Joe Body 201215898

Dependencies:   mbed

Navigation

  • From the Main Menu the A button will take you into one of the play, highscore or instructions options.
  • The B button will return you to the Main Menu from either the highscore or instruction screens, though this is prompted on screen.
  • When in the Main Menu Pot1 can be used to adjust the contrast and the volume control by the speaker is active.
  • When the game is over the B button can be used to return to the Main Menu, again this is prompted.
  • To return to the Main Menu while the game is being played the reset button must be pressed, this will not save your score or anything about the game.

In Game

  • While in the game the A button is used to shoot while you aim with the Joystick.
  • You have control over the cross while the objective of the game is to rack up as many points shooting the moving head.
  • There is a slight reload time on each shot so you are unable to spam A if you miss.
  • Once you miss 6 times the game will end and your score will be saved.
  • When hit by a falling spike the game will transition and the head will vanish.
  • 4 new spikes will spawn which you need to avoid, being hit by 1 of these will decrease your remaining miss chances by 5.
  • When the game is in this state you must avoid these spikes by tilting the device, the Joystick will have no effect.
  • The head will move progressively faster as the game goes on, make use of the clock power up by shooting it when it appears, this will slow the head down to a more manageable level hopefully helping you to reach a higher score.

Highscore

  • If you have a SD card inserted into the device the game can save your highest score.
  • A decent score is somewhere around 25.
Committer:
el18jgb
Date:
Sun May 24 11:24:57 2020 +0000
Revision:
23:0e8155320571
Parent:
20:6db651a3cfec
Final Submission. I have read and agreed with Statement of Academic Integrity.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
el18jgb 2:56b31902c800 1 #ifndef HESTON_H
el18jgb 2:56b31902c800 2 #define HESTON_H
el18jgb 2:56b31902c800 3
el18jgb 2:56b31902c800 4 #include "mbed.h"
el18jgb 2:56b31902c800 5 #include "N5110.h"
el18jgb 2:56b31902c800 6 #include "Gamepad.h"
el18jgb 2:56b31902c800 7
el18jgb 20:6db651a3cfec 8 /** Heston class
el18jgb 20:6db651a3cfec 9 * @brief moving sprite to be shot
el18jgb 20:6db651a3cfec 10 * @author Joe Body, University of Leeds
el18jgb 20:6db651a3cfec 11 * @date May 2020
el18jgb 20:6db651a3cfec 12 */
el18jgb 2:56b31902c800 13
el18jgb 2:56b31902c800 14 class Heston
el18jgb 2:56b31902c800 15 {
el18jgb 2:56b31902c800 16
el18jgb 2:56b31902c800 17 public:
el18jgb 20:6db651a3cfec 18
el18jgb 20:6db651a3cfec 19 /** Constructor */
el18jgb 2:56b31902c800 20 Heston();
el18jgb 20:6db651a3cfec 21
el18jgb 20:6db651a3cfec 22 /** Destructor */
el18jgb 2:56b31902c800 23 ~Heston();
el18jgb 20:6db651a3cfec 24
el18jgb 20:6db651a3cfec 25 /** Initalises Heston*/
el18jgb 2:56b31902c800 26 void init();
el18jgb 20:6db651a3cfec 27
el18jgb 20:6db651a3cfec 28 /** Draws the spike
el18jgb 20:6db651a3cfec 29 * @param lcd @details N5110 object
el18jgb 20:6db651a3cfec 30 */
el18jgb 2:56b31902c800 31 void draw(N5110 &lcd);
el18jgb 20:6db651a3cfec 32
el18jgb 20:6db651a3cfec 33 /** update the position of the sprite in a random direction
el18jgb 20:6db651a3cfec 34 * @param pad @details Gamepad object
el18jgb 20:6db651a3cfec 35 */
el18jgb 2:56b31902c800 36 void update(Gamepad &pad);
el18jgb 20:6db651a3cfec 37 // accessors and mutators
el18jgb 20:6db651a3cfec 38
el18jgb 20:6db651a3cfec 39 /** gets co-ordinates of the sprite
el18jgb 20:6db651a3cfec 40 * @ return position vector
el18jgb 20:6db651a3cfec 41 */
el18jgb 5:c37f4ed2cad3 42 Vector2D get_pos();
el18jgb 20:6db651a3cfec 43
el18jgb 20:6db651a3cfec 44 /** set co ordinates of sprite
el18jgb 20:6db651a3cfec 45 * @param int x
el18jgb 20:6db651a3cfec 46 * @param int y
el18jgb 20:6db651a3cfec 47 */
el18jgb 19:33c77517cb88 48 void set_pos(int x, int y);
el18jgb 20:6db651a3cfec 49
el18jgb 20:6db651a3cfec 50 /**moves spite and turns on leds if hit occurs
el18jgb 20:6db651a3cfec 51 * @param pad @details Gamepad object
el18jgb 20:6db651a3cfec 52 * @param int x
el18jgb 20:6db651a3cfec 53 * @param int y
el18jgb 20:6db651a3cfec 54 */
el18jgb 17:18ae81180853 55 void hit(Gamepad &pad, int x, int y);
el18jgb 20:6db651a3cfec 56
el18jgb 20:6db651a3cfec 57 /** on leds if miss occurs
el18jgb 20:6db651a3cfec 58 * @param pad @details Gamepad object
el18jgb 20:6db651a3cfec 59 */
el18jgb 7:04a7826ff7e4 60 void miss(Gamepad &pad);
el18jgb 20:6db651a3cfec 61
el18jgb 20:6db651a3cfec 62 /** checks current score
el18jgb 20:6db651a3cfec 63 * @return Score
el18jgb 20:6db651a3cfec 64 */
el18jgb 7:04a7826ff7e4 65 int checkscore();
el18jgb 20:6db651a3cfec 66
el18jgb 20:6db651a3cfec 67 /** checks current strikes
el18jgb 20:6db651a3cfec 68 * @return strike
el18jgb 20:6db651a3cfec 69 */
el18jgb 7:04a7826ff7e4 70 int checkstrike();
el18jgb 20:6db651a3cfec 71
el18jgb 20:6db651a3cfec 72 /** increase or decrease speed that sprite is moving */
el18jgb 7:04a7826ff7e4 73 void set_speed(int state);
el18jgb 20:6db651a3cfec 74
el18jgb 20:6db651a3cfec 75 /** decrease strike by 5 */
el18jgb 18:c600a6545e81 76 void negfive();
el18jgb 2:56b31902c800 77
el18jgb 2:56b31902c800 78 private:
el18jgb 2:56b31902c800 79
el18jgb 20:6db651a3cfec 80 /**vertical size sprite
el18jgb 20:6db651a3cfec 81 * @return _height
el18jgb 20:6db651a3cfec 82 */
el18jgb 2:56b31902c800 83 int _height;
el18jgb 20:6db651a3cfec 84
el18jgb 20:6db651a3cfec 85 /**horizontal size sprite
el18jgb 20:6db651a3cfec 86 * @return _height
el18jgb 20:6db651a3cfec 87 */
el18jgb 2:56b31902c800 88 int _width;
el18jgb 20:6db651a3cfec 89
el18jgb 20:6db651a3cfec 90 /** x position of sprite
el18jgb 20:6db651a3cfec 91 * @return _x
el18jgb 20:6db651a3cfec 92 */
el18jgb 2:56b31902c800 93 int _x;
el18jgb 20:6db651a3cfec 94
el18jgb 20:6db651a3cfec 95 /** y position of sprite
el18jgb 20:6db651a3cfec 96 * @return _y
el18jgb 20:6db651a3cfec 97 */
el18jgb 2:56b31902c800 98 int _y;
el18jgb 20:6db651a3cfec 99
el18jgb 20:6db651a3cfec 100
el18jgb 20:6db651a3cfec 101 /** speed of sprite
el18jgb 20:6db651a3cfec 102 * @return _speed
el18jgb 20:6db651a3cfec 103 */
el18jgb 2:56b31902c800 104 int _speed;
el18jgb 20:6db651a3cfec 105
el18jgb 20:6db651a3cfec 106 /** current score */
el18jgb 7:04a7826ff7e4 107 int score;
el18jgb 20:6db651a3cfec 108
el18jgb 20:6db651a3cfec 109 /** current number of strikes left */
el18jgb 7:04a7826ff7e4 110 int strike;
el18jgb 2:56b31902c800 111
el18jgb 2:56b31902c800 112 };
el18jgb 2:56b31902c800 113 #endif