Initial publish
Dependencies: mbed
Fork of el17dg by
game/enemies.h
- Committer:
- Noximilien
- Date:
- 2019-04-23
- Revision:
- 31:becb8f6bf7b7
- Parent:
- 30:d454d0cb72bc
- Child:
- 32:5403bb974294
File content as of revision 31:becb8f6bf7b7:
#ifndef ENEMIES_H #define ENEMIES_H #include "constants.h" #include "geometry.h" #include "game.h" /** A bool that changes states between whehter to go up or down in y-direction.*/ bool switch_enemy_y_dir = false; /** Enemy speed movement - increasing the value will increase the speed.*/ extern int enemy_speed = 1; /** Enemy blast speed - increasing the value will increase the speed.*/ extern int enemy_blast_speed = 2; /** Maximum enemies allowed on the screen */ const int max_enemies = 4; /** Maximum enemies' blasts allowed on the screen*/ const int max_enemy_blasts = max_enemies*2; /** * Enemy Class * @brief A class to describe the states of an enemy ship. * @author Dmitrijs Griskovs * @date 15/04/2019 */ class Enemy : public GameObject { public: /** * @brief Enemy spawn function. * @details This function spawns an enemy on the right side of the screen * and at random position in the y-direction. */ void spawn() { // giving the enemy the spawning positions Point spawn_pos(screen_width, game_area_y + rand() % (game_area_height - enemy2_height)); GameObject::spawn(spawn_pos); dead = false; dead_counter = 0; blast_countdown = 0; } /** * @brief enemy death sound and status reset. * @details Marks enemy as dead, so it can display explosion anation. */ void die() { gamepad.tone(123,0.3); dead = true; dead_counter = 3; } /** * @brief Draws and updates enemy sprites on the screen and substracts the score * if the ship leaves the screen limits. * * @details The function draws this enemy ship on the screen, and * changes their x and y positions each time the function is called. * If ship is dead then it draws enemy explosion animation and then disables it. * Disables the ship when it leaves the screen limits and substracts * the in game score by -50. */ void updateAndDraw() { pos.x -= enemy_speed; if (GameGlobals::game_score >= 200){ if (switch_enemy_y_dir == false){pos.y -= 1;} else if(switch_enemy_y_dir == true){pos.y += 1;} if (pos.y > (game_area_height - enemy2_height)){ switch_enemy_y_dir = false; } else if (pos.y < game_area_y){ switch_enemy_y_dir = true; } } if (!dead) { drawSprite(pos, enemy2_sprite);} else { updateAndDrawDeathExplosion();} if (pos.x < 0) { GameGlobals::game_score -= 50; GameGlobals::score_count_for_difficulty -= 50; active = false; } } /** * @brief Draws enemy explosion sprite * @details Draws the enemy ships explosion sprites when the player's * shot hits them or when the player collides with them. * the animation consists of two sprites "Exploded" and "Half exploded". */ void updateAndDrawDeathExplosion() { if (dead_counter > 0) { dead_counter--; if (dead_counter == 2){ drawSprite(pos, enemy2_half_exploded_sprite); } else if (dead_counter == 1){ drawSprite(pos, enemy2_exploded_sprite); } } else { active = false; } } bool dead; int dead_counter; int blast_countdown; }; /** * Enemies Class * @brief The class manages all enemy ships. * @details Responsible for spawning new ships and holding and updating them * and controlling time intervals between enemy shots. * @author Dmitrijs Griskovs * @date 15/04/2019 */ class Enemies { public: Enemy enemy_blasts[max_enemy_blasts]; Enemy enemies[max_enemies]; CircleBounds enemy_bounds; CircleBounds enemy_blast_bounds; /** * A constructor for the enemy's sprite body circle area and the blast circle * area. It sets the circle radius for collsion callculations. */ Enemies () { enemy_bounds.center.x = 5; enemy_bounds.center.y = 3; enemy_bounds.radius = 6; enemy_blast_bounds.center.x = 0; enemy_blast_bounds.center.y = 1; enemy_blast_bounds.radius = 1; } /** * @brief This function spawns a new enemy on the screen. * @details It spawns a new enemy on the screen when there is a free space * in the enemy aray. */ void spawnNewEnemy() { int found = -1; for (int i = 0; i < max_enemies; ++i) { if (!enemies[i].active) { found = i; break; } } if (found != -1) { enemies[found].spawn(); } } /** * @brief Draws the ships and the blasts. * @details Updates and draws all active enemy ships and decides when they * should fire blasts. */ void updateAndDrawEnemies() { for (int i = 0; i < max_enemies; ++i) { if (enemies[i].active){ enemies[i].updateAndDraw(); // Spawn blast on enemy if counter is ready enemies[i].blast_countdown -= 1; if (enemies[i].blast_countdown <= 0) { bool fired = fireEnemyBlast(enemies[i]); if (fired) { enemies[i].blast_countdown = 20; } } } } } /** * @brief Spawns a blast at the position of given enemy. * @param enemy (const Enemy&) */ bool fireEnemyBlast(const Enemy& enemy) { int found = -1; for (int i = 0; i < max_enemy_blasts; ++i) { if (!enemy_blasts[i].active) { found = i; break; } } if (found != -1) { enemy_blasts[found].active = true; enemy_blasts[found].pos.x = enemy.pos.x; enemy_blasts[found].pos.y = enemy.pos.y + enemy2_height / 2; gamepad.tone(500,0.1); return true; } return false; } /** * @brief Moves and draws all active blasts. */ void updateAndDrawEnemyBlasts() { for (int i = 0; i < max_enemy_blasts; ++i) { if (enemy_blasts[i].active) { enemy_blasts[i].pos.x -= enemy_blast_speed; if (enemy_blasts[i].pos.x <= -1){ enemy_blasts[i].active = false; } // Blast is a line 3 pixels wide lcd.setPixel(enemy_blasts[i].pos.x, enemy_blasts[i].pos.y, 1); lcd.setPixel(enemy_blasts[i].pos.x-1, enemy_blasts[i].pos.y, 1); lcd.setPixel(enemy_blasts[i].pos.x-2, enemy_blasts[i].pos.y, 1); } } } }; #endif