEFT) { |
el14af | 0:10704407da46 | 579 | |
el14af | 0:10704407da46 | 580 | ship.direction = LEFT; |
el14af | 0:10704407da46 | 581 | } |
el14af | 0:10704407da46 | 582 | // don't update position if joystick position is unchanged, or is unknown. |
el14af | 0:10704407da46 | 583 | // i.e. ship continues to fly in a straight line |
el14af | 0:10704407da46 | 584 | if (joystick.direction == CENTRE || joystick.direction == UNKNOWN) { |
el14af | 0:10704407da46 | 585 | |
el14af | 0:10704407da46 | 586 | ship.direction = ship.direction; |
el14af | 0:10704407da46 | 587 | } |
el14af | 0:10704407da46 | 588 | |
el14af | 0:10704407da46 | 589 | // Print ship in new position based on the four possible directions that the ship could be traveling in |
el14af | 0:10704407da46 | 590 | // i.e. UP, DOWN, LEFT or RIGHT. The manitude of the shift of the x/y centre of the ship depends on |
el14af | 0:10704407da46 | 591 | // the state of the speed_button: shift by 1 pixel for standard movement and by 3 pixels for faster |
el14af | 0:10704407da46 | 592 | // movement. The newly printed ship points in the direction of travel. |
el14af | 0:10704407da46 | 593 | |
el14af | 0:10704407da46 | 594 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 595 | |
el14af | 0:10704407da46 | 596 | // print ship 1 pixel higher |
el14af | 0:10704407da46 | 597 | ship.y = ship.y - 1; |
el14af | 0:10704407da46 | 598 | |
el14af | 0:10704407da46 | 599 | // print new ship |
el14af | 0:10704407da46 | 600 | |
el14af | 0:10704407da46 | 601 | //centre |
el14af | 0:10704407da46 | 602 | lcd.drawLine(ship.x,ship.y-2,ship.x,ship.y+1,1); |
el14af | 0:10704407da46 | 603 | // centre left |
el14af | 0:10704407da46 | 604 | lcd.drawLine(ship.x-1,ship.y-1,ship.x-1,ship.y+2,1); |
el14af | 0:10704407da46 | 605 | // left engine |
el14af | 0:10704407da46 | 606 | lcd.drawLine(ship.x-2,ship.y+1,ship.x-2,ship.y+2,1); |
el14af | 0:10704407da46 | 607 | // centre right |
el14af | 0:10704407da46 | 608 | lcd.drawLine(ship.x+1,ship.y-1,ship.x+1,ship.y+2,1); |
el14af | 0:10704407da46 | 609 | // right engine |
el14af | 0:10704407da46 | 610 | lcd.drawLine(ship.x+2,ship.y+1,ship.x+2,ship.y+2,1); |
el14af | 0:10704407da46 | 611 | } |
el14af | 0:10704407da46 | 612 | |
el14af | 0:10704407da46 | 613 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 614 | |
el14af | 0:10704407da46 | 615 | // print ship 1 pixel lower |
el14af | 0:10704407da46 | 616 | ship.y = ship.y + 1; |
el14af | 0:10704407da46 | 617 | |
el14af | 0:10704407da46 | 618 | //print new ship |
el14af | 0:10704407da46 | 619 | |
el14af | 0:10704407da46 | 620 | // centre |
el14af | 0:10704407da46 | 621 | lcd.drawLine(ship.x,ship.y-1,ship.x,ship.y+2,1); |
el14af | 0:10704407da46 | 622 | // centre left |
el14af | 0:10704407da46 | 623 | lcd.drawLine(ship.x-1,ship.y+1,ship.x-1,ship.y-2,1); |
el14af | 0:10704407da46 | 624 | // left engine |
el14af | 0:10704407da46 | 625 | lcd.drawLine(ship.x-2,ship.y-1,ship.x-2,ship.y-2,1); |
el14af | 0:10704407da46 | 626 | // centre right |
el14af | 0:10704407da46 | 627 | lcd.drawLine(ship.x+1,ship.y+1,ship.x+1,ship.y-2,1); |
el14af | 0:10704407da46 | 628 | // right engine |
el14af | 0:10704407da46 | 629 | lcd.drawLine(ship.x+2,ship.y-1,ship.x+2,ship.y-2,1); |
el14af | 0:10704407da46 | 630 | |
el14af | 0:10704407da46 | 631 | } |
el14af | 0:10704407da46 | 632 | |
el14af | 0:10704407da46 | 633 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 634 | |
el14af | 0:10704407da46 | 635 | // print ship 1 pixel to the left |
el14af | 0:10704407da46 | 636 | ship.x = ship.x + 1; |
el14af | 0:10704407da46 | 637 | |
el14af | 0:10704407da46 | 638 | //print new ship |
el14af | 0:10704407da46 | 639 | |
el14af | 0:10704407da46 | 640 | // centre |
el14af | 0:10704407da46 | 641 | lcd.drawLine(ship.x-1,ship.y,ship.x+2,ship.y,1); |
el14af | 0:10704407da46 | 642 | // upper centre |
el14af | 0:10704407da46 | 643 | lcd.drawLine(ship.x-2,ship.y-1,ship.x+1,ship.y-1,1); |
el14af | 0:10704407da46 | 644 | // top engine |
el14af | 0:10704407da46 | 645 | lcd.drawLine(ship.x-2,ship.y-2,ship.x-1,ship.y-2,1); |
el14af | 0:10704407da46 | 646 | // lower centre |
el14af | 0:10704407da46 | 647 | lcd.drawLine(ship.x-2,ship.y+1,ship.x+1,ship.y+1,1); |
el14af | 0:10704407da46 | 648 | // bottom engine |
el14af | 0:10704407da46 | 649 | lcd.drawLine(ship.x-2,ship.y+2,ship.x-1,ship.y+2,1); |
el14af | 0:10704407da46 | 650 | |
el14af | 0:10704407da46 | 651 | } |
el14af | 0:10704407da46 | 652 | |
el14af | 0:10704407da46 | 653 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 654 | |
el14af | 0:10704407da46 | 655 | // print ship 1 pixel right |
el14af | 0:10704407da46 | 656 | ship.x = ship.x - 1; |
el14af | 0:10704407da46 | 657 | |
el14af | 0:10704407da46 | 658 | |
el14af | 0:10704407da46 | 659 | //print new ship |
el14af | 0:10704407da46 | 660 | |
el14af | 0:10704407da46 | 661 | // centre |
el14af | 0:10704407da46 | 662 | lcd.drawLine(ship.x-2,ship.y,ship.x+1,ship.y,1); |
el14af | 0:10704407da46 | 663 | // upper centre |
el14af | 0:10704407da46 | 664 | lcd.drawLine(ship.x-1,ship.y-1,ship.x+2,ship.y-1,1); |
el14af | 0:10704407da46 | 665 | // top engine |
el14af | 0:10704407da46 | 666 | lcd.drawLine(ship.x+1,ship.y-2,ship.x+2,ship.y-2,1); |
el14af | 0:10704407da46 | 667 | // lower centre |
el14af | 0:10704407da46 | 668 | lcd.drawLine(ship.x-1,ship.y+1,ship.x+2,ship.y+1,1); |
el14af | 0:10704407da46 | 669 | // bottom engine |
el14af | 0:10704407da46 | 670 | lcd.drawLine(ship.x+1,ship.y+2,ship.x+2,ship.y+2,1); |
el14af | 0:10704407da46 | 671 | |
el14af | 0:10704407da46 | 672 | } |
el14af | 0:10704407da46 | 673 | // limit ship position to the game borders: |
el14af | 0:10704407da46 | 674 | // X MIN |
el14af | 0:10704407da46 | 675 | if (ship.x < 2) { |
el14af | 0:10704407da46 | 676 | ship.x = 2; |
el14af | 0:10704407da46 | 677 | } |
el14af | 0:10704407da46 | 678 | // X MAX |
el14af | 0:10704407da46 | 679 | if (ship.x > 81) { |
el14af | 0:10704407da46 | 680 | ship.x = 81; |
el14af | 0:10704407da46 | 681 | } |
el14af | 0:10704407da46 | 682 | // Y MIN |
el14af | 0:10704407da46 | 683 | if (ship.y < 10) { |
el14af | 0:10704407da46 | 684 | ship.y = 10; |
el14af | 0:10704407da46 | 685 | } |
el14af | 0:10704407da46 | 686 | // Y MAX |
el14af | 0:10704407da46 | 687 | if (ship.y > 45) { |
el14af | 0:10704407da46 | 688 | ship.y = 45; |
el14af | 0:10704407da46 | 689 | } |
el14af | 0:10704407da46 | 690 | } |
el14af | 0:10704407da46 | 691 | |
el14af | 0:10704407da46 | 692 | // update position of top turret |
el14af | 0:10704407da46 | 693 | void update_turrets () |
el14af | 0:10704407da46 | 694 | { |
el14af | 0:10704407da46 | 695 | |
el14af | 0:10704407da46 | 696 | // update top turret |
el14af | 0:10704407da46 | 697 | |
el14af | 0:10704407da46 | 698 | // clear turret at current position |
el14af | 0:10704407da46 | 699 | lcd.drawRect(top_turret.position-2,9,4,2,2); |
el14af | 0:10704407da46 | 700 | |
el14af | 0:10704407da46 | 701 | // if the turret has reached the screen boundry, change the direction |
el14af | 0:10704407da46 | 702 | if (top_turret.position == 3) { |
el14af | 0:10704407da46 | 703 | top_turret.direction = RIGHT; |
el14af | 0:10704407da46 | 704 | } |
el14af | 0:10704407da46 | 705 | if (top_turret.position == 80) { |
el14af | 0:10704407da46 | 706 | top_turret.direction = LEFT; |
el14af | 0:10704407da46 | 707 | } |
el14af | 0:10704407da46 | 708 | |
el14af | 0:10704407da46 | 709 | // shift the position of the centre pixel of the turret in the dirction of movement |
el14af | 0:10704407da46 | 710 | if (top_turret.direction == LEFT) { |
el14af | 0:10704407da46 | 711 | top_turret.position -- ; |
el14af | 0:10704407da46 | 712 | } else if (top_turret.direction == RIGHT) { |
el14af | 0:10704407da46 | 713 | top_turret.position ++ ; |
el14af | 0:10704407da46 | 714 | } |
el14af | 0:10704407da46 | 715 | |
el14af | 0:10704407da46 | 716 | // print turret at new position |
el14af | 0:10704407da46 | 717 | lcd.drawRect(top_turret.position-2,9,4,2,1); |
el14af | 0:10704407da46 | 718 | lcd.clearPixel(top_turret.position,11); |
el14af | 0:10704407da46 | 719 | |
el14af | 0:10704407da46 | 720 | |
el14af | 0:10704407da46 | 721 | |
el14af | 0:10704407da46 | 722 | //update bottom turret |
el14af | 0:10704407da46 | 723 | |
el14af | 0:10704407da46 | 724 | //clear turret at current position |
el14af | 0:10704407da46 | 725 | lcd.drawRect(bottom_turret.position - 2,44,4,2,2); |
el14af | 0:10704407da46 | 726 | |
el14af | 0:10704407da46 | 727 | // if the turret has reached the screen boundry, change the direction |
el14af | 0:10704407da46 | 728 | if (bottom_turret.position == 3) { |
el14af | 0:10704407da46 | 729 | bottom_turret.direction = RIGHT; |
el14af | 0:10704407da46 | 730 | } |
el14af | 0:10704407da46 | 731 | if (bottom_turret.position == 80) { |
el14af | 0:10704407da46 | 732 | bottom_turret.direction = LEFT; |
el14af | 0:10704407da46 | 733 | } |
el14af | 0:10704407da46 | 734 | |
el14af | 0:10704407da46 | 735 | // shift the position of the centre pixel of the turret in the dirction of movement |
el14af | 0:10704407da46 | 736 | if (bottom_turret.direction == LEFT) { |
el14af | 0:10704407da46 | 737 | bottom_turret.position -- ; |
el14af | 0:10704407da46 | 738 | } else if(bottom_turret.direction == RIGHT) { |
el14af | 0:10704407da46 | 739 | bottom_turret.position ++ ; |
el14af | 0:10704407da46 | 740 | } |
el14af | 0:10704407da46 | 741 | |
el14af | 0:10704407da46 | 742 | //print turret at new position |
el14af | 0:10704407da46 | 743 | lcd.drawRect(bottom_turret.position - 2,44,4,2,1); |
el14af | 0:10704407da46 | 744 | lcd.clearPixel(bottom_turret.position,44); |
el14af | 0:10704407da46 | 745 | |
el14af | 0:10704407da46 | 746 | |
el14af | 0:10704407da46 | 747 | |
el14af | 0:10704407da46 | 748 | // update left turret |
el14af | 0:10704407da46 | 749 | |
el14af | 0:10704407da46 | 750 | // clear turret at current position |
el14af | 0:10704407da46 | 751 | lcd.drawRect(1,left_turret.position-2,2,4,2); |
el14af | 0:10704407da46 | 752 | |
el14af | 0:10704407da46 | 753 | // if the turret has reached the screen boundry, change the direction |
el14af | 0:10704407da46 | 754 | |
el14af | 0:10704407da46 | 755 | if (left_turret.position == 10) { |
el14af | 0:10704407da46 | 756 | left_turret.direction = DOWN; |
el14af | 0:10704407da46 | 757 | } |
el14af | 0:10704407da46 | 758 | if (left_turret.position == 44) { |
el14af | 0:10704407da46 | 759 | left_turret.direction = UP; |
el14af | 0:10704407da46 | 760 | } |
el14af | 0:10704407da46 | 761 | |
el14af | 0:10704407da46 | 762 | // shift the position of the centre pixel of the turret in the dirction of movement |
el14af | 0:10704407da46 | 763 | if (left_turret.direction == UP) { |
el14af | 0:10704407da46 | 764 | left_turret.position -- ; |
el14af | 0:10704407da46 | 765 | } else if (left_turret.direction == DOWN) { |
el14af | 0:10704407da46 | 766 | left_turret.position ++ ; |
el14af | 0:10704407da46 | 767 | } |
el14af | 0:10704407da46 | 768 | |
el14af | 0:10704407da46 | 769 | // print turret at new position |
el14af | 0:10704407da46 | 770 | lcd.drawRect(1,left_turret.position-2,2,4,1); |
el14af | 0:10704407da46 | 771 | lcd.clearPixel(3,left_turret.position); |
el14af | 0:10704407da46 | 772 | |
el14af | 0:10704407da46 | 773 | |
el14af | 0:10704407da46 | 774 | |
el14af | 0:10704407da46 | 775 | // update right turret |
el14af | 0:10704407da46 | 776 | |
el14af | 0:10704407da46 | 777 | // clear turret at current position |
el14af | 0:10704407da46 | 778 | lcd.drawRect(80,right_turret.position-2,2,4,2); |
el14af | 0:10704407da46 | 779 | |
el14af | 0:10704407da46 | 780 | // if the turret has reached the screen boundry, change the direction |
el14af | 0:10704407da46 | 781 | |
el14af | 0:10704407da46 | 782 | if (right_turret.position == 10) { |
el14af | 0:10704407da46 | 783 | right_turret.direction = DOWN; |
el14af | 0:10704407da46 | 784 | } |
el14af | 0:10704407da46 | 785 | if (right_turret.position == 44) { |
el14af | 0:10704407da46 | 786 | right_turret.direction = UP; |
el14af | 0:10704407da46 | 787 | } |
el14af | 0:10704407da46 | 788 | |
el14af | 0:10704407da46 | 789 | // shift the position of the centre pixel of the turret in the dirction of movement |
el14af | 0:10704407da46 | 790 | if (right_turret.direction == UP) { |
el14af | 0:10704407da46 | 791 | right_turret.position -- ; |
el14af | 0:10704407da46 | 792 | } else if (right_turret.direction == DOWN) { |
el14af | 0:10704407da46 | 793 | right_turret.position ++ ; |
el14af | 0:10704407da46 | 794 | } |
el14af | 0:10704407da46 | 795 | |
el14af | 0:10704407da46 | 796 | // print turret at new position |
el14af | 0:10704407da46 | 797 | lcd.drawRect(80,right_turret.position-2,2,4,1); |
el14af | 0:10704407da46 | 798 | lcd.clearPixel(80,right_turret.position); |
el14af | 0:10704407da46 | 799 | |
el14af | 0:10704407da46 | 800 | |
el14af | 0:10704407da46 | 801 | lcd.refresh(); |
el14af | 0:10704407da46 | 802 | |
el14af | 0:10704407da46 | 803 | } |
el14af | 0:10704407da46 | 804 | |
el14af | 0:10704407da46 | 805 | //function for firing missles |
el14af | 0:10704407da46 | 806 | void shoot() |
el14af | 0:10704407da46 | 807 | { |
el14af | 0:10704407da46 | 808 | |
el14af | 0:10704407da46 | 809 | // generates a pseudo-random value between 0 and 99 for each turret. |
el14af | 0:10704407da46 | 810 | srand(time(NULL)); |
el14af | 0:10704407da46 | 811 | int top_shoot = rand() %100+1; |
el14af | 0:10704407da46 | 812 | int bottom_shoot = rand() %100+1; |
el14af | 0:10704407da46 | 813 | int left_shoot = rand() %100+1; |
el14af | 0:10704407da46 | 814 | int right_shoot = rand() %100+1; |
el14af | 0:10704407da46 | 815 | |
el14af | 0:10704407da46 | 816 | // 20% chance for each turret to fire a missle. if random value is less than 20 the turret fires |
el14af | 0:10704407da46 | 817 | // and the turret's shoot property is set to 1. the process is the same for each of the 4 turrets. |
el14af | 0:10704407da46 | 818 | if (top_shoot < 20 ) { |
el14af | 0:10704407da46 | 819 | |
el14af | 0:10704407da46 | 820 | //change shoot varialbe in turret struct |
el14af | 0:10704407da46 | 821 | top_turret.shoot = 1; |
el14af | 0:10704407da46 | 822 | |
el14af | 0:10704407da46 | 823 | // search for an inactive missle struct to assign the missle to. if none of the missle |
el14af | 0:10704407da46 | 824 | // struct as available, i.e. there are already 6 missles on screen, the turret does not |
el14af | 0:10704407da46 | 825 | // fire. |
el14af | 0:10704407da46 | 826 | if (!missle_one.active) { // if missle is available |
el14af | 0:10704407da46 | 827 | missle_one.active = 1; // set missle to active |
el14af | 0:10704407da46 | 828 | missle_one.x = top_turret.position; // set the x-axis position of the missle equal to the turret's position |
el14af | 0:10704407da46 | 829 | missle_one.y = 10; // the Y coordinate is set to 8 to account for game border and turret |
el14af | 0:10704407da46 | 830 | missle_one.direction = DOWN; // set the direction the missle should travel in |
el14af | 0:10704407da46 | 831 | } |
el14af | 0:10704407da46 | 832 | // steps are repeated in case of other missle structs being used |
el14af | 0:10704407da46 | 833 | else if (!missle_two.active) { |
el14af | 0:10704407da46 | 834 | missle_two.active = 1; |
el14af | 0:10704407da46 | 835 | missle_two.x = top_turret.position; |
el14af | 0:10704407da46 | 836 | missle_two.y = 10; |
el14af | 0:10704407da46 | 837 | missle_two.direction = DOWN; |
el14af | 0:10704407da46 | 838 | } else if (!missle_three.active) { |
el14af | 0:10704407da46 | 839 | missle_three.active = 1; |
el14af | 0:10704407da46 | 840 | missle_three.x = top_turret.position; |
el14af | 0:10704407da46 | 841 | missle_three.y = 10; |
el14af | 0:10704407da46 | 842 | missle_three.direction = DOWN; |
el14af | 0:10704407da46 | 843 | } else if (!missle_four.active) { |
el14af | 0:10704407da46 | 844 | missle_four.active = 1; |
el14af | 0:10704407da46 | 845 | missle_four.x = top_turret.position; |
el14af | 0:10704407da46 | 846 | missle_four.y = 10; |
el14af | 0:10704407da46 | 847 | missle_four.direction = DOWN; |
el14af | 0:10704407da46 | 848 | } else if (!missle_five.active) { |
el14af | 0:10704407da46 | 849 | missle_five.active = 1; |
el14af | 0:10704407da46 | 850 | missle_five.x = top_turret.position; |
el14af | 0:10704407da46 | 851 | missle_five.y = 10; |
el14af | 0:10704407da46 | 852 | missle_five.direction = DOWN; |
el14af | 0:10704407da46 | 853 | } else if (!missle_six.active) { |
el14af | 0:10704407da46 | 854 | missle_six.active = 1; |
el14af | 0:10704407da46 | 855 | missle_six.x = top_turret.position; |
el14af | 0:10704407da46 | 856 | missle_six.y = 10; |
el14af | 0:10704407da46 | 857 | missle_six.direction = DOWN; |
el14af | 0:10704407da46 | 858 | } else { |
el14af | 0:10704407da46 | 859 | top_turret.shoot = 0; |
el14af | 0:10704407da46 | 860 | } |
el14af | 0:10704407da46 | 861 | |
el14af | 0:10704407da46 | 862 | } |
el14af | 0:10704407da46 | 863 | // whole process is identical for the other three turrets. the only changes are the direction assigned |
el14af | 0:10704407da46 | 864 | // to the missle when it fires, and whether the position of the turret dictates the x or y starting |
el14af | 0:10704407da46 | 865 | // position of the missle |
el14af | 0:10704407da46 | 866 | |
el14af | 0:10704407da46 | 867 | // bottom turret |
el14af | 0:10704407da46 | 868 | if (bottom_shoot < 20 ) { |
el14af | 0:10704407da46 | 869 | |
el14af | 0:10704407da46 | 870 | bottom_turret.shoot = 1; |
el14af | 0:10704407da46 | 871 | |
el14af | 0:10704407da46 | 872 | if (!missle_one.active) { // if missle is available |
el14af | 0:10704407da46 | 873 | missle_one.active = 1; // set missle to active |
el14af | 0:10704407da46 | 874 | missle_one.x = bottom_turret.position; // set the X-axis position of the missle equal to the turret's position |
el14af | 0:10704407da46 | 875 | missle_one.y = 45; // the Y coordinate is set to 45 to account for game border and turret |
el14af | 0:10704407da46 | 876 | missle_one.direction = UP; // set the direction the missle should travel in |
el14af | 0:10704407da46 | 877 | } |
el14af | 0:10704407da46 | 878 | // steps are repeated in case of other missle structs being used |
el14af | 0:10704407da46 | 879 | else if (!missle_two.active) { |
el14af | 0:10704407da46 | 880 | missle_two.active = 1; |
el14af | 0:10704407da46 | 881 | missle_two.x = bottom_turret.position; |
el14af | 0:10704407da46 | 882 | missle_two.y = 45; |
el14af | 0:10704407da46 | 883 | missle_two.direction = UP; |
el14af | 0:10704407da46 | 884 | } else if (!missle_three.active) { |
el14af | 0:10704407da46 | 885 | missle_three.active = 1; |
el14af | 0:10704407da46 | 886 | missle_three.x = bottom_turret.position; |
el14af | 0:10704407da46 | 887 | missle_three.y = 45; |
el14af | 0:10704407da46 | 888 | missle_three.direction = UP; |
el14af | 0:10704407da46 | 889 | } else if (!missle_four.active) { |
el14af | 0:10704407da46 | 890 | missle_four.active = 1; |
el14af | 0:10704407da46 | 891 | missle_four.x = bottom_turret.position; |
el14af | 0:10704407da46 | 892 | missle_four.y = 45; |
el14af | 0:10704407da46 | 893 | missle_four.direction = UP; |
el14af | 0:10704407da46 | 894 | } else if (!missle_five.active) { |
el14af | 0:10704407da46 | 895 | missle_five.active = 1; |
el14af | 0:10704407da46 | 896 | missle_five.x = bottom_turret.position; |
el14af | 0:10704407da46 | 897 | missle_five.y = 45; |
el14af | 0:10704407da46 | 898 | missle_five.direction = UP; |
el14af | 0:10704407da46 | 899 | } else if (!missle_six.active) { |
el14af | 0:10704407da46 | 900 | missle_six.active = 1; |
el14af | 0:10704407da46 | 901 | missle_six.x = bottom_turret.position; |
el14af | 0:10704407da46 | 902 | missle_six.y = 45; |
el14af | 0:10704407da46 | 903 | missle_six.direction = UP; |
el14af | 0:10704407da46 | 904 | } else { |
el14af | 0:10704407da46 | 905 | bottom_turret.shoot = 0; |
el14af | 0:10704407da46 | 906 | } |
el14af | 0:10704407da46 | 907 | |
el14af | 0:10704407da46 | 908 | } |
el14af | 0:10704407da46 | 909 | // left turret |
el14af | 0:10704407da46 | 910 | if (left_shoot < 20 ) { |
el14af | 0:10704407da46 | 911 | |
el14af | 0:10704407da46 | 912 | left_turret.shoot = 1; |
el14af | 0:10704407da46 | 913 | |
el14af | 0:10704407da46 | 914 | if (!missle_one.active) { |
el14af | 0:10704407da46 | 915 | missle_one.active = 1; |
el14af | 0:10704407da46 | 916 | missle_one.x = 3; // the X coordinate is set to 3 to account for game border and turret |
el14af | 0:10704407da46 | 917 | missle_two.y = left_turret.position; // set the Y-axis position of the missle equal to the turret's position |
el14af | 0:10704407da46 | 918 | |
el14af | 0:10704407da46 | 919 | missle_one.direction = RIGHT; |
el14af | 0:10704407da46 | 920 | } else if (!missle_two.active) { |
el14af | 0:10704407da46 | 921 | missle_two.active = 1; |
el14af | 0:10704407da46 | 922 | missle_two.x = 3; |
el14af | 0:10704407da46 | 923 | missle_two.y = left_turret.position; |
el14af | 0:10704407da46 | 924 | missle_two.direction = RIGHT; |
el14af | 0:10704407da46 | 925 | } else if (!missle_three.active) { |
el14af | 0:10704407da46 | 926 | missle_three.active = 1; |
el14af | 0:10704407da46 | 927 | missle_three.x = 3; |
el14af | 0:10704407da46 | 928 | missle_three.y = left_turret.position; |
el14af | 0:10704407da46 | 929 | missle_three.direction = RIGHT; |
el14af | 0:10704407da46 | 930 | } else if (!missle_four.active) { |
el14af | 0:10704407da46 | 931 | missle_four.active = 1; |
el14af | 0:10704407da46 | 932 | missle_four.x = 3; |
el14af | 0:10704407da46 | 933 | missle_four.y = left_turret.position; |
el14af | 0:10704407da46 | 934 | missle_four.direction = RIGHT; |
el14af | 0:10704407da46 | 935 | } else if (!missle_five.active) { |
el14af | 0:10704407da46 | 936 | missle_five.active = 1; |
el14af | 0:10704407da46 | 937 | missle_five.x = 3; |
el14af | 0:10704407da46 | 938 | missle_five.y = left_turret.position; |
el14af | 0:10704407da46 | 939 | missle_five.direction = RIGHT; |
el14af | 0:10704407da46 | 940 | } else if (!missle_six.active) { |
el14af | 0:10704407da46 | 941 | missle_six.active = 1; |
el14af | 0:10704407da46 | 942 | missle_six.x = 3; |
el14af | 0:10704407da46 | 943 | missle_six.y = left_turret.position; |
el14af | 0:10704407da46 | 944 | missle_six.direction = RIGHT; |
el14af | 0:10704407da46 | 945 | } else { |
el14af | 0:10704407da46 | 946 | left_turret.shoot = 0; |
el14af | 0:10704407da46 | 947 | } |
el14af | 0:10704407da46 | 948 | |
el14af | 0:10704407da46 | 949 | } |
el14af | 0:10704407da46 | 950 | // right turret |
el14af | 0:10704407da46 | 951 | if (right_shoot < 20 ) { |
el14af | 0:10704407da46 | 952 | |
el14af | 0:10704407da46 | 953 | left_turret.shoot = 1; |
el14af | 0:10704407da46 | 954 | |
el14af | 0:10704407da46 | 955 | if (!missle_one.active) { |
el14af | 0:10704407da46 | 956 | missle_one.active = 1; |
el14af | 0:10704407da46 | 957 | missle_one.x = 81; // the X coordinate is set to 81 to account for game border and turret |
el14af | 0:10704407da46 | 958 | missle_one.y = right_turret.position; // set the Y-axis position of the missle equal to the turret's position |
el14af | 0:10704407da46 | 959 | missle_one.direction = LEFT; |
el14af | 0:10704407da46 | 960 | } else if (!missle_two.active) { |
el14af | 0:10704407da46 | 961 | missle_two.active = 1; |
el14af | 0:10704407da46 | 962 | missle_two.x = 81; |
el14af | 0:10704407da46 | 963 | missle_two.y = right_turret.position; |
el14af | 0:10704407da46 | 964 | missle_two.direction = LEFT; |
el14af | 0:10704407da46 | 965 | } else if (!missle_three.active) { |
el14af | 0:10704407da46 | 966 | missle_three.active = 1; |
el14af | 0:10704407da46 | 967 | missle_three.x = 81; |
el14af | 0:10704407da46 | 968 | missle_three.y = right_turret.position; |
el14af | 0:10704407da46 | 969 | missle_three.direction = LEFT; |
el14af | 0:10704407da46 | 970 | } else if (!missle_four.active) { |
el14af | 0:10704407da46 | 971 | missle_four.active = 1; |
el14af | 0:10704407da46 | 972 | missle_four.x = 81; |
el14af | 0:10704407da46 | 973 | missle_four.y = right_turret.position; |
el14af | 0:10704407da46 | 974 | missle_four.direction = LEFT; |
el14af | 0:10704407da46 | 975 | } else if (!missle_five.active) { |
el14af | 0:10704407da46 | 976 | missle_five.active = 1; |
el14af | 0:10704407da46 | 977 | missle_five.x = 81; |
el14af | 0:10704407da46 | 978 | missle_five.y = right_turret.position; |
el14af | 0:10704407da46 | 979 | missle_five.direction = LEFT; |
el14af | 0:10704407da46 | 980 | } else if (!missle_six.active) { |
el14af | 0:10704407da46 | 981 | missle_six.active = 1; |
el14af | 0:10704407da46 | 982 | missle_six.x = 81; |
el14af | 0:10704407da46 | 983 | missle_six.y = right_turret.position; |
el14af | 0:10704407da46 | 984 | missle_six.direction = LEFT; |
el14af | 0:10704407da46 | 985 | } else { |
el14af | 0:10704407da46 | 986 | right_turret.shoot = 0; |
el14af | 0:10704407da46 | 987 | } |
el14af | 0:10704407da46 | 988 | |
el14af | 0:10704407da46 | 989 | } |
el14af | 0:10704407da46 | 990 | |
el14af | 0:10704407da46 | 991 | } |
el14af | 0:10704407da46 | 992 | |
el14af | 0:10704407da46 | 993 | // track position of currently flying missles, update their position and detect hits. |
el14af | 0:10704407da46 | 994 | void update_missles () |
el14af | 0:10704407da46 | 995 | { |
el14af | 0:10704407da46 | 996 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 997 | if (missle_one.active) { |
el14af | 0:10704407da46 | 998 | |
el14af | 0:10704407da46 | 999 | //clear missle at current position |
el14af | 0:10704407da46 | 1000 | // centre |
el14af | 0:10704407da46 | 1001 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1002 | |
el14af | 0:10704407da46 | 1003 | // set new position of missle based on direction of travel |
el14af | 0:10704407da46 | 1004 | if (missle_one.direction == UP) { |
el14af | 0:10704407da46 | 1005 | missle_one.y -- ; |
el14af | 0:10704407da46 | 1006 | } |
el14af | 0:10704407da46 | 1007 | if (missle_one.direction == DOWN) { |
el14af | 0:10704407da46 | 1008 | missle_one.y ++ ; |
el14af | 0:10704407da46 | 1009 | } |
el14af | 0:10704407da46 | 1010 | if (missle_one.direction == LEFT) { |
el14af | 0:10704407da46 | 1011 | missle_one.x -- ; |
el14af | 0:10704407da46 | 1012 | } |
el14af | 0:10704407da46 | 1013 | if (missle_one.direction == RIGHT) { |
el14af | 0:10704407da46 | 1014 | missle_one.x ++ ; |
el14af | 0:10704407da46 | 1015 | } |
el14af | 0:10704407da46 | 1016 | |
el14af | 0:10704407da46 | 1017 | //draw missle at new position |
el14af | 0:10704407da46 | 1018 | lcd.drawLine(missle_one.x - 1,missle_one.y,missle_one.x + 1,missle_one.y,1); |
el14af | 0:10704407da46 | 1019 | lcd.drawLine(missle_one.x,missle_one.y - 1,missle_one.x,missle_one.y + 1,1); |
el14af | 0:10704407da46 | 1020 | |
el14af | 0:10704407da46 | 1021 | |
el14af | 0:10704407da46 | 1022 | } |
el14af | 0:10704407da46 | 1023 | |
el14af | 0:10704407da46 | 1024 | // the function then repeats process for any other active missles |
el14af | 0:10704407da46 | 1025 | |
el14af | 0:10704407da46 | 1026 | if (missle_two.active) { |
el14af | 0:10704407da46 | 1027 | //clear missle at current position |
el14af | 0:10704407da46 | 1028 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1029 | |
el14af | 0:10704407da46 | 1030 | // set new position of missle based on direction of travel |
el14af | 0:10704407da46 | 1031 | if (missle_two.direction == UP) { |
el14af | 0:10704407da46 | 1032 | missle_two.y -- ; |
el14af | 0:10704407da46 | 1033 | } |
el14af | 0:10704407da46 | 1034 | if (missle_two.direction == DOWN) { |
el14af | 0:10704407da46 | 1035 | missle_two.y ++ ; |
el14af | 0:10704407da46 | 1036 | } |
el14af | 0:10704407da46 | 1037 | if (missle_two.direction == LEFT) { |
el14af | 0:10704407da46 | 1038 | missle_two.x -- ; |
el14af | 0:10704407da46 | 1039 | } |
el14af | 0:10704407da46 | 1040 | if (missle_two.direction == RIGHT) { |
el14af | 0:10704407da46 | 1041 | missle_two.x ++ ; |
el14af | 0:10704407da46 | 1042 | } |
el14af | 0:10704407da46 | 1043 | |
el14af | 0:10704407da46 | 1044 | //draw missle at new position |
el14af | 0:10704407da46 | 1045 | lcd.drawLine(missle_two.x - 1,missle_two.y,missle_two.x + 1,missle_two.y,1); |
el14af | 0:10704407da46 | 1046 | lcd.drawLine(missle_two.x,missle_two.y - 1,missle_two.x,missle_two.y + 1,1); |
el14af | 0:10704407da46 | 1047 | |
el14af | 0:10704407da46 | 1048 | |
el14af | 0:10704407da46 | 1049 | } |
el14af | 0:10704407da46 | 1050 | if (missle_three.active) { |
el14af | 0:10704407da46 | 1051 | //clear missle at current position |
el14af | 0:10704407da46 | 1052 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1053 | |
el14af | 0:10704407da46 | 1054 | // set new position of missle based on direction of travel |
el14af | 0:10704407da46 | 1055 | if (missle_three.direction == UP) { |
el14af | 0:10704407da46 | 1056 | missle_three.y -- ; |
el14af | 0:10704407da46 | 1057 | } |
el14af | 0:10704407da46 | 1058 | if (missle_three.direction == DOWN) { |
el14af | 0:10704407da46 | 1059 | missle_three.y ++ ; |
el14af | 0:10704407da46 | 1060 | } |
el14af | 0:10704407da46 | 1061 | if (missle_three.direction == LEFT) { |
el14af | 0:10704407da46 | 1062 | missle_three.x -- ; |
el14af | 0:10704407da46 | 1063 | } |
el14af | 0:10704407da46 | 1064 | if (missle_three.direction == RIGHT) { |
el14af | 0:10704407da46 | 1065 | missle_three.x ++ ; |
el14af | 0:10704407da46 | 1066 | } |
el14af | 0:10704407da46 | 1067 | |
el14af | 0:10704407da46 | 1068 | //draw missle at new position |
el14af | 0:10704407da46 | 1069 | lcd.drawLine(missle_three.x - 1,missle_three.y,missle_three.x + 1,missle_three.y,1); |
el14af | 0:10704407da46 | 1070 | lcd.drawLine(missle_three.x,missle_three.y - 1,missle_three.x,missle_three.y + 1,1); |
el14af | 0:10704407da46 | 1071 | |
el14af | 0:10704407da46 | 1072 | } |
el14af | 0:10704407da46 | 1073 | if (missle_four.active) { |
el14af | 0:10704407da46 | 1074 | //clear missle at current position |
el14af | 0:10704407da46 | 1075 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1076 | |
el14af | 0:10704407da46 | 1077 | // set new position of missle based on direction of travel |
el14af | 0:10704407da46 | 1078 | if (missle_four.direction == UP) { |
el14af | 0:10704407da46 | 1079 | missle_four.y -- ; |
el14af | 0:10704407da46 | 1080 | } |
el14af | 0:10704407da46 | 1081 | if (missle_four.direction == DOWN) { |
el14af | 0:10704407da46 | 1082 | missle_four.y ++ ; |
el14af | 0:10704407da46 | 1083 | } |
el14af | 0:10704407da46 | 1084 | if (missle_four.direction == LEFT) { |
el14af | 0:10704407da46 | 1085 | missle_four.x -- ; |
el14af | 0:10704407da46 | 1086 | } |
el14af | 0:10704407da46 | 1087 | if (missle_four.direction == RIGHT) { |
el14af | 0:10704407da46 | 1088 | missle_four.x ++ ; |
el14af | 0:10704407da46 | 1089 | } |
el14af | 0:10704407da46 | 1090 | |
el14af | 0:10704407da46 | 1091 | //draw missle at new position |
el14af | 0:10704407da46 | 1092 | lcd.drawLine(missle_four.x - 1,missle_four.y,missle_four.x + 1,missle_four.y,1); |
el14af | 0:10704407da46 | 1093 | lcd.drawLine(missle_four.x,missle_four.y - 1,missle_four.x,missle_four.y + 1,1); |
el14af | 0:10704407da46 | 1094 | |
el14af | 0:10704407da46 | 1095 | } |
el14af | 0:10704407da46 | 1096 | if (missle_five.active) { |
el14af | 0:10704407da46 | 1097 | //clear missle at current position |
el14af | 0:10704407da46 | 1098 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1099 | |
el14af | 0:10704407da46 | 1100 | // set new position of missle based on direction of travel |
el14af | 0:10704407da46 | 1101 | if (missle_five.direction == UP) { |
el14af | 0:10704407da46 | 1102 | missle_five.y -- ; |
el14af | 0:10704407da46 | 1103 | } |
el14af | 0:10704407da46 | 1104 | if (missle_five.direction == DOWN) { |
el14af | 0:10704407da46 | 1105 | missle_five.y ++ ; |
el14af | 0:10704407da46 | 1106 | } |
el14af | 0:10704407da46 | 1107 | if (missle_five.direction == LEFT) { |
el14af | 0:10704407da46 | 1108 | missle_five.x -- ; |
el14af | 0:10704407da46 | 1109 | } |
el14af | 0:10704407da46 | 1110 | if (missle_five.direction == RIGHT) { |
el14af | 0:10704407da46 | 1111 | missle_five.x ++ ; |
el14af | 0:10704407da46 | 1112 | } |
el14af | 0:10704407da46 | 1113 | |
el14af | 0:10704407da46 | 1114 | //draw missle at new position |
el14af | 0:10704407da46 | 1115 | lcd.drawLine(missle_five.x - 1,missle_five.y,missle_five.x + 1,missle_five.y,1); |
el14af | 0:10704407da46 | 1116 | lcd.drawLine(missle_five.x,missle_five.y - 1,missle_five.x,missle_five.y + 1,1); |
el14af | 0:10704407da46 | 1117 | |
el14af | 0:10704407da46 | 1118 | |
el14af | 0:10704407da46 | 1119 | } |
el14af | 0:10704407da46 | 1120 | if (missle_six.active) { |
el14af | 0:10704407da46 | 1121 | //clear missle at current position |
el14af | 0:10704407da46 | 1122 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1123 | |
el14af | 0:10704407da46 | 1124 | // set new position of missle based on direction of travel |
el14af | 0:10704407da46 | 1125 | if (missle_six.direction == UP) { |
el14af | 0:10704407da46 | 1126 | missle_six.y -- ; |
el14af | 0:10704407da46 | 1127 | } |
el14af | 0:10704407da46 | 1128 | if (missle_six.direction == DOWN) { |
el14af | 0:10704407da46 | 1129 | missle_six.y ++ ; |
el14af | 0:10704407da46 | 1130 | } |
el14af | 0:10704407da46 | 1131 | if (missle_six.direction == LEFT) { |
el14af | 0:10704407da46 | 1132 | missle_six.x -- ; |
el14af | 0:10704407da46 | 1133 | } |
el14af | 0:10704407da46 | 1134 | if (missle_six.direction == RIGHT) { |
el14af | 0:10704407da46 | 1135 | missle_six.x ++ ; |
el14af | 0:10704407da46 | 1136 | } |
el14af | 0:10704407da46 | 1137 | |
el14af | 0:10704407da46 | 1138 | //draw missle at new position |
el14af | 0:10704407da46 | 1139 | lcd.drawLine(missle_six.x - 1,missle_six.y,missle_six.x + 1,missle_six.y,1); |
el14af | 0:10704407da46 | 1140 | lcd.drawLine(missle_six.x,missle_six.y - 1,missle_six.x,missle_six.y + 1,1); |
el14af | 0:10704407da46 | 1141 | |
el14af | 0:10704407da46 | 1142 | |
el14af | 0:10704407da46 | 1143 | |
el14af | 0:10704407da46 | 1144 | } |
el14af | 0:10704407da46 | 1145 | } |
el14af | 0:10704407da46 | 1146 | |
el14af | 0:10704407da46 | 1147 | // detect hits missle expires |
el14af | 0:10704407da46 | 1148 | void check_hit () |
el14af | 0:10704407da46 | 1149 | { |
el14af | 0:10704407da46 | 1150 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 1151 | if (missle_one.active) { |
el14af | 0:10704407da46 | 1152 | |
el14af | 0:10704407da46 | 1153 | |
el14af | 0:10704407da46 | 1154 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 1155 | // check if the missle is within the x_axis constraints of the hit box |
el14af | 0:10704407da46 | 1156 | // the structure : if missle x coordinate is greater than the top right pixel of hit box... |
el14af | 0:10704407da46 | 1157 | // AND |
el14af | 0:10704407da46 | 1158 | // missle x coordinate is less than top right pixel of hit box + width of the hit box... |
el14af | 0:10704407da46 | 1159 | // then the missle is in the x constraints. |
el14af | 0:10704407da46 | 1160 | if ( (missle_one.x > ship.x - 2 ) && (missle_one.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1161 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1162 | if ( (missle_one.y > ship.y - 2 ) && (missle_one.y < ship.y + 3) ) { |
el14af | 0:10704407da46 | 1163 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1164 | missle_one.active = 0; |
el14af | 0:10704407da46 | 1165 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1166 | missle_one.hit_flag = 1; |
el14af | 0:10704407da46 | 1167 | //clear missle |
el14af | 0:10704407da46 | 1168 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1169 | } |
el14af | 0:10704407da46 | 1170 | } |
el14af | 0:10704407da46 | 1171 | } |
el14af | 0:10704407da46 | 1172 | // the process is repeated for the different directions of travel, with a different hitbox shape: |
el14af | 0:10704407da46 | 1173 | // down |
el14af | 0:10704407da46 | 1174 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 1175 | if ( (missle_one.x > ship.x - 2 ) && (missle_one.x < ship.x + 2 ) ) { |
el14af | 0:10704407da46 | 1176 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1177 | if ( (missle_one.y > ship.y - 3 ) && (missle_one.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1178 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1179 | missle_one.active = 0; |
el14af | 0:10704407da46 | 1180 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1181 | missle_one.hit_flag = 1; |
el14af | 0:10704407da46 | 1182 | //clear missle |
el14af | 0:10704407da46 | 1183 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1184 | } |
el14af | 0:10704407da46 | 1185 | } |
el14af | 0:10704407da46 | 1186 | } |
el14af | 0:10704407da46 | 1187 | // left |
el14af | 0:10704407da46 | 1188 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 1189 | if ( (missle_one.x > ship.x - 3 ) && (missle_one.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1190 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1191 | if ( (missle_one.y > ship.y - 2 ) && (missle_one.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1192 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1193 | missle_one.active = 0; |
el14af | 0:10704407da46 | 1194 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1195 | missle_one.hit_flag = 1; |
el14af | 0:10704407da46 | 1196 | //clear missle |
el14af | 0:10704407da46 | 1197 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1198 | } |
el14af | 0:10704407da46 | 1199 | } |
el14af | 0:10704407da46 | 1200 | } |
el14af | 0:10704407da46 | 1201 | // right |
el14af | 0:10704407da46 | 1202 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 1203 | if ( (missle_one.x > ship.x - 2 ) && (missle_one.x < ship.x + 3) ) { |
el14af | 0:10704407da46 | 1204 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1205 | if ( (missle_one.y > ship.y - 2 ) && (missle_one.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1206 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1207 | missle_one.active = 0; |
el14af | 0:10704407da46 | 1208 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1209 | missle_one.hit_flag = 1; |
el14af | 0:10704407da46 | 1210 | //clear missle |
el14af | 0:10704407da46 | 1211 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1212 | } |
el14af | 0:10704407da46 | 1213 | } |
el14af | 0:10704407da46 | 1214 | } |
el14af | 0:10704407da46 | 1215 | |
el14af | 0:10704407da46 | 1216 | // detect missle expires |
el14af | 0:10704407da46 | 1217 | // depending on the direction of flight, if the missle reaches the border without coming in contact with the ship. |
el14af | 0:10704407da46 | 1218 | // the missle is set to inactive |
el14af | 0:10704407da46 | 1219 | |
el14af | 0:10704407da46 | 1220 | if (missle_one.direction == UP) { |
el14af | 0:10704407da46 | 1221 | if (missle_one.y == 10) { |
el14af | 0:10704407da46 | 1222 | missle_one.active = 0; |
el14af | 0:10704407da46 | 1223 | |
el14af | 0:10704407da46 | 1224 | //clear missle |
el14af | 0:10704407da46 | 1225 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1226 | } |
el14af | 0:10704407da46 | 1227 | |
el14af | 0:10704407da46 | 1228 | } |
el14af | 0:10704407da46 | 1229 | if (missle_one.direction == DOWN) { |
el14af | 0:10704407da46 | 1230 | if (missle_one.y == 45) { |
el14af | 0:10704407da46 | 1231 | missle_one.active = 0; |
el14af | 0:10704407da46 | 1232 | |
el14af | 0:10704407da46 | 1233 | //clear missle |
el14af | 0:10704407da46 | 1234 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1235 | } |
el14af | 0:10704407da46 | 1236 | |
el14af | 0:10704407da46 | 1237 | } |
el14af | 0:10704407da46 | 1238 | if (missle_one.direction == LEFT) { |
el14af | 0:10704407da46 | 1239 | if (missle_one.x == 2 ) { |
el14af | 0:10704407da46 | 1240 | missle_one.active = 0; |
el14af | 0:10704407da46 | 1241 | |
el14af | 0:10704407da46 | 1242 | //clear missle |
el14af | 0:10704407da46 | 1243 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1244 | } |
el14af | 0:10704407da46 | 1245 | |
el14af | 0:10704407da46 | 1246 | } |
el14af | 0:10704407da46 | 1247 | if (missle_one.direction == RIGHT) { |
el14af | 0:10704407da46 | 1248 | if (missle_one.x == 80 ) { |
el14af | 0:10704407da46 | 1249 | missle_one.active = 0; |
el14af | 0:10704407da46 | 1250 | |
el14af | 0:10704407da46 | 1251 | //clear missle |
el14af | 0:10704407da46 | 1252 | lcd.drawRect(missle_one.x-1,missle_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1253 | } |
el14af | 0:10704407da46 | 1254 | |
el14af | 0:10704407da46 | 1255 | } |
el14af | 0:10704407da46 | 1256 | } |
el14af | 0:10704407da46 | 1257 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 1258 | if (missle_two.active) { |
el14af | 0:10704407da46 | 1259 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 1260 | //check if the ship is within the x_axis constraints of the hit box |
el14af | 0:10704407da46 | 1261 | // the structure : if missle x coordinate is greater than the top right pixel of hit box... |
el14af | 0:10704407da46 | 1262 | // AND |
el14af | 0:10704407da46 | 1263 | // missle x coordinate is less than top right pixel of hit box + width of the hit box... |
el14af | 0:10704407da46 | 1264 | // then the missle is in the x constraints. |
el14af | 0:10704407da46 | 1265 | if ( (missle_two.x > ship.x - 2 ) && (missle_two.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1266 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1267 | if ( (missle_two.y > ship.y - 2 ) && (missle_two.y < ship.y + 3) ) { |
el14af | 0:10704407da46 | 1268 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1269 | missle_two.active = 0; |
el14af | 0:10704407da46 | 1270 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1271 | missle_two.hit_flag = 1; |
el14af | 0:10704407da46 | 1272 | //clear missle |
el14af | 0:10704407da46 | 1273 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1274 | } |
el14af | 0:10704407da46 | 1275 | } |
el14af | 0:10704407da46 | 1276 | } |
el14af | 0:10704407da46 | 1277 | // the process is repeated for the different directions of travel, with a different hitbox shape |
el14af | 0:10704407da46 | 1278 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 1279 | if ( (missle_two.x > ship.x - 2 ) && (missle_two.x < ship.x + 2 ) ) { |
el14af | 0:10704407da46 | 1280 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1281 | if ( (missle_two.y > ship.y - 3 ) && (missle_two.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1282 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1283 | missle_two.active = 0; |
el14af | 0:10704407da46 | 1284 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1285 | missle_two.hit_flag = 1; |
el14af | 0:10704407da46 | 1286 | //clear missle |
el14af | 0:10704407da46 | 1287 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1288 | } |
el14af | 0:10704407da46 | 1289 | } |
el14af | 0:10704407da46 | 1290 | } |
el14af | 0:10704407da46 | 1291 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 1292 | if ( (missle_two.x > ship.x - 2 ) && (missle_two.x < ship.x + 3) ) { |
el14af | 0:10704407da46 | 1293 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1294 | if ( (missle_two.y > ship.y - 2 ) && (missle_two.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1295 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1296 | missle_two.active = 0; |
el14af | 0:10704407da46 | 1297 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1298 | missle_two.hit_flag = 1; |
el14af | 0:10704407da46 | 1299 | //clear missle |
el14af | 0:10704407da46 | 1300 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1301 | } |
el14af | 0:10704407da46 | 1302 | } |
el14af | 0:10704407da46 | 1303 | } |
el14af | 0:10704407da46 | 1304 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 1305 | if ( (missle_two.x > ship.x - 3 ) && (missle_two.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1306 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1307 | if ( (missle_two.y > ship.y - 2 ) && (missle_two.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1308 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1309 | missle_two.active = 0; |
el14af | 0:10704407da46 | 1310 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1311 | missle_two.hit_flag = 1; |
el14af | 0:10704407da46 | 1312 | //clear missle |
el14af | 0:10704407da46 | 1313 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1314 | } |
el14af | 0:10704407da46 | 1315 | } |
el14af | 0:10704407da46 | 1316 | } |
el14af | 0:10704407da46 | 1317 | |
el14af | 0:10704407da46 | 1318 | // detect missle expires |
el14af | 0:10704407da46 | 1319 | // depending on the direction of flight, if the missle reaches the border without coming in contact with the ship. |
el14af | 0:10704407da46 | 1320 | // the missle is set to inactive |
el14af | 0:10704407da46 | 1321 | |
el14af | 0:10704407da46 | 1322 | if (missle_two.direction == UP) { |
el14af | 0:10704407da46 | 1323 | if (missle_two.y == 10) { |
el14af | 0:10704407da46 | 1324 | missle_two.active = 0; |
el14af | 0:10704407da46 | 1325 | |
el14af | 0:10704407da46 | 1326 | //clear missle |
el14af | 0:10704407da46 | 1327 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1328 | } |
el14af | 0:10704407da46 | 1329 | |
el14af | 0:10704407da46 | 1330 | } |
el14af | 0:10704407da46 | 1331 | if (missle_two.direction == DOWN) { |
el14af | 0:10704407da46 | 1332 | if (missle_two.y == 44) { |
el14af | 0:10704407da46 | 1333 | missle_two.active = 0; |
el14af | 0:10704407da46 | 1334 | |
el14af | 0:10704407da46 | 1335 | //clear missle |
el14af | 0:10704407da46 | 1336 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1337 | } |
el14af | 0:10704407da46 | 1338 | |
el14af | 0:10704407da46 | 1339 | } |
el14af | 0:10704407da46 | 1340 | if (missle_two.direction == LEFT) { |
el14af | 0:10704407da46 | 1341 | if (missle_two.x == 2 ) { |
el14af | 0:10704407da46 | 1342 | missle_two.active = 0; |
el14af | 0:10704407da46 | 1343 | |
el14af | 0:10704407da46 | 1344 | //clear missle |
el14af | 0:10704407da46 | 1345 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1346 | } |
el14af | 0:10704407da46 | 1347 | |
el14af | 0:10704407da46 | 1348 | } |
el14af | 0:10704407da46 | 1349 | if (missle_two.direction == RIGHT) { |
el14af | 0:10704407da46 | 1350 | if (missle_two.x == 80 ) { |
el14af | 0:10704407da46 | 1351 | missle_two.active = 0; |
el14af | 0:10704407da46 | 1352 | |
el14af | 0:10704407da46 | 1353 | //clear missle |
el14af | 0:10704407da46 | 1354 | lcd.drawRect(missle_two.x-1,missle_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1355 | } |
el14af | 0:10704407da46 | 1356 | |
el14af | 0:10704407da46 | 1357 | } |
el14af | 0:10704407da46 | 1358 | } |
el14af | 0:10704407da46 | 1359 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 1360 | if (missle_three.active) { |
el14af | 0:10704407da46 | 1361 | |
el14af | 0:10704407da46 | 1362 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 1363 | //check if the ship is within the x_axis constraints of the hit box |
el14af | 0:10704407da46 | 1364 | // the structure : if missle x coordinate is greater than the top right pixel of hit box... |
el14af | 0:10704407da46 | 1365 | // AND |
el14af | 0:10704407da46 | 1366 | // missle x coordinate is less than top right pixel of hit box + width of the hit box... |
el14af | 0:10704407da46 | 1367 | // then the missle is in the x constraints. |
el14af | 0:10704407da46 | 1368 | if ( (missle_three.x > ship.x - 2 ) && (missle_three.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1369 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1370 | if ( (missle_three.y > ship.y - 2 ) && (missle_three.y < ship.y + 3) ) { |
el14af | 0:10704407da46 | 1371 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1372 | missle_three.active = 0; |
el14af | 0:10704407da46 | 1373 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1374 | missle_three.hit_flag = 1; |
el14af | 0:10704407da46 | 1375 | //clear missle |
el14af | 0:10704407da46 | 1376 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1377 | } |
el14af | 0:10704407da46 | 1378 | } |
el14af | 0:10704407da46 | 1379 | } |
el14af | 0:10704407da46 | 1380 | // the process is repeated for the different directions of travel, with a different hitbox shape |
el14af | 0:10704407da46 | 1381 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 1382 | if ( (missle_three.x > ship.x - 2 ) && (missle_three.x < ship.x + 2 ) ) { |
el14af | 0:10704407da46 | 1383 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1384 | if ( (missle_three.y > ship.y - 3 ) && (missle_three.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1385 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1386 | missle_three.active = 0; |
el14af | 0:10704407da46 | 1387 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1388 | missle_three.hit_flag = 1; |
el14af | 0:10704407da46 | 1389 | //clear missle |
el14af | 0:10704407da46 | 1390 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1391 | } |
el14af | 0:10704407da46 | 1392 | } |
el14af | 0:10704407da46 | 1393 | } |
el14af | 0:10704407da46 | 1394 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 1395 | if ( (missle_three.x > ship.x - 2 ) && (missle_three.x < ship.x + 3) ) { |
el14af | 0:10704407da46 | 1396 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1397 | if ( (missle_three.y > ship.y - 2 ) && (missle_three.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1398 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1399 | missle_three.active = 0; |
el14af | 0:10704407da46 | 1400 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1401 | missle_three.hit_flag = 1; |
el14af | 0:10704407da46 | 1402 | //clear missle |
el14af | 0:10704407da46 | 1403 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1404 | } |
el14af | 0:10704407da46 | 1405 | } |
el14af | 0:10704407da46 | 1406 | } |
el14af | 0:10704407da46 | 1407 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 1408 | if ( (missle_three.x > ship.x - 3 ) && (missle_three.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1409 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1410 | if ( (missle_three.y > ship.y - 2) && (missle_three.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1411 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1412 | missle_three.active = 0; |
el14af | 0:10704407da46 | 1413 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1414 | missle_three.hit_flag = 1; |
el14af | 0:10704407da46 | 1415 | //clear missle |
el14af | 0:10704407da46 | 1416 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1417 | } |
el14af | 0:10704407da46 | 1418 | } |
el14af | 0:10704407da46 | 1419 | } |
el14af | 0:10704407da46 | 1420 | |
el14af | 0:10704407da46 | 1421 | // detect missle expires |
el14af | 0:10704407da46 | 1422 | // depending on the direction of flight, if the missle reaches the border without coming in contact with the ship. |
el14af | 0:10704407da46 | 1423 | // the missle is set to inactive |
el14af | 0:10704407da46 | 1424 | |
el14af | 0:10704407da46 | 1425 | if (missle_three.direction == UP) { |
el14af | 0:10704407da46 | 1426 | if (missle_three.y == 10) { |
el14af | 0:10704407da46 | 1427 | missle_three.active = 0; |
el14af | 0:10704407da46 | 1428 | |
el14af | 0:10704407da46 | 1429 | //clear missle |
el14af | 0:10704407da46 | 1430 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1431 | } |
el14af | 0:10704407da46 | 1432 | |
el14af | 0:10704407da46 | 1433 | } |
el14af | 0:10704407da46 | 1434 | if (missle_three.direction == DOWN) { |
el14af | 0:10704407da46 | 1435 | if (missle_three.y == 44) { |
el14af | 0:10704407da46 | 1436 | missle_three.active = 0; |
el14af | 0:10704407da46 | 1437 | |
el14af | 0:10704407da46 | 1438 | //clear missle |
el14af | 0:10704407da46 | 1439 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1440 | } |
el14af | 0:10704407da46 | 1441 | |
el14af | 0:10704407da46 | 1442 | } |
el14af | 0:10704407da46 | 1443 | if (missle_three.direction == LEFT) { |
el14af | 0:10704407da46 | 1444 | if (missle_three.x == 2 ) { |
el14af | 0:10704407da46 | 1445 | missle_three.active = 0; |
el14af | 0:10704407da46 | 1446 | |
el14af | 0:10704407da46 | 1447 | //clear missle |
el14af | 0:10704407da46 | 1448 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1449 | } |
el14af | 0:10704407da46 | 1450 | |
el14af | 0:10704407da46 | 1451 | } |
el14af | 0:10704407da46 | 1452 | if (missle_three.direction == RIGHT) { |
el14af | 0:10704407da46 | 1453 | if (missle_three.x == 80 ) { |
el14af | 0:10704407da46 | 1454 | missle_three.active = 0; |
el14af | 0:10704407da46 | 1455 | |
el14af | 0:10704407da46 | 1456 | //clear missle |
el14af | 0:10704407da46 | 1457 | lcd.drawRect(missle_three.x-1,missle_three.y-1,2,2,2); |
el14af | 0:10704407da46 | 1458 | } |
el14af | 0:10704407da46 | 1459 | |
el14af | 0:10704407da46 | 1460 | } |
el14af | 0:10704407da46 | 1461 | |
el14af | 0:10704407da46 | 1462 | } |
el14af | 0:10704407da46 | 1463 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 1464 | if (missle_four.active) { |
el14af | 0:10704407da46 | 1465 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 1466 | //check if the ship is within the x_axis constraints of the hit box |
el14af | 0:10704407da46 | 1467 | // the structure : if missle x coordinate is greater than the top right pixel of hit box... |
el14af | 0:10704407da46 | 1468 | // AND |
el14af | 0:10704407da46 | 1469 | // missle x coordinate is less than top right pixel of hit box + width of the hit box... |
el14af | 0:10704407da46 | 1470 | // then the missle is in the x constraints. |
el14af | 0:10704407da46 | 1471 | if ( (missle_four.x > ship.x - 2 ) && (missle_four.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1472 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1473 | if ( (missle_four.y > ship.y - 2 ) && (missle_four.y < ship.y + 3) ) { |
el14af | 0:10704407da46 | 1474 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1475 | missle_four.active = 0; |
el14af | 0:10704407da46 | 1476 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1477 | missle_four.hit_flag = 1; |
el14af | 0:10704407da46 | 1478 | //clear missle |
el14af | 0:10704407da46 | 1479 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1480 | } |
el14af | 0:10704407da46 | 1481 | } |
el14af | 0:10704407da46 | 1482 | } |
el14af | 0:10704407da46 | 1483 | // the process is repeated for the different directions of travel, with a different hitbox shape |
el14af | 0:10704407da46 | 1484 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 1485 | if ( (missle_four.x > ship.x - 2 ) && (missle_four.x < ship.x + 2 ) ) { |
el14af | 0:10704407da46 | 1486 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1487 | if ( (missle_four.y > ship.y - 3 ) && (missle_four.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1488 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1489 | missle_four.active = 0; |
el14af | 0:10704407da46 | 1490 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1491 | missle_four.hit_flag = 1; |
el14af | 0:10704407da46 | 1492 | //clear missle |
el14af | 0:10704407da46 | 1493 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1494 | } |
el14af | 0:10704407da46 | 1495 | } |
el14af | 0:10704407da46 | 1496 | } |
el14af | 0:10704407da46 | 1497 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 1498 | if ( (missle_four.x > ship.x - 2 ) && (missle_four.x < ship.x + 3) ) { |
el14af | 0:10704407da46 | 1499 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1500 | if ( (missle_four.y > ship.y - 2) && (missle_four.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1501 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1502 | missle_four.active = 0; |
el14af | 0:10704407da46 | 1503 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1504 | missle_four.hit_flag = 1; |
el14af | 0:10704407da46 | 1505 | //clear missle |
el14af | 0:10704407da46 | 1506 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1507 | } |
el14af | 0:10704407da46 | 1508 | } |
el14af | 0:10704407da46 | 1509 | } |
el14af | 0:10704407da46 | 1510 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 1511 | if ( (missle_four.x > ship.x - 3 ) && (missle_four.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1512 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1513 | if ( (missle_four.y > ship.y - 2 ) && (missle_four.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1514 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1515 | missle_four.active = 0; |
el14af | 0:10704407da46 | 1516 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1517 | missle_four.hit_flag = 1; |
el14af | 0:10704407da46 | 1518 | //clear missle |
el14af | 0:10704407da46 | 1519 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1520 | } |
el14af | 0:10704407da46 | 1521 | } |
el14af | 0:10704407da46 | 1522 | } |
el14af | 0:10704407da46 | 1523 | |
el14af | 0:10704407da46 | 1524 | // detect missle expires |
el14af | 0:10704407da46 | 1525 | // depending on the direction of flight, if the missle reaches the border without coming in contact with the ship. |
el14af | 0:10704407da46 | 1526 | // the missle is set to inactive |
el14af | 0:10704407da46 | 1527 | |
el14af | 0:10704407da46 | 1528 | if (missle_four.direction == UP) { |
el14af | 0:10704407da46 | 1529 | if (missle_four.y == 10) { |
el14af | 0:10704407da46 | 1530 | missle_four.active = 0; |
el14af | 0:10704407da46 | 1531 | |
el14af | 0:10704407da46 | 1532 | //clear missle |
el14af | 0:10704407da46 | 1533 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1534 | } |
el14af | 0:10704407da46 | 1535 | |
el14af | 0:10704407da46 | 1536 | } |
el14af | 0:10704407da46 | 1537 | if (missle_four.direction == DOWN) { |
el14af | 0:10704407da46 | 1538 | if (missle_four.y == 44) { |
el14af | 0:10704407da46 | 1539 | missle_four.active = 0; |
el14af | 0:10704407da46 | 1540 | |
el14af | 0:10704407da46 | 1541 | //clear missle |
el14af | 0:10704407da46 | 1542 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1543 | } |
el14af | 0:10704407da46 | 1544 | |
el14af | 0:10704407da46 | 1545 | } |
el14af | 0:10704407da46 | 1546 | if (missle_four.direction == LEFT) { |
el14af | 0:10704407da46 | 1547 | if (missle_four.x == 2 ) { |
el14af | 0:10704407da46 | 1548 | missle_four.active = 0; |
el14af | 0:10704407da46 | 1549 | |
el14af | 0:10704407da46 | 1550 | //clear missle |
el14af | 0:10704407da46 | 1551 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1552 | } |
el14af | 0:10704407da46 | 1553 | |
el14af | 0:10704407da46 | 1554 | } |
el14af | 0:10704407da46 | 1555 | if (missle_four.direction == RIGHT) { |
el14af | 0:10704407da46 | 1556 | if (missle_four.x == 80 ) { |
el14af | 0:10704407da46 | 1557 | missle_four.active = 0; |
el14af | 0:10704407da46 | 1558 | |
el14af | 0:10704407da46 | 1559 | //clear missle |
el14af | 0:10704407da46 | 1560 | lcd.drawRect(missle_four.x-1,missle_four.y-1,2,2,2); |
el14af | 0:10704407da46 | 1561 | } |
el14af | 0:10704407da46 | 1562 | |
el14af | 0:10704407da46 | 1563 | } |
el14af | 0:10704407da46 | 1564 | } |
el14af | 0:10704407da46 | 1565 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 1566 | if (missle_five.active) { |
el14af | 0:10704407da46 | 1567 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 1568 | //check if the ship is within the x_axis constraints of the hit box |
el14af | 0:10704407da46 | 1569 | // the structure : if missle x coordinate is greater than the top right pixel of hit box... |
el14af | 0:10704407da46 | 1570 | // AND |
el14af | 0:10704407da46 | 1571 | // missle x coordinate is less than top right pixel of hit box + width of the hit box... |
el14af | 0:10704407da46 | 1572 | // then the missle is in the x constraints. |
el14af | 0:10704407da46 | 1573 | if ( (missle_five.x > ship.x - 2 ) && (missle_five.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1574 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1575 | if ( (missle_five.y > ship.y - 2 ) && (missle_five.y < ship.y + 3) ) { |
el14af | 0:10704407da46 | 1576 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1577 | missle_five.active = 0; |
el14af | 0:10704407da46 | 1578 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1579 | missle_five.hit_flag = 1; |
el14af | 0:10704407da46 | 1580 | //clear missle |
el14af | 0:10704407da46 | 1581 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1582 | } |
el14af | 0:10704407da46 | 1583 | } |
el14af | 0:10704407da46 | 1584 | } |
el14af | 0:10704407da46 | 1585 | // the process is repeated for the different directions of travel, with a different hitbox shape |
el14af | 0:10704407da46 | 1586 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 1587 | if ( (missle_five.x > ship.x - 2 ) && (missle_five.x < ship.x + 2 ) ) { |
el14af | 0:10704407da46 | 1588 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1589 | if ( (missle_five.y > ship.y - 3 ) && (missle_five.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1590 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1591 | missle_five.active = 0; |
el14af | 0:10704407da46 | 1592 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1593 | missle_five.hit_flag = 1; |
el14af | 0:10704407da46 | 1594 | //clear missle |
el14af | 0:10704407da46 | 1595 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1596 | } |
el14af | 0:10704407da46 | 1597 | } |
el14af | 0:10704407da46 | 1598 | } |
el14af | 0:10704407da46 | 1599 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 1600 | if ( (missle_five.x > ship.x - 2 ) && (missle_five.x < ship.x + 3) ) { |
el14af | 0:10704407da46 | 1601 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1602 | if ( (missle_five.y > ship.y - 2 ) && (missle_five.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1603 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1604 | missle_five.active = 0; |
el14af | 0:10704407da46 | 1605 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1606 | missle_five.hit_flag = 1; |
el14af | 0:10704407da46 | 1607 | //clear missle |
el14af | 0:10704407da46 | 1608 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1609 | } |
el14af | 0:10704407da46 | 1610 | } |
el14af | 0:10704407da46 | 1611 | } |
el14af | 0:10704407da46 | 1612 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 1613 | if ( (missle_five.x > ship.x - 3 ) && (missle_five.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1614 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1615 | if ( (missle_five.y > ship.y - 2 ) && (missle_five.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1616 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1617 | missle_five.active = 0; |
el14af | 0:10704407da46 | 1618 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1619 | missle_five.hit_flag = 1; |
el14af | 0:10704407da46 | 1620 | //clear missle |
el14af | 0:10704407da46 | 1621 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1622 | } |
el14af | 0:10704407da46 | 1623 | } |
el14af | 0:10704407da46 | 1624 | } |
el14af | 0:10704407da46 | 1625 | |
el14af | 0:10704407da46 | 1626 | // detect missle expires |
el14af | 0:10704407da46 | 1627 | // depending on the direction of flight, if the missle reaches the border without coming in contact with the ship. |
el14af | 0:10704407da46 | 1628 | // the missle is set to inactive |
el14af | 0:10704407da46 | 1629 | |
el14af | 0:10704407da46 | 1630 | if (missle_five.direction == UP) { |
el14af | 0:10704407da46 | 1631 | if (missle_five.y == 10) { |
el14af | 0:10704407da46 | 1632 | missle_five.active = 0; |
el14af | 0:10704407da46 | 1633 | |
el14af | 0:10704407da46 | 1634 | //clear missle |
el14af | 0:10704407da46 | 1635 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1636 | } |
el14af | 0:10704407da46 | 1637 | |
el14af | 0:10704407da46 | 1638 | } |
el14af | 0:10704407da46 | 1639 | if (missle_five.direction == DOWN) { |
el14af | 0:10704407da46 | 1640 | if (missle_five.y == 44) { |
el14af | 0:10704407da46 | 1641 | missle_five.active = 0; |
el14af | 0:10704407da46 | 1642 | |
el14af | 0:10704407da46 | 1643 | //clear missle |
el14af | 0:10704407da46 | 1644 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1645 | } |
el14af | 0:10704407da46 | 1646 | |
el14af | 0:10704407da46 | 1647 | } |
el14af | 0:10704407da46 | 1648 | if (missle_five.direction == LEFT) { |
el14af | 0:10704407da46 | 1649 | if (missle_five.x == 2 ) { |
el14af | 0:10704407da46 | 1650 | missle_five.active = 0; |
el14af | 0:10704407da46 | 1651 | |
el14af | 0:10704407da46 | 1652 | //clear missle |
el14af | 0:10704407da46 | 1653 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1654 | } |
el14af | 0:10704407da46 | 1655 | |
el14af | 0:10704407da46 | 1656 | } |
el14af | 0:10704407da46 | 1657 | if (missle_five.direction == RIGHT) { |
el14af | 0:10704407da46 | 1658 | if (missle_five.x == 80 ) { |
el14af | 0:10704407da46 | 1659 | missle_five.active = 0; |
el14af | 0:10704407da46 | 1660 | |
el14af | 0:10704407da46 | 1661 | //clear missle |
el14af | 0:10704407da46 | 1662 | lcd.drawRect(missle_five.x-1,missle_five.y-1,2,2,2); |
el14af | 0:10704407da46 | 1663 | } |
el14af | 0:10704407da46 | 1664 | |
el14af | 0:10704407da46 | 1665 | } |
el14af | 0:10704407da46 | 1666 | |
el14af | 0:10704407da46 | 1667 | } |
el14af | 0:10704407da46 | 1668 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 1669 | if (missle_six.active) { |
el14af | 0:10704407da46 | 1670 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 1671 | //check if the ship is within the x_axis constraints of the hit box |
el14af | 0:10704407da46 | 1672 | // the structure : if missle x coordinate is greater than the top right pixel of hit box... |
el14af | 0:10704407da46 | 1673 | // AND |
el14af | 0:10704407da46 | 1674 | // missle x coordinate is less than top right pixel of hit box + width of the hit box... |
el14af | 0:10704407da46 | 1675 | // then the missle is in the x constraints. |
el14af | 0:10704407da46 | 1676 | if ( (missle_six.x > ship.x - 2 ) && (missle_six.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1677 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1678 | if ( (missle_six.y > ship.y - 2 ) && (missle_six.y < ship.y + 3) ) { |
el14af | 0:10704407da46 | 1679 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1680 | missle_six.active = 0; |
el14af | 0:10704407da46 | 1681 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1682 | missle_six.hit_flag = 1; |
el14af | 0:10704407da46 | 1683 | //clear missle |
el14af | 0:10704407da46 | 1684 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1685 | } |
el14af | 0:10704407da46 | 1686 | } |
el14af | 0:10704407da46 | 1687 | } |
el14af | 0:10704407da46 | 1688 | // the process is repeated for the different directions of travel, with a different hitbox shape |
el14af | 0:10704407da46 | 1689 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 1690 | if ( (missle_six.x > ship.x - 2) && (missle_six.x < ship.x + 2 ) ) { |
el14af | 0:10704407da46 | 1691 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1692 | if ( (missle_six.y > ship.y - 3 ) && (missle_six.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1693 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1694 | missle_six.active = 0; |
el14af | 0:10704407da46 | 1695 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1696 | missle_six.hit_flag = 1; |
el14af | 0:10704407da46 | 1697 | //clear missle |
el14af | 0:10704407da46 | 1698 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1699 | } |
el14af | 0:10704407da46 | 1700 | } |
el14af | 0:10704407da46 | 1701 | } |
el14af | 0:10704407da46 | 1702 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 1703 | if ( (missle_six.x > ship.x - 2 ) && (missle_six.x < ship.x + 3) ) { |
el14af | 0:10704407da46 | 1704 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1705 | if ( (missle_six.y > ship.y - 2 ) && (missle_six.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1706 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1707 | missle_six.active = 0; |
el14af | 0:10704407da46 | 1708 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1709 | missle_six.hit_flag = 1; |
el14af | 0:10704407da46 | 1710 | //clear missle |
el14af | 0:10704407da46 | 1711 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1712 | } |
el14af | 0:10704407da46 | 1713 | } |
el14af | 0:10704407da46 | 1714 | } |
el14af | 0:10704407da46 | 1715 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 1716 | if ( (missle_six.x > ship.x - 3 ) && (missle_six.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1717 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1718 | if ( (missle_six.y > ship.y - 2 ) && (missle_six.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1719 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1720 | missle_six.active = 0; |
el14af | 0:10704407da46 | 1721 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1722 | missle_six.hit_flag = 1; |
el14af | 0:10704407da46 | 1723 | //clear missle |
el14af | 0:10704407da46 | 1724 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1725 | } |
el14af | 0:10704407da46 | 1726 | } |
el14af | 0:10704407da46 | 1727 | } |
el14af | 0:10704407da46 | 1728 | |
el14af | 0:10704407da46 | 1729 | // detect missle expires |
el14af | 0:10704407da46 | 1730 | // depending on the direction of flight, if the missle reaches the border without coming in contact with the ship. |
el14af | 0:10704407da46 | 1731 | // the missle is set to inactive |
el14af | 0:10704407da46 | 1732 | |
el14af | 0:10704407da46 | 1733 | if (missle_six.direction == UP) { |
el14af | 0:10704407da46 | 1734 | if (missle_six.y == 10) { |
el14af | 0:10704407da46 | 1735 | missle_six.active = 0; |
el14af | 0:10704407da46 | 1736 | |
el14af | 0:10704407da46 | 1737 | //clear missle |
el14af | 0:10704407da46 | 1738 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1739 | } |
el14af | 0:10704407da46 | 1740 | |
el14af | 0:10704407da46 | 1741 | } |
el14af | 0:10704407da46 | 1742 | if (missle_six.direction == DOWN) { |
el14af | 0:10704407da46 | 1743 | if (missle_six.y == 44) { |
el14af | 0:10704407da46 | 1744 | missle_six.active = 0; |
el14af | 0:10704407da46 | 1745 | |
el14af | 0:10704407da46 | 1746 | //clear missle |
el14af | 0:10704407da46 | 1747 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1748 | } |
el14af | 0:10704407da46 | 1749 | |
el14af | 0:10704407da46 | 1750 | } |
el14af | 0:10704407da46 | 1751 | if (missle_six.direction == LEFT) { |
el14af | 0:10704407da46 | 1752 | if (missle_six.x == 2 ) { |
el14af | 0:10704407da46 | 1753 | missle_six.active = 0; |
el14af | 0:10704407da46 | 1754 | |
el14af | 0:10704407da46 | 1755 | //clear missle |
el14af | 0:10704407da46 | 1756 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1757 | } |
el14af | 0:10704407da46 | 1758 | |
el14af | 0:10704407da46 | 1759 | } |
el14af | 0:10704407da46 | 1760 | if (missle_six.direction == RIGHT) { |
el14af | 0:10704407da46 | 1761 | if (missle_six.x == 80 ) { |
el14af | 0:10704407da46 | 1762 | missle_six.active = 0; |
el14af | 0:10704407da46 | 1763 | |
el14af | 0:10704407da46 | 1764 | //clear missle |
el14af | 0:10704407da46 | 1765 | lcd.drawRect(missle_six.x-1,missle_six.y-1,2,2,2); |
el14af | 0:10704407da46 | 1766 | } |
el14af | 0:10704407da46 | 1767 | |
el14af | 0:10704407da46 | 1768 | } |
el14af | 0:10704407da46 | 1769 | } |
el14af | 0:10704407da46 | 1770 | |
el14af | 0:10704407da46 | 1771 | //if any of the missles have hit a flag is raised |
el14af | 0:10704407da46 | 1772 | if (missle_one.hit_flag == 1) { |
el14af | 0:10704407da46 | 1773 | g_hit_flag = 1; |
el14af | 0:10704407da46 | 1774 | } |
el14af | 0:10704407da46 | 1775 | if (missle_two.hit_flag == 1) { |
el14af | 0:10704407da46 | 1776 | g_hit_flag = 1; |
el14af | 0:10704407da46 | 1777 | } |
el14af | 0:10704407da46 | 1778 | if (missle_three.hit_flag == 1) { |
el14af | 0:10704407da46 | 1779 | g_hit_flag = 1; |
el14af | 0:10704407da46 | 1780 | } |
el14af | 0:10704407da46 | 1781 | if (missle_four.hit_flag == 1) { |
el14af | 0:10704407da46 | 1782 | g_hit_flag = 1; |
el14af | 0:10704407da46 | 1783 | } |
el14af | 0:10704407da46 | 1784 | if (missle_five.hit_flag == 1) { |
el14af | 0:10704407da46 | 1785 | g_hit_flag = 1; |
el14af | 0:10704407da46 | 1786 | } |
el14af | 0:10704407da46 | 1787 | if (missle_six.hit_flag == 1) { |
el14af | 0:10704407da46 | 1788 | g_hit_flag = 1; |
el14af | 0:10704407da46 | 1789 | } |
el14af | 0:10704407da46 | 1790 | |
el14af | 0:10704407da46 | 1791 | } |
el14af | 0:10704407da46 | 1792 | // raises flag for collectible timeout |
el14af | 0:10704407da46 | 1793 | void collect_timeout () |
el14af | 0:10704407da46 | 1794 | { |
el14af | 0:10704407da46 | 1795 | g_collect_timeout_flag = 1; |
el14af | 0:10704407da46 | 1796 | |
el14af | 0:10704407da46 | 1797 | } |
el14af | 0:10704407da46 | 1798 | //prints collectible |
el14af | 0:10704407da46 | 1799 | void print_collect () |
el14af | 0:10704407da46 | 1800 | { |
el14af | 0:10704407da46 | 1801 | // function first determines what collectible is free to be allocated, and if either collectible has expired |
el14af | 0:10704407da46 | 1802 | |
el14af | 0:10704407da46 | 1803 | bool collect_free; // variable for determining which collectible struct is free, 0 for collec_one and 1 for collect_two. |
el14af | 0:10704407da46 | 1804 | // determined by if statments below |
el14af | 0:10704407da46 | 1805 | |
el14af | 0:10704407da46 | 1806 | // if both collectibles are active |
el14af | 0:10704407da46 | 1807 | if (collect_one.active && collect_two.active) { |
el14af | 0:10704407da46 | 1808 | |
el14af | 0:10704407da46 | 1809 | // if either collectible has expired |
el14af | 0:10704407da46 | 1810 | if (g_collect_timeout_flag == 1) { |
el14af | 0:10704407da46 | 1811 | |
el14af | 0:10704407da46 | 1812 | // if collect_one has expired |
el14af | 0:10704407da46 | 1813 | if (!g_what_expired) { |
el14af | 0:10704407da46 | 1814 | // set to free |
el14af | 0:10704407da46 | 1815 | collect_free = 0; |
el14af | 0:10704407da46 | 1816 | |
el14af | 0:10704407da46 | 1817 | // reset collect_one |
el14af | 0:10704407da46 | 1818 | collect_one.active = 0; |
el14af | 0:10704407da46 | 1819 | |
el14af | 0:10704407da46 | 1820 | //clear collectible |
el14af | 0:10704407da46 | 1821 | lcd.drawRect(collect_one.x-1,collect_one.y-1,2,2,2); |
el14af | 0:10704407da46 | 1822 | |
el14af | 0:10704407da46 | 1823 | //reset timeout flag |
el14af | 0:10704407da46 | 1824 | g_collect_timeout_flag = 0; |
el14af | 0:10704407da46 | 1825 | |
el14af | 0:10704407da46 | 1826 | //change the next collectible to expire |
el14af | 0:10704407da46 | 1827 | g_what_expired = 1; |
el14af | 0:10704407da46 | 1828 | } |
el14af | 0:10704407da46 | 1829 | // if collect_two has expired |
el14af | 0:10704407da46 | 1830 | else { |
el14af | 0:10704407da46 | 1831 | // set to free |
el14af | 0:10704407da46 | 1832 | collect_free = 1; |
el14af | 0:10704407da46 | 1833 | |
el14af | 0:10704407da46 | 1834 | // reset collect_two |
el14af | 0:10704407da46 | 1835 | collect_two.active = 0; |
el14af | 0:10704407da46 | 1836 | |
el14af | 0:10704407da46 | 1837 | //clear collectible |
el14af | 0:10704407da46 | 1838 | lcd.drawRect(collect_two.x-1,collect_two.y-1,2,2,2); |
el14af | 0:10704407da46 | 1839 | |
el14af | 0:10704407da46 | 1840 | // reset timeout flag |
el14af | 0:10704407da46 | 1841 | g_collect_timeout_flag = 0; |
el14af | 0:10704407da46 | 1842 | |
el14af | 0:10704407da46 | 1843 | //change the next collectible to expire |
el14af | 0:10704407da46 | 1844 | g_what_expired = 0; |
el14af | 0:10704407da46 | 1845 | } |
el14af | 0:10704407da46 | 1846 | } |
el14af | 0:10704407da46 | 1847 | } |
el14af | 0:10704407da46 | 1848 | // if collect_two has been collected, or has not been allocated yet |
el14af | 0:10704407da46 | 1849 | else if (collect_one.active && !collect_two.active) { |
el14af | 0:10704407da46 | 1850 | |
el14af | 0:10704407da46 | 1851 | // set collect_two to free |
el14af | 0:10704407da46 | 1852 | collect_free = 1; |
el14af | 0:10704407da46 | 1853 | |
el14af | 0:10704407da46 | 1854 | } |
el14af | 0:10704407da46 | 1855 | // if collect_one has been collected, or has not been allocated yet |
el14af | 0:10704407da46 | 1856 | else if (!collect_one.active && collect_two.active) { |
el14af | 0:10704407da46 | 1857 | |
el14af | 0:10704407da46 | 1858 | // set_collect_one to free |
el14af | 0:10704407da46 | 1859 | collect_free = 0; |
el14af | 0:10704407da46 | 1860 | |
el14af | 0:10704407da46 | 1861 | } |
el14af | 0:10704407da46 | 1862 | // if neither collect_one or collect_two have been assigned, or both have been collected |
el14af | 0:10704407da46 | 1863 | else if (!collect_one.active && !collect_two.active) { |
el14af | 0:10704407da46 | 1864 | |
el14af | 0:10704407da46 | 1865 | // set collect_one to free |
el14af | 0:10704407da46 | 1866 | collect_free = 0; |
el14af | 0:10704407da46 | 1867 | |
el14af | 0:10704407da46 | 1868 | } |
el14af | 0:10704407da46 | 1869 | |
el14af | 0:10704407da46 | 1870 | // reset rand() seed |
el14af | 0:10704407da46 | 1871 | srand(time(NULL)); |
el14af | 0:10704407da46 | 1872 | |
el14af | 0:10704407da46 | 1873 | // the function then allocates a new position to whatever collectible is free |
el14af | 0:10704407da46 | 1874 | |
el14af | 0:10704407da46 | 1875 | // if collec_one is free |
el14af | 0:10704407da46 | 1876 | if (!collect_free) { |
el14af | 0:10704407da46 | 1877 | |
el14af | 0:10704407da46 | 1878 | // sect collect_one to active |
el14af | 0:10704407da46 | 1879 | collect_one.active = 1; |
el14af | 0:10704407da46 | 1880 | |
el14af | 0:10704407da46 | 1881 | // assign random x/y coordinates within the bounds of the game edges, takes into account the way drawRect works |
el14af | 0:10704407da46 | 1882 | collect_one.x = rand ()%80 + 1; |
el14af | 0:10704407da46 | 1883 | collect_one.y = rand ()%44 + 10; |
el14af | 0:10704407da46 | 1884 | |
el14af | 0:10704407da46 | 1885 | // draw the collectible |
el14af | 0:10704407da46 | 1886 | lcd.drawRect(collect_one.x-1,collect_one.y-1,2,2,0); |
el14af | 0:10704407da46 | 1887 | |
el14af | 0:10704407da46 | 1888 | }// if collec_two is free |
el14af | 0:10704407da46 | 1889 | else if (collect_free) { |
el14af | 0:10704407da46 | 1890 | |
el14af | 0:10704407da46 | 1891 | // sect collect_one to active |
el14af | 0:10704407da46 | 1892 | collect_two.active = 1; |
el14af | 0:10704407da46 | 1893 | |
el14af | 0:10704407da46 | 1894 | // assign random x/y coordinates within the bounds of the game edges, takes into account the way drawRect works |
el14af | 0:10704407da46 | 1895 | collect_two.x = rand ()%80 + 1; |
el14af | 0:10704407da46 | 1896 | collect_two.y = rand ()%44 + 10; |
el14af | 0:10704407da46 | 1897 | |
el14af | 0:10704407da46 | 1898 | // draw the collectible |
el14af | 0:10704407da46 | 1899 | lcd.drawRect(collect_two.x-1,collect_two.y-1,2,2,0); |
el14af | 0:10704407da46 | 1900 | } |
el14af | 0:10704407da46 | 1901 | |
el14af | 0:10704407da46 | 1902 | |
el14af | 0:10704407da46 | 1903 | |
el14af | 0:10704407da46 | 1904 | } |
el14af | 0:10704407da46 | 1905 | // redraw collectible in case it disappeared |
el14af | 0:10704407da46 | 1906 | void update_collect () |
el14af | 0:10704407da46 | 1907 | { |
el14af | 0:10704407da46 | 1908 | |
el14af | 0:10704407da46 | 1909 | if (collect_one.active) { |
el14af | 0:10704407da46 | 1910 | // draw the collectible |
el14af | 0:10704407da46 | 1911 | lcd.drawRect(collect_one.x-1,collect_one.y-1,2,2,0); |
el14af | 0:10704407da46 | 1912 | |
el14af | 0:10704407da46 | 1913 | } |
el14af | 0:10704407da46 | 1914 | if (collect_two.active) { |
el14af | 0:10704407da46 | 1915 | // draw the collectible |
el14af | 0:10704407da46 | 1916 | lcd.drawRect(collect_two.x-1,collect_two.y-1,2,2,0); |
el14af | 0:10704407da46 | 1917 | } |
el14af | 0:10704407da46 | 1918 | } |
el14af | 0:10704407da46 | 1919 | |
el14af | 0:10704407da46 | 1920 | // check if collectible has been collected |
el14af | 0:10704407da46 | 1921 | void check_collect () |
el14af | 0:10704407da46 | 1922 | { |
el14af | 0:10704407da46 | 1923 | |
el14af | 0:10704407da46 | 1924 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 1925 | if (collect_one.active) { |
el14af | 0:10704407da46 | 1926 | |
el14af | 0:10704407da46 | 1927 | // ship pointing up |
el14af | 0:10704407da46 | 1928 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 1929 | // check if the collectible is within the ship's the hit box |
el14af | 0:10704407da46 | 1930 | if ( (collect_one.x > ship.x - 2 ) && (collect_one.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1931 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1932 | if ( (collect_one.y > ship.y - 2 ) && (collect_one.y < ship.y + 3) ) { |
el14af | 0:10704407da46 | 1933 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1934 | collect_one.active = 0; |
el14af | 0:10704407da46 | 1935 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1936 | g_collect_flag = 1; |
el14af | 0:10704407da46 | 1937 | // since collect_one has been reset, collect_two will expire next |
el14af | 0:10704407da46 | 1938 | g_what_expired = 1; |
el14af | 0:10704407da46 | 1939 | } |
el14af | 0:10704407da46 | 1940 | } |
el14af | 0:10704407da46 | 1941 | } |
el14af | 0:10704407da46 | 1942 | // ship pointing down |
el14af | 0:10704407da46 | 1943 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 1944 | if ( (collect_one.x > ship.x - 2 ) && (collect_one.x < ship.x + 2 ) ) { |
el14af | 0:10704407da46 | 1945 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1946 | if ( (collect_one.y > ship.y - 3 ) && (collect_one.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1947 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1948 | collect_one.active = 0; |
el14af | 0:10704407da46 | 1949 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1950 | g_collect_flag = 1; |
el14af | 0:10704407da46 | 1951 | // since collect_one has been reset, collect_two will expire next |
el14af | 0:10704407da46 | 1952 | g_what_expired = 1; |
el14af | 0:10704407da46 | 1953 | } |
el14af | 0:10704407da46 | 1954 | } |
el14af | 0:10704407da46 | 1955 | } |
el14af | 0:10704407da46 | 1956 | // ship pointing left |
el14af | 0:10704407da46 | 1957 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 1958 | if ( (collect_one.x > ship.x - 3 ) && (collect_one.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1959 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1960 | if ( (collect_one.y > ship.y - 2 ) && (collect_one.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1961 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1962 | collect_one.active = 0; |
el14af | 0:10704407da46 | 1963 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1964 | g_collect_flag= 1; |
el14af | 0:10704407da46 | 1965 | // since collect_one has been reset, collect_two will expire next |
el14af | 0:10704407da46 | 1966 | g_what_expired = 1; |
el14af | 0:10704407da46 | 1967 | } |
el14af | 0:10704407da46 | 1968 | } |
el14af | 0:10704407da46 | 1969 | } |
el14af | 0:10704407da46 | 1970 | // ship pointing right |
el14af | 0:10704407da46 | 1971 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 1972 | if ( (collect_one.x > ship.x - 2 ) && (collect_one.x < ship.x + 3) ) { |
el14af | 0:10704407da46 | 1973 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1974 | if ( (collect_one.y > ship.y - 2 ) && (collect_one.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 1975 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1976 | collect_one.active = 0; |
el14af | 0:10704407da46 | 1977 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1978 | g_collect_flag = 1; |
el14af | 0:10704407da46 | 1979 | // since collect_one has been reset, collect_two will expire next |
el14af | 0:10704407da46 | 1980 | g_what_expired = 1; |
el14af | 0:10704407da46 | 1981 | } |
el14af | 0:10704407da46 | 1982 | } |
el14af | 0:10704407da46 | 1983 | } |
el14af | 0:10704407da46 | 1984 | } |
el14af | 0:10704407da46 | 1985 | |
el14af | 0:10704407da46 | 1986 | // only preform operations if missle is active for efficiency |
el14af | 0:10704407da46 | 1987 | if (collect_two.active) { |
el14af | 0:10704407da46 | 1988 | |
el14af | 0:10704407da46 | 1989 | // ship pointing up |
el14af | 0:10704407da46 | 1990 | if (ship.direction == UP) { |
el14af | 0:10704407da46 | 1991 | // check if the collectible is within the ship's the hit box |
el14af | 0:10704407da46 | 1992 | if ( (collect_two.x > ship.x - 2 ) && (collect_two.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 1993 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 1994 | if ( (collect_two.y > ship.y - 2 ) && (collect_one.y < ship.y + 3) ) { |
el14af | 0:10704407da46 | 1995 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 1996 | collect_two.active = 0; |
el14af | 0:10704407da46 | 1997 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 1998 | g_collect_flag = 1; |
el14af | 0:10704407da46 | 1999 | // since collect_one has been reset, collect_two will expire next |
el14af | 0:10704407da46 | 2000 | g_what_expired = 0; |
el14af | 0:10704407da46 | 2001 | } |
el14af | 0:10704407da46 | 2002 | } |
el14af | 0:10704407da46 | 2003 | } |
el14af | 0:10704407da46 | 2004 | // ship pointing down |
el14af | 0:10704407da46 | 2005 | if (ship.direction == DOWN) { |
el14af | 0:10704407da46 | 2006 | if ( (collect_two.x > ship.x - 2 ) && (collect_two.x < ship.x + 2 ) ) { |
el14af | 0:10704407da46 | 2007 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 2008 | if ( (collect_two.y > ship.y - 3 ) && (collect_two.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 2009 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 2010 | collect_two.active = 0; |
el14af | 0:10704407da46 | 2011 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 2012 | g_collect_flag = 1; |
el14af | 0:10704407da46 | 2013 | // since collect_one has been reset, collect_two will expire next |
el14af | 0:10704407da46 | 2014 | g_what_expired = 0; |
el14af | 0:10704407da46 | 2015 | } |
el14af | 0:10704407da46 | 2016 | } |
el14af | 0:10704407da46 | 2017 | } |
el14af | 0:10704407da46 | 2018 | // ship pointing left |
el14af | 0:10704407da46 | 2019 | if (ship.direction == LEFT) { |
el14af | 0:10704407da46 | 2020 | if ( (collect_two.x > ship.x - 3 ) && (collect_two.x < ship.x + 2) ) { |
el14af | 0:10704407da46 | 2021 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 2022 | if ( (collect_two.y > ship.y - 2 ) && (collect_two.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 2023 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 2024 | collect_two.active = 0; |
el14af | 0:10704407da46 | 2025 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 2026 | g_collect_flag= 1; |
el14af | 0:10704407da46 | 2027 | // since collect_one has been reset, collect_two will expire next |
el14af | 0:10704407da46 | 2028 | g_what_expired = 0; |
el14af | 0:10704407da46 | 2029 | } |
el14af | 0:10704407da46 | 2030 | } |
el14af | 0:10704407da46 | 2031 | } |
el14af | 0:10704407da46 | 2032 | // ship pointing right |
el14af | 0:10704407da46 | 2033 | if (ship.direction == RIGHT) { |
el14af | 0:10704407da46 | 2034 | if ( (collect_two.x > ship.x - 2 ) && (collect_two.x < ship.x + 3) ) { |
el14af | 0:10704407da46 | 2035 | // same structure for y-axis of hit box. uses height instead of width |
el14af | 0:10704407da46 | 2036 | if ( (collect_two.y > ship.y - 2 ) && (collect_two.y < ship.y + 2) ) { |
el14af | 0:10704407da46 | 2037 | // set missle to inactive, i.e. missle explodes |
el14af | 0:10704407da46 | 2038 | collect_two.active = 0; |
el14af | 0:10704407da46 | 2039 | // set hit flag for missle 1. |
el14af | 0:10704407da46 | 2040 | g_collect_flag = 1; |
el14af | 0:10704407da46 | 2041 | // since collect_one has been reset, collect_two will expire next |
el14af | 0:10704407da46 | 2042 | g_what_expired = 0; |
el14af | 0:10704407da46 | 2043 | } |
el14af | 0:10704407da46 | 2044 | } |
el14af | 0:10704407da46 | 2045 | } |
el14af | 0:10704407da46 | 2046 | |
el14af | 0:10704407da46 | 2047 | |
el14af | 0:10704407da46 | 2048 | |
el14af | 0:10704407da46 | 2049 | } |
el14af | 0:10704407da46 | 2050 | } |
el14af | 0:10704407da46 | 2051 | // time left |
el14af | 0:10704407da46 | 2052 | void time_left () |
el14af | 0:10704407da46 | 2053 | { |
el14af | 0:10704407da46 | 2054 | //with every second decrement time left by 1 |
el14af | 0:10704407da46 | 2055 | g_time_left --; |
el14af | 0:10704407da46 | 2056 | |
el14af | 0:10704407da46 | 2057 | //increases score by 10 every second |
el14af | 0:10704407da46 | 2058 | g_score = g_score + 10; |
el14af | 0:10704407da46 | 2059 | |
el14af | 0:10704407da46 | 2060 | // print timer |
el14af | 0:10704407da46 | 2061 | char buffer[14]; // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14) |
el14af | 0:10704407da46 | 2062 | // so can display a string of a maximum 14 characters in length |
el14af | 0:10704407da46 | 2063 | // or create formatted strings - ensure they aren't more than 14 characters long |
el14af | 0:10704407da46 | 2064 | int length = sprintf(buffer,"Time: %2d ",g_time_left); // print formatted data to buffer |
el14af | 0:10704407da46 | 2065 | // it is important the format specifier ensures the length will fit in the buffer |
el14af | 0:10704407da46 | 2066 | if (length <= 14) // if string will fit on display |
el14af | 0:10704407da46 | 2067 | lcd.printString(buffer,16,0); // display on screen |
el14af | 0:10704407da46 | 2068 | |
el14af | 0:10704407da46 | 2069 | } |