Final Submission. I have read and agreed with Statement of Academic Integrity.

Dependencies:   mbed

Committer:
Nicholas75179
Date:
Fri May 22 09:42:51 2020 +0000
Revision:
0:fde420d18f42
Child:
1:3727d33a171b
final commit;

Who changed what in which revision?

UserRevisionLine numberNew contents of line
Nicholas75179 0:fde420d18f42 1 //************************//
Nicholas75179 0:fde420d18f42 2 // AGALAG: SPACE COMBAT //
Nicholas75179 0:fde420d18f42 3 // Version 2.6 //
Nicholas75179 0:fde420d18f42 4 // MAY 2020 //
Nicholas75179 0:fde420d18f42 5 // Nicholas W. //
Nicholas75179 0:fde420d18f42 6 //************************//
Nicholas75179 0:fde420d18f42 7
Nicholas75179 0:fde420d18f42 8 #include "mbed.h"
Nicholas75179 0:fde420d18f42 9 #include "Gamepad.h"
Nicholas75179 0:fde420d18f42 10 #include "N5110.h"
Nicholas75179 0:fde420d18f42 11 #include "Bitmap.h"
Nicholas75179 0:fde420d18f42 12 #include "Spaceship.h"
Nicholas75179 0:fde420d18f42 13
Nicholas75179 0:fde420d18f42 14 // IN-GAME DEBUGGING FLAGS
Nicholas75179 0:fde420d18f42 15 bool DEBUG_menu = 0;
Nicholas75179 0:fde420d18f42 16 bool sound_on = 1;
Nicholas75179 0:fde420d18f42 17 // During development a mixture of serial port and in-game debugging methods
Nicholas75179 0:fde420d18f42 18 // I found in-game debugging to be more interesting and accessible
Nicholas75179 0:fde420d18f42 19 // Thus I had left these two debugging options here as examples
Nicholas75179 0:fde420d18f42 20
Nicholas75179 0:fde420d18f42 21 // OBJECTS
Nicholas75179 0:fde420d18f42 22 Gamepad pad;
Nicholas75179 0:fde420d18f42 23 N5110 lcd;
Nicholas75179 0:fde420d18f42 24 Bitmap AGALAG(title, 10, 48); // name, y and x width
Nicholas75179 0:fde420d18f42 25 Bitmap SHIP0(player_ship0, 9, 12);
Nicholas75179 0:fde420d18f42 26 Bitmap SHIP1(player_ship1, 9, 12);
Nicholas75179 0:fde420d18f42 27 Spaceship player;
Nicholas75179 0:fde420d18f42 28 Spaceship enemy[2];
Nicholas75179 0:fde420d18f42 29 // Declaring enemies as an array makes adding more enemies simple
Nicholas75179 0:fde420d18f42 30 // for this platform 2 allows for a playable framerate
Nicholas75179 0:fde420d18f42 31
Nicholas75179 0:fde420d18f42 32 // FUNCTIONS & RESPECTIVE VARIABLES
Nicholas75179 0:fde420d18f42 33 void dramatic_print(string, int, int, int);
Nicholas75179 0:fde420d18f42 34 int temptime = clock();
Nicholas75179 0:fde420d18f42 35 char g_buffer[14] = "0";
Nicholas75179 0:fde420d18f42 36 void title_sequence();
Nicholas75179 0:fde420d18f42 37 float g_x = 0, g_y = 0;
Nicholas75179 0:fde420d18f42 38 void create_stars();
Nicholas75179 0:fde420d18f42 39 bool g_star_map[224][224];
Nicholas75179 0:fde420d18f42 40 bool check_stars(int, int);
Nicholas75179 0:fde420d18f42 41 void print_background(float, float, float);
Nicholas75179 0:fde420d18f42 42 void menu();
Nicholas75179 0:fde420d18f42 43 void help();
Nicholas75179 0:fde420d18f42 44 void ship_select();
Nicholas75179 0:fde420d18f42 45 int player_ship_type = 0;
Nicholas75179 0:fde420d18f42 46 bool difficulty = 0;
Nicholas75179 0:fde420d18f42 47 bool god_mode = 0;
Nicholas75179 0:fde420d18f42 48 void print_menu(int, int);
Nicholas75179 0:fde420d18f42 49 void level_system();
Nicholas75179 0:fde420d18f42 50 int points = 0;
Nicholas75179 0:fde420d18f42 51 void engine_setup(bool);
Nicholas75179 0:fde420d18f42 52 void engine(bool, float);
Nicholas75179 0:fde420d18f42 53 void render_objects(int);
Nicholas75179 0:fde420d18f42 54 void draw_enemy(int, int, int);
Nicholas75179 0:fde420d18f42 55 void effects(bool, int, float);
Nicholas75179 0:fde420d18f42 56 void sound(bool);
Nicholas75179 0:fde420d18f42 57 bool explode(int, int);
Nicholas75179 0:fde420d18f42 58 void print_tracker(int i);
Nicholas75179 0:fde420d18f42 59
Nicholas75179 0:fde420d18f42 60 int main() {
Nicholas75179 0:fde420d18f42 61 lcd.init();
Nicholas75179 0:fde420d18f42 62 lcd.inverseMode();
Nicholas75179 0:fde420d18f42 63 lcd.setContrast(0.48);
Nicholas75179 0:fde420d18f42 64 pad.init();
Nicholas75179 0:fde420d18f42 65 lcd.backLightOn();
Nicholas75179 0:fde420d18f42 66 create_stars();
Nicholas75179 0:fde420d18f42 67 title_sequence();
Nicholas75179 0:fde420d18f42 68 while (1) menu();
Nicholas75179 0:fde420d18f42 69 }
Nicholas75179 0:fde420d18f42 70
Nicholas75179 0:fde420d18f42 71 void menu() {
Nicholas75179 0:fde420d18f42 72 int menu = 0, selection = 0;
Nicholas75179 0:fde420d18f42 73
Nicholas75179 0:fde420d18f42 74 while (1) {
Nicholas75179 0:fde420d18f42 75 lcd.clear();
Nicholas75179 0:fde420d18f42 76 print_background(1, 0, 0);
Nicholas75179 0:fde420d18f42 77 print_menu(menu, selection);
Nicholas75179 0:fde420d18f42 78 AGALAG.render(lcd, 18, 5);
Nicholas75179 0:fde420d18f42 79
Nicholas75179 0:fde420d18f42 80 if (pad.B_held()) selection++;
Nicholas75179 0:fde420d18f42 81 if (pad.X_held()) selection--;
Nicholas75179 0:fde420d18f42 82 while (pad.B_held() || pad.X_held());
Nicholas75179 0:fde420d18f42 83 if (selection < 0) selection = 3;
Nicholas75179 0:fde420d18f42 84 else if (selection > 3) selection = 0;
Nicholas75179 0:fde420d18f42 85 if (DEBUG_menu) {
Nicholas75179 0:fde420d18f42 86 sprintf(g_buffer, " %1i,%1i", menu, selection);
Nicholas75179 0:fde420d18f42 87 lcd.printString(g_buffer, 0, 5);
Nicholas75179 0:fde420d18f42 88 }
Nicholas75179 0:fde420d18f42 89 lcd.refresh();
Nicholas75179 0:fde420d18f42 90
Nicholas75179 0:fde420d18f42 91 if (pad.A_held() || pad.Y_held()) {
Nicholas75179 0:fde420d18f42 92 if (menu == 3) {
Nicholas75179 0:fde420d18f42 93 if (selection == 0) sound_on = !sound_on;
Nicholas75179 0:fde420d18f42 94 if (selection == 1) points += 100;;
Nicholas75179 0:fde420d18f42 95 if (selection == 2) DEBUG_menu = !DEBUG_menu;
Nicholas75179 0:fde420d18f42 96 if (selection == 3) menu = 0;
Nicholas75179 0:fde420d18f42 97 }else if (menu==1) {
Nicholas75179 0:fde420d18f42 98 if (selection == 0) ship_select();
Nicholas75179 0:fde420d18f42 99 if (selection == 1) god_mode =! god_mode;
Nicholas75179 0:fde420d18f42 100 if (selection == 2) difficulty =! difficulty;
Nicholas75179 0:fde420d18f42 101 if (selection == 3) menu = 0;
Nicholas75179 0:fde420d18f42 102 }else if (menu == 0) {
Nicholas75179 0:fde420d18f42 103 if (selection == 0) level_system();
Nicholas75179 0:fde420d18f42 104 if (selection == 1) menu = 1;
Nicholas75179 0:fde420d18f42 105 if (selection == 2) help();
Nicholas75179 0:fde420d18f42 106 if (selection == 3) menu = 3;
Nicholas75179 0:fde420d18f42 107 }
Nicholas75179 0:fde420d18f42 108 //this while statement captures the frame so no more than
Nicholas75179 0:fde420d18f42 109 //one increment could happen with each button press
Nicholas75179 0:fde420d18f42 110 while (pad.A_held() || pad.Y_held());
Nicholas75179 0:fde420d18f42 111 }
Nicholas75179 0:fde420d18f42 112 }
Nicholas75179 0:fde420d18f42 113 }
Nicholas75179 0:fde420d18f42 114
Nicholas75179 0:fde420d18f42 115 void print_menu(int menu, int selection) {
Nicholas75179 0:fde420d18f42 116 //selected menu item is denoted as such: >example<
Nicholas75179 0:fde420d18f42 117 if (menu == 0) {
Nicholas75179 0:fde420d18f42 118 if (selection == 0) lcd.printString(">PLAY!<", 21, 2);
Nicholas75179 0:fde420d18f42 119 else lcd.printString("PLAY!", 27, 2);
Nicholas75179 0:fde420d18f42 120 if (selection == 1) lcd.printString(">OPTIONS<", 15, 3);
Nicholas75179 0:fde420d18f42 121 else lcd.printString("OPTIONS", 21, 3);
Nicholas75179 0:fde420d18f42 122 if (selection == 2) lcd.printString(">CONTROLS<", 12, 4);
Nicholas75179 0:fde420d18f42 123 else lcd.printString("CONTROLS", 18, 4);
Nicholas75179 0:fde420d18f42 124 if (selection == 3) lcd.printString(">DEBUG<", 21, 5);
Nicholas75179 0:fde420d18f42 125 else lcd.printString("DEBUG", 27, 5);
Nicholas75179 0:fde420d18f42 126 }
Nicholas75179 0:fde420d18f42 127 if (menu == 1) {
Nicholas75179 0:fde420d18f42 128 if (selection == 0) lcd.printString(">SHIP=0<", 18, 2);
Nicholas75179 0:fde420d18f42 129 else lcd.printString("SHIP=0", 24, 2);
Nicholas75179 0:fde420d18f42 130 lcd.printChar(player_ship_type+49, 54, 2);
Nicholas75179 0:fde420d18f42 131 if (selection == 1) lcd.printString(">GOD MODE=0<", 6, 3);
Nicholas75179 0:fde420d18f42 132 else lcd.printString("GOD MODE=0", 12, 3);
Nicholas75179 0:fde420d18f42 133 lcd.printChar(48+god_mode, 66, 3);
Nicholas75179 0:fde420d18f42 134 if (selection == 2) lcd.printString(">EASY MODE<", 9, 4);
Nicholas75179 0:fde420d18f42 135 else lcd.printString("EASY MODE", 15, 4);
Nicholas75179 0:fde420d18f42 136 if (difficulty) lcd.printString("HARD", 15, 4);
Nicholas75179 0:fde420d18f42 137 if (selection == 3) lcd.printString(">BACK<", 24, 5);
Nicholas75179 0:fde420d18f42 138 else lcd.printString("BACK", 30, 5);
Nicholas75179 0:fde420d18f42 139 }
Nicholas75179 0:fde420d18f42 140 if (menu==3) {
Nicholas75179 0:fde420d18f42 141 if (selection == 0) lcd.printString(">SOUND=0<", 15, 2);
Nicholas75179 0:fde420d18f42 142 else lcd.printString("SOUND=0", 21, 2);
Nicholas75179 0:fde420d18f42 143 if (sound_on) lcd.printString("1", 57, 2);
Nicholas75179 0:fde420d18f42 144 if (selection == 1) lcd.printString(">POINTS= 0<", 3, 3);
Nicholas75179 0:fde420d18f42 145 else lcd.printString("POINTS= 0", 9, 3);
Nicholas75179 0:fde420d18f42 146 sprintf(g_buffer, "%4i", points);
Nicholas75179 0:fde420d18f42 147 lcd.printString(g_buffer, 52, 3);
Nicholas75179 0:fde420d18f42 148 if (selection == 2) lcd.printString(">MENU DB=0<", 9, 4);
Nicholas75179 0:fde420d18f42 149 else lcd.printString("MENU DB=0", 15, 4);
Nicholas75179 0:fde420d18f42 150 if (DEBUG_menu) lcd.printString("1", 63, 4);
Nicholas75179 0:fde420d18f42 151 if (selection == 3) lcd.printString(">BACK<", 24, 5);
Nicholas75179 0:fde420d18f42 152 else lcd.printString("BACK", 30, 5);
Nicholas75179 0:fde420d18f42 153 }
Nicholas75179 0:fde420d18f42 154 }
Nicholas75179 0:fde420d18f42 155
Nicholas75179 0:fde420d18f42 156 void ship_select() {
Nicholas75179 0:fde420d18f42 157 player_ship_type++;
Nicholas75179 0:fde420d18f42 158 player_ship_type %= 2;
Nicholas75179 0:fde420d18f42 159 //selects between one of two
Nicholas75179 0:fde420d18f42 160 //ship types available
Nicholas75179 0:fde420d18f42 161 }
Nicholas75179 0:fde420d18f42 162
Nicholas75179 0:fde420d18f42 163 void level_system() {
Nicholas75179 0:fde420d18f42 164 while (!pad.start_held()) {
Nicholas75179 0:fde420d18f42 165 create_stars();
Nicholas75179 0:fde420d18f42 166 engine_setup(int(points/400));
Nicholas75179 0:fde420d18f42 167 //passing the result of this division saves calculation during gameplay
Nicholas75179 0:fde420d18f42 168 if (enemy[0].HP <= 0 && enemy[1].HP <= 0 && player.HP <= 0) {
Nicholas75179 0:fde420d18f42 169 lcd.printString("<ACCEPTABLE>", 6, 4);
Nicholas75179 0:fde420d18f42 170 }
Nicholas75179 0:fde420d18f42 171 else if (player.HP <= 0) lcd.printString("<GAME OVER>", 9, 4);
Nicholas75179 0:fde420d18f42 172 else if (enemy[0].HP <= 0 && enemy[1].HP <= 0) {
Nicholas75179 0:fde420d18f42 173 lcd.printString("<NICE>", 24, 4);
Nicholas75179 0:fde420d18f42 174 points += 100;
Nicholas75179 0:fde420d18f42 175 if (difficulty) points += 100;
Nicholas75179 0:fde420d18f42 176 if (points>400) points += 100;
Nicholas75179 0:fde420d18f42 177 } else lcd.printString("<TOO SLOW>", 12, 4);
Nicholas75179 0:fde420d18f42 178 //above checks victory conditions, extra points for difficulty
Nicholas75179 0:fde420d18f42 179 sprintf(g_buffer, "SCORE:%4i", points);
Nicholas75179 0:fde420d18f42 180 if (enemy[0].HP > 0 || enemy[1].HP > 0) points = 0;
Nicholas75179 0:fde420d18f42 181 lcd.printString(g_buffer, 12, 5);
Nicholas75179 0:fde420d18f42 182 lcd.refresh();
Nicholas75179 0:fde420d18f42 183 wait_ms(200);
Nicholas75179 0:fde420d18f42 184 if (points <= 200) lcd.printString("<EXIT: START>", 6, 0);
Nicholas75179 0:fde420d18f42 185 lcd.printString("<PLAY: ABXY>", 9, 1);
Nicholas75179 0:fde420d18f42 186 lcd.refresh();
Nicholas75179 0:fde420d18f42 187 while (!pad.A_held() && !pad.B_held() && !pad.Y_held()
Nicholas75179 0:fde420d18f42 188 && !pad.X_held() && !pad.start_held());
Nicholas75179 0:fde420d18f42 189 }
Nicholas75179 0:fde420d18f42 190 pad.leds(0);
Nicholas75179 0:fde420d18f42 191 }
Nicholas75179 0:fde420d18f42 192
Nicholas75179 0:fde420d18f42 193 void engine_setup (bool phase_two) {
Nicholas75179 0:fde420d18f42 194 float HP_divider;
Nicholas75179 0:fde420d18f42 195 //init_ship sets parameters - position, direction,
Nicholas75179 0:fde420d18f42 196 //turn rate, acceleration, speed and hitpoints
Nicholas75179 0:fde420d18f42 197 if (player_ship_type == 0) {
Nicholas75179 0:fde420d18f42 198 player.init_ship(1, 0, 0, 0.05, 0.05, 0.7, 12);
Nicholas75179 0:fde420d18f42 199 HP_divider = 0.5; //HP divider is used to display health on the LEDs
Nicholas75179 0:fde420d18f42 200 } else {
Nicholas75179 0:fde420d18f42 201 player.init_ship(1, 0, 0, 0.15, 0.15, 0.5, 20);
Nicholas75179 0:fde420d18f42 202 HP_divider = 0.3;
Nicholas75179 0:fde420d18f42 203 } //ship type 2: slower speed and fire rate,
Nicholas75179 0:fde420d18f42 204 //faster turn rate, higher damage and more HP
Nicholas75179 0:fde420d18f42 205 enemy[0].init_ship(40, -20+rand()%40, -1+rand()%2,
Nicholas75179 0:fde420d18f42 206 0.06+0.00005*points, 0.08+0.0001*points, 0.7+0.001*points, 10);
Nicholas75179 0:fde420d18f42 207 //additional maths in the enemy initialisation
Nicholas75179 0:fde420d18f42 208 //to increase difficulty over time
Nicholas75179 0:fde420d18f42 209 if (difficulty) for (int i = 0; i <= 1; i++) {
Nicholas75179 0:fde420d18f42 210 enemy[i].init_ship(50+rand()%30, 10-20*i, 2-4*i,
Nicholas75179 0:fde420d18f42 211 0.06+0.00005*points, 0.1+0.0001*points, 1+0.001*points, 10);
Nicholas75179 0:fde420d18f42 212 } else if (phase_two) for (int i = 0; i <= 1; i++) {
Nicholas75179 0:fde420d18f42 213 enemy[i].init_ship(50+rand()%30, 10-20*i, -1+2*i,
Nicholas75179 0:fde420d18f42 214 0.05+0.00005*points, 0.05+0.0001*points, 0.4+0.001*points, 10);
Nicholas75179 0:fde420d18f42 215 }
Nicholas75179 0:fde420d18f42 216 engine(phase_two, HP_divider);
Nicholas75179 0:fde420d18f42 217 }
Nicholas75179 0:fde420d18f42 218
Nicholas75179 0:fde420d18f42 219 void engine(bool phase_two, float HP_divider) {
Nicholas75179 0:fde420d18f42 220 int end_delay = 40, time_limit = clock() + 6000;
Nicholas75179 0:fde420d18f42 221 // end_delay lets the animation continue for about two seconds after death
Nicholas75179 0:fde420d18f42 222 // time_limit keeps the game fun by forcing players to engage with the game
Nicholas75179 0:fde420d18f42 223
Nicholas75179 0:fde420d18f42 224 while (end_delay > 0 && clock() < time_limit) {
Nicholas75179 0:fde420d18f42 225 Vector2D coord=pad.get_mapped_coord();
Nicholas75179 0:fde420d18f42 226 lcd.clear();
Nicholas75179 0:fde420d18f42 227
Nicholas75179 0:fde420d18f42 228 for (int i = 0; i <= (difficulty || phase_two); i++) {
Nicholas75179 0:fde420d18f42 229 if (enemy[i].HP > 0) {
Nicholas75179 0:fde420d18f42 230 enemy[i].AI_controls(player.pos_x, player.pos_y, player.orientation);
Nicholas75179 0:fde420d18f42 231 }
Nicholas75179 0:fde420d18f42 232 if (enemy[i].check_hitbox(int(player.pos_x), int(player.pos_y), 4)) {
Nicholas75179 0:fde420d18f42 233 player.HP--;
Nicholas75179 0:fde420d18f42 234 }
Nicholas75179 0:fde420d18f42 235 if (player.check_hitbox(int(enemy[i].pos_x), int(enemy[i].pos_y), 5)) {
Nicholas75179 0:fde420d18f42 236 if (player_ship_type == 0)enemy[i].HP--;
Nicholas75179 0:fde420d18f42 237 else enemy[i].HP -= 4; //cannon on ship1 does more damage
Nicholas75179 0:fde420d18f42 238 }
Nicholas75179 0:fde420d18f42 239 enemy[i].update();
Nicholas75179 0:fde420d18f42 240 }//change the for loop and object declaration to add more enemies
Nicholas75179 0:fde420d18f42 241
Nicholas75179 0:fde420d18f42 242 if (player_ship_type == 0) SHIP0.render(lcd, 60, 20);
Nicholas75179 0:fde420d18f42 243 else SHIP1.render(lcd, 60, 20);
Nicholas75179 0:fde420d18f42 244
Nicholas75179 0:fde420d18f42 245 render_objects(phase_two || difficulty);
Nicholas75179 0:fde420d18f42 246 effects(phase_two, time_limit, HP_divider);
Nicholas75179 0:fde420d18f42 247 // effects control every other aspect of the gamepad output
Nicholas75179 0:fde420d18f42 248
Nicholas75179 0:fde420d18f42 249 if (player.HP > 0) {
Nicholas75179 0:fde420d18f42 250 player.controls(player_ship_type, pad.Y_held(),
Nicholas75179 0:fde420d18f42 251 pad.A_held(), pad.X_held(), pad.B_held(), coord.x, coord.y);
Nicholas75179 0:fde420d18f42 252 }
Nicholas75179 0:fde420d18f42 253 if ((enemy[0].HP<=0 && enemy[1].HP <= 0) || player.HP <= 0) end_delay--;
Nicholas75179 0:fde420d18f42 254 if (god_mode) player.HP = 24;
Nicholas75179 0:fde420d18f42 255
Nicholas75179 0:fde420d18f42 256 lcd.refresh();
Nicholas75179 0:fde420d18f42 257 // I opted not to limit the frame rate of the game because
Nicholas75179 0:fde420d18f42 258 // it will never render fast enough to be less fun
Nicholas75179 0:fde420d18f42 259 // as if it was running at full speed
Nicholas75179 0:fde420d18f42 260 }
Nicholas75179 0:fde420d18f42 261 }
Nicholas75179 0:fde420d18f42 262
Nicholas75179 0:fde420d18f42 263 void render_objects(int extra_enemies) {
Nicholas75179 0:fde420d18f42 264 int temp1, temp2;
Nicholas75179 0:fde420d18f42 265 float sine = sin(player.orientation), cosine = cos(player.orientation);
Nicholas75179 0:fde420d18f42 266
Nicholas75179 0:fde420d18f42 267 for (int i = -16; i < 69; i++) {
Nicholas75179 0:fde420d18f42 268 for (int ii = -24; ii < 32; ii++) {
Nicholas75179 0:fde420d18f42 269 temp1 = int(player.pos_x + (i * cosine - ii * sine));
Nicholas75179 0:fde420d18f42 270 temp2 = int(player.pos_y + (ii * cosine + i * sine));
Nicholas75179 0:fde420d18f42 271
Nicholas75179 0:fde420d18f42 272 if (temp1 == int(enemy[0].pos_x)
Nicholas75179 0:fde420d18f42 273 && temp2 == int(enemy[0].pos_y)) {
Nicholas75179 0:fde420d18f42 274 draw_enemy(i, ii, 0);
Nicholas75179 0:fde420d18f42 275 #ifdef DEBUG_render
Nicholas75179 0:fde420d18f42 276 printf("Found enemy0: %3.1f,%3.1f\n",
Nicholas75179 0:fde420d18f42 277 enemy[0].pos_x, enemy[0].pos_y);
Nicholas75179 0:fde420d18f42 278 #endif
Nicholas75179 0:fde420d18f42 279
Nicholas75179 0:fde420d18f42 280 } else if (extra_enemies && temp1 == int(enemy[1].pos_x)
Nicholas75179 0:fde420d18f42 281 && temp2 == int(enemy[1].pos_y)) {
Nicholas75179 0:fde420d18f42 282 draw_enemy(i, ii, 1);
Nicholas75179 0:fde420d18f42 283 #ifdef DEBUG_render
Nicholas75179 0:fde420d18f42 284 printf("Found enemy1: %3.1f,%3.1f\n",
Nicholas75179 0:fde420d18f42 285 enemy[1].pos_x, enemy[1].pos_y);
Nicholas75179 0:fde420d18f42 286 #endif
Nicholas75179 0:fde420d18f42 287 }
Nicholas75179 0:fde420d18f42 288 else if (check_stars(temp1, temp2)
Nicholas75179 0:fde420d18f42 289 || player.check_bullets(temp1, temp2)
Nicholas75179 0:fde420d18f42 290 || enemy[0].check_bullets(temp1, temp2)
Nicholas75179 0:fde420d18f42 291 || enemy[1].check_bullets(temp1, temp2)){
Nicholas75179 0:fde420d18f42 292 lcd.setPixel(68-i, 24-ii, 1);
Nicholas75179 0:fde420d18f42 293 }
Nicholas75179 0:fde420d18f42 294 }// above finds the location of particles to render
Nicholas75179 0:fde420d18f42 295 }
Nicholas75179 0:fde420d18f42 296 }
Nicholas75179 0:fde420d18f42 297
Nicholas75179 0:fde420d18f42 298 void draw_enemy(int i, int j, int num) {
Nicholas75179 0:fde420d18f42 299 float angle = player.orientation - enemy[num].orientation - 1.5708f;
Nicholas75179 0:fde420d18f42 300 //this calculation finds what direction
Nicholas75179 0:fde420d18f42 301 //to draw the enemy with respect to the player
Nicholas75179 0:fde420d18f42 302
Nicholas75179 0:fde420d18f42 303 if (enemy[num].HP > 0) {
Nicholas75179 0:fde420d18f42 304 lcd.drawRect(63 - i, 32 - j, 12, 4, FILL_TRANSPARENT); //health bar
Nicholas75179 0:fde420d18f42 305 lcd.drawRect(64 - i, 33 - j, enemy[num].HP, 2, FILL_BLACK);
Nicholas75179 0:fde420d18f42 306
Nicholas75179 0:fde420d18f42 307 if (j < 20) {//limits the game to drawing within bound of the screen
Nicholas75179 0:fde420d18f42 308 lcd.drawCircle(68 - i, 24 - j, 5, FILL_BLACK);
Nicholas75179 0:fde420d18f42 309 lcd.drawCircle(68 - i + 3 * sin(angle),
Nicholas75179 0:fde420d18f42 310 24 - j + 3 * cos(angle), 2, FILL_WHITE);
Nicholas75179 0:fde420d18f42 311 }
Nicholas75179 0:fde420d18f42 312 } else if (explode (68 - i, 24 - j) && j < 20) {
Nicholas75179 0:fde420d18f42 313 lcd.drawCircle(68 - i, 24 - j, 5, FILL_BLACK);
Nicholas75179 0:fde420d18f42 314 lcd.drawCircle(68 - i + 3 * sin(angle),
Nicholas75179 0:fde420d18f42 315 24 - j + 3 * cos(angle), 2, FILL_WHITE);
Nicholas75179 0:fde420d18f42 316 }
Nicholas75179 0:fde420d18f42 317 }
Nicholas75179 0:fde420d18f42 318
Nicholas75179 0:fde420d18f42 319 void effects(bool phase_two, int time_limit, float HP_divider) {
Nicholas75179 0:fde420d18f42 320 if (enemy[0].HP > 0) print_tracker(0);
Nicholas75179 0:fde420d18f42 321 if ((difficulty || phase_two) && (enemy[1].HP > 0)) print_tracker(1);
Nicholas75179 0:fde420d18f42 322 if (pad.X_held() && clock() % 18 > 8) {
Nicholas75179 0:fde420d18f42 323 for (int i = 0; i < 3; i++)lcd.setPixel(69 + i, 24 , 1);
Nicholas75179 0:fde420d18f42 324 if (clock() % 9 > 3) {
Nicholas75179 0:fde420d18f42 325 lcd.setPixel(72, 24, 1);
Nicholas75179 0:fde420d18f42 326 lcd.setPixel(73, 24, 1);
Nicholas75179 0:fde420d18f42 327 }
Nicholas75179 0:fde420d18f42 328 }
Nicholas75179 0:fde420d18f42 329 pad.leds(0); //LEDs display player health proportionally
Nicholas75179 0:fde420d18f42 330 if (player.HP > 0) {
Nicholas75179 0:fde420d18f42 331 for (int health = 0; health <= (HP_divider*player.HP); health++) {
Nicholas75179 0:fde420d18f42 332 pad.led(health, 1);
Nicholas75179 0:fde420d18f42 333 }
Nicholas75179 0:fde420d18f42 334 }
Nicholas75179 0:fde420d18f42 335 else explode(68, 24);
Nicholas75179 0:fde420d18f42 336 if (sound_on) sound(difficulty || phase_two);
Nicholas75179 0:fde420d18f42 337 sprintf(g_buffer, "%2i", (time_limit - clock()) / 100);
Nicholas75179 0:fde420d18f42 338 lcd.printString(g_buffer, 12, 5);
Nicholas75179 0:fde420d18f42 339 }
Nicholas75179 0:fde420d18f42 340
Nicholas75179 0:fde420d18f42 341 void print_tracker(int num) {
Nicholas75179 0:fde420d18f42 342 float diff_x = enemy[num].pos_x-player.pos_x;
Nicholas75179 0:fde420d18f42 343 if (abs(diff_x) < 0.0001f) diff_x = 0.0001f;
Nicholas75179 0:fde420d18f42 344
Nicholas75179 0:fde420d18f42 345 float angle_to_enemy = atan((enemy[num].pos_y - player.pos_y) / diff_x);
Nicholas75179 0:fde420d18f42 346 if ((diff_x) > 0) angle_to_enemy += 3.1416f;
Nicholas75179 0:fde420d18f42 347
Nicholas75179 0:fde420d18f42 348 #ifdef DEBUG_tracker
Nicholas75179 0:fde420d18f42 349 sprintf(g_buffer, "%1.3f", player.orientation);
Nicholas75179 0:fde420d18f42 350 lcd.printString(g_buffer, 60, 0);
Nicholas75179 0:fde420d18f42 351 sprintf(g_buffer, "%1.3f", angle_to_enemy - player.orientation);
Nicholas75179 0:fde420d18f42 352 lcd.printString(g_buffer, 60, 1);
Nicholas75179 0:fde420d18f42 353 #endif
Nicholas75179 0:fde420d18f42 354
Nicholas75179 0:fde420d18f42 355 float sine = sin(angle_to_enemy - player.orientation);
Nicholas75179 0:fde420d18f42 356 float cosine = cos(angle_to_enemy - player.orientation);
Nicholas75179 0:fde420d18f42 357
Nicholas75179 0:fde420d18f42 358 lcd.setPixel(67 + 8 * cosine, 24 + 6 * sine, 1);
Nicholas75179 0:fde420d18f42 359 lcd.setPixel(67 + 9 * cosine, 24 + 7 * sine, 1);
Nicholas75179 0:fde420d18f42 360 lcd.setPixel(67 + 10 * cosine, 24 + 8 * sine, 1);
Nicholas75179 0:fde420d18f42 361 lcd.setPixel(67 + 11 * cosine, 24 + 9 * sine, 1);
Nicholas75179 0:fde420d18f42 362 lcd.setPixel(67 + 12 * cosine, 24 + 10 * sine, 1);
Nicholas75179 0:fde420d18f42 363 lcd.setPixel(67 + 13 * cosine, 24 + 11 * sine, 1);
Nicholas75179 0:fde420d18f42 364 lcd.drawCircle(67 + 9 * cosine, 24 + 7 * sine, 1, FILL_BLACK);
Nicholas75179 0:fde420d18f42 365 lcd.drawCircle(67 + 10 * cosine, 24 + 8 * sine, 1, FILL_BLACK);
Nicholas75179 0:fde420d18f42 366 }
Nicholas75179 0:fde420d18f42 367
Nicholas75179 0:fde420d18f42 368 void sound(bool extra_enemy) {
Nicholas75179 0:fde420d18f42 369 //buzzers can only produce one tone at a time
Nicholas75179 0:fde420d18f42 370 //this function prioritises some sounds over others
Nicholas75179 0:fde420d18f42 371 if (player.HP <= 0) {
Nicholas75179 0:fde420d18f42 372 player.explosion_FX--;
Nicholas75179 0:fde420d18f42 373 }
Nicholas75179 0:fde420d18f42 374 if (enemy[0].HP <= 0) {
Nicholas75179 0:fde420d18f42 375 enemy[0].explosion_FX--;
Nicholas75179 0:fde420d18f42 376 }
Nicholas75179 0:fde420d18f42 377 if (extra_enemy && enemy[1].HP <= 0) {
Nicholas75179 0:fde420d18f42 378 enemy[1].explosion_FX--;
Nicholas75179 0:fde420d18f42 379 }
Nicholas75179 0:fde420d18f42 380 //"explosion" is initialised as 8, and is decremented each frame
Nicholas75179 0:fde420d18f42 381 //below if statement makes the explosion produce noise over 7 frames
Nicholas75179 0:fde420d18f42 382 if ((player.explosion_FX < 8 && player.explosion_FX > 0)
Nicholas75179 0:fde420d18f42 383 || (enemy[0].explosion_FX < 8 && enemy[0].explosion_FX > 0)
Nicholas75179 0:fde420d18f42 384 || (extra_enemy && enemy[1].explosion_FX < 8 && enemy[1].explosion_FX > 0)) {
Nicholas75179 0:fde420d18f42 385 pad.tone(1000, 0.1);
Nicholas75179 0:fde420d18f42 386 }
Nicholas75179 0:fde420d18f42 387 else if (player.gun_FX > 0) pad.tone(1600 - player.gun_FX * 200, 0.1);
Nicholas75179 0:fde420d18f42 388 //the player's weapon takes priority for sound, after explosions
Nicholas75179 0:fde420d18f42 389 else if (enemy[0].gun_FX > 0) pad.tone(5000, 0.1);
Nicholas75179 0:fde420d18f42 390 else if (enemy[1].gun_FX > 0) pad.tone(5000, 0.1);
Nicholas75179 0:fde420d18f42 391
Nicholas75179 0:fde420d18f42 392 enemy[0].gun_FX--;
Nicholas75179 0:fde420d18f42 393 enemy[1].gun_FX--;
Nicholas75179 0:fde420d18f42 394 player.gun_FX--;
Nicholas75179 0:fde420d18f42 395 //decrementing the FX variable makes sure the sound is not delayed
Nicholas75179 0:fde420d18f42 396 //if the function is busy producing a different sound
Nicholas75179 0:fde420d18f42 397 }
Nicholas75179 0:fde420d18f42 398
Nicholas75179 0:fde420d18f42 399 bool explode(int i, int j) {
Nicholas75179 0:fde420d18f42 400 //a clock() with a modulo helps make the explosion more exciting
Nicholas75179 0:fde420d18f42 401 //by forcing it to switch on and off over time
Nicholas75179 0:fde420d18f42 402 if (clock() % 9 > 4) {
Nicholas75179 0:fde420d18f42 403 for (int inc = 0; inc < 6; inc++) {
Nicholas75179 0:fde420d18f42 404 float b = rand() % 63 / 10;
Nicholas75179 0:fde420d18f42 405 int a = rand() % 6;
Nicholas75179 0:fde420d18f42 406 int tempx = i - a * sin(b), tempy = j - a * cos(b);
Nicholas75179 0:fde420d18f42 407
Nicholas75179 0:fde420d18f42 408 if (tempy > 3 && i < 81) lcd.drawCircle(tempx, tempy, 2, FILL_BLACK);
Nicholas75179 0:fde420d18f42 409 }//6 randomly placed white packets to simulate explosion
Nicholas75179 0:fde420d18f42 410 return 0;
Nicholas75179 0:fde420d18f42 411 }//boolean returns are used for switching a rendering function in draw_enemy();
Nicholas75179 0:fde420d18f42 412 return 1;
Nicholas75179 0:fde420d18f42 413 }
Nicholas75179 0:fde420d18f42 414
Nicholas75179 0:fde420d18f42 415 void print_background(float screen_x, float screen_y, float screen_orientation) {
Nicholas75179 0:fde420d18f42 416 int temp1, temp2;
Nicholas75179 0:fde420d18f42 417 float sine = sin(screen_orientation), cosine = cos(screen_orientation);
Nicholas75179 0:fde420d18f42 418
Nicholas75179 0:fde420d18f42 419 for (int i = -16; i < 69; i++ ) {
Nicholas75179 0:fde420d18f42 420 for (int ii = -24; ii < 25; ii++) {
Nicholas75179 0:fde420d18f42 421 temp1 = int(screen_x + (i * cosine - ii * sine));
Nicholas75179 0:fde420d18f42 422 temp2 = int(screen_y + (ii * cosine + i * sine)) + 1;
Nicholas75179 0:fde420d18f42 423
Nicholas75179 0:fde420d18f42 424 if (check_stars(temp1, temp2)) lcd.setPixel(68 - i, 24 - ii, 1);
Nicholas75179 0:fde420d18f42 425 }
Nicholas75179 0:fde420d18f42 426 }
Nicholas75179 0:fde420d18f42 427 }
Nicholas75179 0:fde420d18f42 428
Nicholas75179 0:fde420d18f42 429 bool check_stars(int temp1, int temp2) {
Nicholas75179 0:fde420d18f42 430 while (temp1 < 0) temp1 += 224;
Nicholas75179 0:fde420d18f42 431 temp1 = temp1 % 224; //this function tesselates the star map
Nicholas75179 0:fde420d18f42 432 while (temp2 < 0) temp2 += 224;
Nicholas75179 0:fde420d18f42 433 temp2 = temp2 % 224;
Nicholas75179 0:fde420d18f42 434
Nicholas75179 0:fde420d18f42 435 if (g_star_map[temp1][temp2])return 1;
Nicholas75179 0:fde420d18f42 436 else return 0;
Nicholas75179 0:fde420d18f42 437 }
Nicholas75179 0:fde420d18f42 438
Nicholas75179 0:fde420d18f42 439 void create_stars() {//the backhround is a boolean array
Nicholas75179 0:fde420d18f42 440 for (int i = 0; i < 224; i++) {
Nicholas75179 0:fde420d18f42 441 for (int ii = 0; ii < 224; ii++) g_star_map[i][ii] = 0;
Nicholas75179 0:fde420d18f42 442 }//this clears the background for drawing a new one
Nicholas75179 0:fde420d18f42 443 for (int i = 0; i < 224; i++) {
Nicholas75179 0:fde420d18f42 444 for (int ii = 0; ii < 224; ii++) {
Nicholas75179 0:fde420d18f42 445 if (rand() % 1000 > 985) g_star_map[i][ii] = 1;
Nicholas75179 0:fde420d18f42 446 }//1.5% of the sky is stars!
Nicholas75179 0:fde420d18f42 447 }
Nicholas75179 0:fde420d18f42 448 }
Nicholas75179 0:fde420d18f42 449
Nicholas75179 0:fde420d18f42 450 void title_sequence() {
Nicholas75179 0:fde420d18f42 451 temptime = clock();
Nicholas75179 0:fde420d18f42 452
Nicholas75179 0:fde420d18f42 453 while ((clock() - temptime) < 40) {
Nicholas75179 0:fde420d18f42 454 lcd.clear();
Nicholas75179 0:fde420d18f42 455 print_background(1, 0, 0);
Nicholas75179 0:fde420d18f42 456 lcd.refresh();
Nicholas75179 0:fde420d18f42 457 }
Nicholas75179 0:fde420d18f42 458 sprintf(g_buffer, "Space Combat");
Nicholas75179 0:fde420d18f42 459
Nicholas75179 0:fde420d18f42 460 while (!pad.A_held() && !pad.B_held() && !pad.Y_held()
Nicholas75179 0:fde420d18f42 461 && !pad.X_held() && !pad.start_held()) {
Nicholas75179 0:fde420d18f42 462 AGALAG.render(lcd, 18, 12);
Nicholas75179 0:fde420d18f42 463 if ((clock() - temptime) < 240) dramatic_print(g_buffer, 7, 3, 20);
Nicholas75179 0:fde420d18f42 464 lcd.refresh();
Nicholas75179 0:fde420d18f42 465 }
Nicholas75179 0:fde420d18f42 466 temptime = clock();
Nicholas75179 0:fde420d18f42 467
Nicholas75179 0:fde420d18f42 468 while (clock() - temptime < 140 && !pad.start_held()) {
Nicholas75179 0:fde420d18f42 469 lcd.clear();
Nicholas75179 0:fde420d18f42 470 print_background(1, 0, 0);
Nicholas75179 0:fde420d18f42 471 AGALAG.render(lcd, 18, 11 - (clock() - temptime) / 20);
Nicholas75179 0:fde420d18f42 472 lcd.refresh();
Nicholas75179 0:fde420d18f42 473 }
Nicholas75179 0:fde420d18f42 474 }
Nicholas75179 0:fde420d18f42 475
Nicholas75179 0:fde420d18f42 476 void dramatic_print(string str, int offset, int line_num, int delay_time) {
Nicholas75179 0:fde420d18f42 477 int i = ((clock() - temptime) / delay_time) % 14;
Nicholas75179 0:fde420d18f42 478
Nicholas75179 0:fde420d18f42 479 for (int ii = 0; ii <= i; ii++) {
Nicholas75179 0:fde420d18f42 480 lcd.printChar(str[ii], 6 * ii + offset, line_num);
Nicholas75179 0:fde420d18f42 481 }
Nicholas75179 0:fde420d18f42 482 }
Nicholas75179 0:fde420d18f42 483
Nicholas75179 0:fde420d18f42 484 void help() {
Nicholas75179 0:fde420d18f42 485 while (pad.A_held() || pad.Y_held());
Nicholas75179 0:fde420d18f42 486 pad.leds(1.0);
Nicholas75179 0:fde420d18f42 487
Nicholas75179 0:fde420d18f42 488 while (!pad.A_held() && !pad.B_held() && !pad.Y_held()
Nicholas75179 0:fde420d18f42 489 && !pad.X_held() && !pad.start_held()) {
Nicholas75179 0:fde420d18f42 490 Vector2D coord = pad.get_mapped_coord();
Nicholas75179 0:fde420d18f42 491 lcd.clear();
Nicholas75179 0:fde420d18f42 492 print_background(1, 0, 0);
Nicholas75179 0:fde420d18f42 493 lcd.printString("<HP=LED>", 19, 0);
Nicholas75179 0:fde420d18f42 494 lcd.printString("<SHOOT>", 0, 1);
Nicholas75179 0:fde420d18f42 495 lcd.printString("<MOVE>", 45, 1);
Nicholas75179 0:fde420d18f42 496 lcd.printString(">BACK<", 24, 5);
Nicholas75179 0:fde420d18f42 497 lcd.drawCircle(63, 36, 3, FILL_TRANSPARENT);
Nicholas75179 0:fde420d18f42 498 lcd.drawCircle(63, 20, 3, FILL_TRANSPARENT);
Nicholas75179 0:fde420d18f42 499 lcd.drawCircle(53, 28, 3, FILL_TRANSPARENT);
Nicholas75179 0:fde420d18f42 500 lcd.drawCircle(73, 28, 3, FILL_TRANSPARENT);
Nicholas75179 0:fde420d18f42 501 lcd.drawCircle(20 + int(10 * coord.x),
Nicholas75179 0:fde420d18f42 502 28 - int(10 * coord.y), 3, FILL_BLACK);
Nicholas75179 0:fde420d18f42 503
Nicholas75179 0:fde420d18f42 504 if (clock() % 4 > 1) lcd.drawCircle(20, 28, 12, FILL_TRANSPARENT);
Nicholas75179 0:fde420d18f42 505 lcd.refresh();
Nicholas75179 0:fde420d18f42 506 }
Nicholas75179 0:fde420d18f42 507 pad.leds(0);
Nicholas75179 0:fde420d18f42 508 }