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

Dependencies:   mbed

Revision:
0:fde420d18f42
Child:
1:3727d33a171b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/main.cpp	Fri May 22 09:42:51 2020 +0000
@@ -0,0 +1,508 @@
+//************************//
+//  AGALAG: SPACE COMBAT  //
+//    Version 2.6         //
+//    MAY 2020            //
+//    Nicholas W.         //
+//************************//
+
+#include "mbed.h"
+#include "Gamepad.h"
+#include "N5110.h"
+#include "Bitmap.h"
+#include "Spaceship.h"
+
+// IN-GAME DEBUGGING FLAGS
+bool DEBUG_menu = 0;
+bool sound_on = 1;
+// During development a mixture of serial port and in-game debugging methods
+// I found in-game debugging to be more interesting and accessible
+// Thus I had left these two debugging options here as examples
+
+// OBJECTS
+Gamepad pad;
+N5110 lcd;
+Bitmap AGALAG(title, 10, 48); // name, y and x width
+Bitmap SHIP0(player_ship0, 9, 12);
+Bitmap SHIP1(player_ship1, 9, 12);
+Spaceship player;
+Spaceship enemy[2];
+// Declaring enemies as an array makes adding more enemies simple
+// for this platform 2 allows for a playable framerate
+
+// FUNCTIONS & RESPECTIVE VARIABLES
+void dramatic_print(string, int, int, int);
+    int temptime = clock();
+    char g_buffer[14] = "0";
+void title_sequence();
+    float g_x = 0, g_y = 0;
+void create_stars();
+    bool g_star_map[224][224];
+bool check_stars(int, int);
+void print_background(float, float, float);
+void menu();
+void help();
+void ship_select();
+    int player_ship_type = 0;
+    bool difficulty = 0;
+    bool god_mode = 0;
+void print_menu(int, int);
+void level_system();
+    int points = 0;
+void engine_setup(bool);
+void engine(bool, float);
+void render_objects(int);
+void draw_enemy(int, int, int);
+void effects(bool, int, float);
+void sound(bool);
+bool explode(int, int);
+void print_tracker(int i);
+
+int main() {
+    lcd.init();
+    lcd.inverseMode();
+    lcd.setContrast(0.48);
+    pad.init();
+    lcd.backLightOn();
+    create_stars();
+    title_sequence();
+    while (1) menu();
+}
+
+void menu() {
+    int menu = 0, selection = 0;
+    
+    while (1) {
+        lcd.clear();
+        print_background(1, 0, 0);
+        print_menu(menu, selection);
+        AGALAG.render(lcd, 18, 5);
+        
+        if (pad.B_held()) selection++;
+        if (pad.X_held()) selection--;
+        while (pad.B_held() || pad.X_held());
+        if (selection < 0) selection = 3;
+        else if (selection > 3) selection = 0;
+        if (DEBUG_menu) {
+            sprintf(g_buffer, " %1i,%1i", menu, selection);
+            lcd.printString(g_buffer, 0, 5);
+        }
+        lcd.refresh();
+        
+        if (pad.A_held() || pad.Y_held()) {
+            if (menu == 3) {
+                if (selection == 0) sound_on = !sound_on;
+                if (selection == 1) points += 100;;
+                if (selection == 2) DEBUG_menu = !DEBUG_menu;
+                if (selection == 3) menu = 0;
+            }else if (menu==1) {
+                if (selection == 0) ship_select();
+                if (selection == 1) god_mode =! god_mode;
+                if (selection == 2) difficulty =! difficulty;
+                if (selection == 3) menu = 0;
+            }else if (menu == 0) {
+                if (selection == 0) level_system();
+                if (selection == 1) menu = 1;
+                if (selection == 2) help();
+                if (selection == 3) menu = 3;
+            }
+            //this while statement captures the frame so no more than
+            //one increment could happen with each button press
+            while (pad.A_held() || pad.Y_held());
+        }
+    }
+}
+
+void print_menu(int menu, int selection) {
+    //selected menu item is denoted as such: >example<
+    if (menu == 0) {
+        if (selection == 0) lcd.printString(">PLAY!<", 21, 2);
+        else lcd.printString("PLAY!", 27, 2);
+        if (selection == 1) lcd.printString(">OPTIONS<", 15, 3);
+        else lcd.printString("OPTIONS", 21, 3);
+        if (selection == 2) lcd.printString(">CONTROLS<", 12, 4);
+        else lcd.printString("CONTROLS", 18, 4);
+        if (selection == 3) lcd.printString(">DEBUG<", 21, 5);
+        else lcd.printString("DEBUG", 27, 5);
+    }
+    if (menu == 1) {
+        if (selection == 0) lcd.printString(">SHIP=0<", 18, 2);
+        else lcd.printString("SHIP=0", 24, 2);
+        lcd.printChar(player_ship_type+49, 54, 2);
+        if (selection == 1) lcd.printString(">GOD MODE=0<", 6, 3);
+        else lcd.printString("GOD MODE=0", 12, 3);
+        lcd.printChar(48+god_mode, 66, 3);
+        if (selection == 2) lcd.printString(">EASY MODE<", 9, 4);
+        else lcd.printString("EASY MODE", 15, 4);
+        if (difficulty) lcd.printString("HARD", 15, 4);
+        if (selection == 3) lcd.printString(">BACK<", 24, 5);
+        else lcd.printString("BACK", 30, 5);
+    }
+    if (menu==3) {
+        if (selection == 0) lcd.printString(">SOUND=0<", 15, 2);
+        else lcd.printString("SOUND=0", 21, 2);
+        if (sound_on) lcd.printString("1", 57, 2);
+        if (selection == 1) lcd.printString(">POINTS=   0<", 3, 3);
+        else lcd.printString("POINTS=   0", 9, 3);
+            sprintf(g_buffer, "%4i", points);
+            lcd.printString(g_buffer, 52, 3);
+        if (selection == 2) lcd.printString(">MENU DB=0<", 9, 4);
+        else lcd.printString("MENU DB=0", 15, 4);
+        if (DEBUG_menu) lcd.printString("1", 63, 4);
+        if (selection == 3) lcd.printString(">BACK<", 24, 5);
+        else lcd.printString("BACK", 30, 5);
+    }
+}
+
+void ship_select() {
+    player_ship_type++;
+    player_ship_type %= 2;
+    //selects between one of two
+    //ship types available
+}
+
+void level_system() {
+    while (!pad.start_held()) {
+        create_stars();
+        engine_setup(int(points/400)); 
+        //passing the result of this division saves calculation during gameplay
+        if (enemy[0].HP <= 0 && enemy[1].HP <= 0 && player.HP <= 0) {
+            lcd.printString("<ACCEPTABLE>", 6, 4);
+        }
+        else if (player.HP <= 0) lcd.printString("<GAME OVER>", 9, 4);
+        else if (enemy[0].HP <= 0 && enemy[1].HP <= 0) {
+            lcd.printString("<NICE>", 24, 4);
+            points += 100;
+            if (difficulty) points += 100;
+            if (points>400) points += 100;
+        } else lcd.printString("<TOO SLOW>", 12, 4);
+        //above checks victory conditions, extra points for difficulty
+        sprintf(g_buffer, "SCORE:%4i", points);
+        if (enemy[0].HP > 0 || enemy[1].HP > 0) points = 0;
+        lcd.printString(g_buffer, 12, 5);
+        lcd.refresh();
+        wait_ms(200);
+        if (points <= 200) lcd.printString("<EXIT: START>", 6, 0);
+        lcd.printString("<PLAY: ABXY>", 9, 1);
+        lcd.refresh();
+        while (!pad.A_held() && !pad.B_held() && !pad.Y_held()
+            && !pad.X_held() && !pad.start_held());
+    }
+    pad.leds(0);
+}
+
+void engine_setup (bool phase_two) {
+    float HP_divider;
+    //init_ship sets parameters - position, direction,
+    //turn rate, acceleration, speed and hitpoints
+    if (player_ship_type == 0) {
+        player.init_ship(1, 0, 0, 0.05, 0.05, 0.7, 12);
+        HP_divider = 0.5; //HP divider is used to display health on the LEDs
+    } else {
+        player.init_ship(1, 0, 0, 0.15, 0.15, 0.5, 20);
+        HP_divider = 0.3;
+    } //ship type 2: slower speed and fire rate,
+      //faster turn rate, higher damage and more HP
+    enemy[0].init_ship(40, -20+rand()%40, -1+rand()%2,
+        0.06+0.00005*points, 0.08+0.0001*points, 0.7+0.001*points, 10);
+        //additional maths in the enemy initialisation
+        //to increase difficulty over time
+    if (difficulty) for (int i = 0; i <= 1; i++) {
+        enemy[i].init_ship(50+rand()%30, 10-20*i, 2-4*i,
+        0.06+0.00005*points, 0.1+0.0001*points, 1+0.001*points, 10);
+    } else if (phase_two) for (int i = 0; i <= 1; i++) {
+        enemy[i].init_ship(50+rand()%30, 10-20*i, -1+2*i,
+        0.05+0.00005*points, 0.05+0.0001*points, 0.4+0.001*points, 10);
+    }
+    engine(phase_two, HP_divider);
+}
+
+void engine(bool phase_two, float HP_divider) {
+    int end_delay = 40, time_limit = clock() + 6000;
+    // end_delay lets the animation continue for about two seconds after death
+    // time_limit keeps the game fun by forcing players to engage with the game
+    
+    while (end_delay > 0 && clock() < time_limit) {
+        Vector2D coord=pad.get_mapped_coord();
+        lcd.clear();
+        
+        for (int i = 0; i <= (difficulty || phase_two); i++) {
+            if (enemy[i].HP > 0) {
+                enemy[i].AI_controls(player.pos_x, player.pos_y, player.orientation);
+            }
+            if (enemy[i].check_hitbox(int(player.pos_x), int(player.pos_y), 4)) {
+                player.HP--;
+            }
+            if (player.check_hitbox(int(enemy[i].pos_x), int(enemy[i].pos_y), 5)) {
+                if (player_ship_type == 0)enemy[i].HP--;
+                else enemy[i].HP -= 4; //cannon on ship1 does more damage
+            }
+            enemy[i].update();
+        }//change the for loop and object declaration to add more enemies
+        
+        if (player_ship_type == 0) SHIP0.render(lcd, 60, 20);
+        else SHIP1.render(lcd, 60, 20);
+        
+        render_objects(phase_two || difficulty);
+        effects(phase_two, time_limit, HP_divider);
+        // effects control every other aspect of the gamepad output
+        
+        if (player.HP > 0) {
+            player.controls(player_ship_type, pad.Y_held(),
+            pad.A_held(), pad.X_held(), pad.B_held(), coord.x, coord.y);
+        }
+        if ((enemy[0].HP<=0 && enemy[1].HP <= 0) || player.HP <= 0) end_delay--;
+        if (god_mode) player.HP = 24;
+        
+        lcd.refresh();
+        // I opted not to limit the frame rate of the game because
+        // it will never render fast enough to be less fun
+        // as if it was running at full speed
+    }
+}
+
+void render_objects(int extra_enemies) {
+    int temp1, temp2;
+    float sine = sin(player.orientation), cosine = cos(player.orientation);
+    
+    for (int i = -16; i < 69; i++) {
+        for (int ii = -24; ii < 32; ii++) {
+            temp1 = int(player.pos_x + (i * cosine - ii * sine));
+            temp2 = int(player.pos_y + (ii * cosine + i * sine));
+            
+            if (temp1 == int(enemy[0].pos_x) 
+                && temp2 == int(enemy[0].pos_y)) {
+                draw_enemy(i, ii, 0);
+                #ifdef DEBUG_render
+                    printf("Found enemy0: %3.1f,%3.1f\n", 
+                    enemy[0].pos_x, enemy[0].pos_y);
+                #endif
+                
+            } else if (extra_enemies && temp1 == int(enemy[1].pos_x) 
+                && temp2 == int(enemy[1].pos_y)) {
+                draw_enemy(i, ii, 1);
+                #ifdef DEBUG_render
+                    printf("Found enemy1: %3.1f,%3.1f\n", 
+                    enemy[1].pos_x, enemy[1].pos_y);
+                #endif
+            }
+            else if (check_stars(temp1, temp2) 
+                || player.check_bullets(temp1, temp2)
+                || enemy[0].check_bullets(temp1, temp2) 
+                || enemy[1].check_bullets(temp1, temp2)){
+                lcd.setPixel(68-i, 24-ii, 1);
+            }
+        }// above finds the location of particles to render
+    }
+}
+
+void draw_enemy(int i, int j, int num) {
+    float angle = player.orientation - enemy[num].orientation - 1.5708f;
+    //this calculation finds what direction
+    //to draw the enemy with respect to the player
+    
+    if (enemy[num].HP > 0) {
+        lcd.drawRect(63 - i, 32 - j, 12, 4, FILL_TRANSPARENT); //health bar
+        lcd.drawRect(64 - i, 33 - j, enemy[num].HP, 2, FILL_BLACK);
+        
+        if (j < 20) {//limits the game to drawing within bound of the screen
+            lcd.drawCircle(68 - i, 24 - j, 5, FILL_BLACK);
+            lcd.drawCircle(68 - i + 3 * sin(angle),
+                24 - j + 3 * cos(angle), 2, FILL_WHITE);
+        }
+    } else if (explode (68 - i, 24 - j) && j < 20) {
+        lcd.drawCircle(68 - i, 24 - j, 5, FILL_BLACK);
+        lcd.drawCircle(68 - i + 3 * sin(angle),
+            24 - j + 3 * cos(angle), 2, FILL_WHITE);
+    }
+}
+
+void effects(bool phase_two, int time_limit, float HP_divider) {
+    if (enemy[0].HP > 0) print_tracker(0);
+    if ((difficulty || phase_two) && (enemy[1].HP > 0)) print_tracker(1);
+    if (pad.X_held() && clock() % 18 > 8) {
+        for (int i = 0; i < 3; i++)lcd.setPixel(69 + i, 24 , 1);
+        if (clock() % 9 > 3) {
+            lcd.setPixel(72, 24, 1);
+            lcd.setPixel(73, 24, 1);
+        }
+    }
+    pad.leds(0); //LEDs display player health proportionally
+    if (player.HP > 0) {
+        for (int health = 0; health <= (HP_divider*player.HP); health++) {
+            pad.led(health, 1);
+        }
+    }
+    else explode(68, 24);
+    if (sound_on) sound(difficulty || phase_two);
+    sprintf(g_buffer, "%2i", (time_limit - clock()) / 100);
+    lcd.printString(g_buffer, 12, 5);
+}
+
+void print_tracker(int num) {
+    float diff_x = enemy[num].pos_x-player.pos_x;
+    if (abs(diff_x) < 0.0001f) diff_x = 0.0001f;
+    
+    float angle_to_enemy = atan((enemy[num].pos_y - player.pos_y) / diff_x);
+    if ((diff_x) > 0) angle_to_enemy += 3.1416f;
+    
+    #ifdef DEBUG_tracker
+            sprintf(g_buffer, "%1.3f", player.orientation);
+            lcd.printString(g_buffer, 60, 0);
+            sprintf(g_buffer, "%1.3f", angle_to_enemy - player.orientation);
+            lcd.printString(g_buffer, 60, 1);
+    #endif
+    
+    float sine = sin(angle_to_enemy - player.orientation);
+    float cosine = cos(angle_to_enemy - player.orientation);
+    
+    lcd.setPixel(67 + 8 * cosine, 24 + 6 * sine, 1);
+    lcd.setPixel(67 + 9 * cosine, 24 + 7 * sine, 1);
+    lcd.setPixel(67 + 10 * cosine, 24 + 8 * sine, 1);
+    lcd.setPixel(67 + 11 * cosine, 24 + 9 * sine, 1);
+    lcd.setPixel(67 + 12 * cosine, 24 + 10 * sine, 1);
+    lcd.setPixel(67 + 13 * cosine, 24 + 11 * sine, 1);
+    lcd.drawCircle(67 + 9 * cosine, 24 + 7 * sine, 1, FILL_BLACK);
+    lcd.drawCircle(67 + 10 * cosine, 24 + 8 * sine, 1, FILL_BLACK);
+}
+
+void sound(bool extra_enemy) {
+    //buzzers can only produce one tone at a time
+    //this function prioritises some sounds over others
+    if (player.HP <= 0) {
+        player.explosion_FX--;
+    } 
+    if (enemy[0].HP <= 0) {
+        enemy[0].explosion_FX--;
+    }
+    if (extra_enemy && enemy[1].HP <= 0) {
+        enemy[1].explosion_FX--;
+    } 
+    //"explosion" is initialised as 8, and is decremented each frame
+    //below if statement makes the explosion produce noise over 7 frames
+    if ((player.explosion_FX < 8 && player.explosion_FX > 0)
+        || (enemy[0].explosion_FX < 8 && enemy[0].explosion_FX > 0)
+        || (extra_enemy && enemy[1].explosion_FX < 8 && enemy[1].explosion_FX > 0)) {
+        pad.tone(1000, 0.1);
+    }
+    else if (player.gun_FX > 0) pad.tone(1600 - player.gun_FX * 200, 0.1);
+    //the player's weapon takes priority for sound, after explosions
+    else if (enemy[0].gun_FX > 0) pad.tone(5000, 0.1);
+    else if (enemy[1].gun_FX > 0) pad.tone(5000, 0.1);
+    
+    enemy[0].gun_FX--;
+    enemy[1].gun_FX--;
+    player.gun_FX--;
+    //decrementing the FX variable makes sure the sound is not delayed
+    //if the function is busy producing a different sound
+}
+
+bool explode(int i, int j) {
+    //a clock() with a modulo helps make the explosion more exciting
+    //by forcing it to switch on and off over time
+    if (clock() % 9 > 4) {
+        for (int inc = 0; inc < 6; inc++) {
+            float b = rand() % 63 / 10;
+            int a = rand() % 6;
+            int tempx = i - a * sin(b), tempy = j - a * cos(b);
+            
+            if (tempy > 3 && i < 81) lcd.drawCircle(tempx, tempy, 2, FILL_BLACK);
+        }//6 randomly placed white packets to simulate explosion
+        return 0;
+    }//boolean returns are used for switching a rendering function in draw_enemy();
+    return 1;
+}
+
+void print_background(float screen_x, float screen_y, float screen_orientation) {
+    int temp1, temp2;
+    float sine = sin(screen_orientation), cosine = cos(screen_orientation);
+    
+    for (int i = -16; i < 69; i++ ) {
+        for (int ii = -24; ii < 25; ii++) {
+            temp1 = int(screen_x + (i * cosine - ii * sine));
+            temp2 = int(screen_y + (ii * cosine + i * sine)) + 1;
+            
+            if (check_stars(temp1, temp2)) lcd.setPixel(68 - i, 24 - ii, 1);
+        }
+    }
+}
+
+bool check_stars(int temp1, int temp2) {
+    while (temp1 < 0) temp1 += 224;
+    temp1 = temp1 % 224; //this function tesselates the star map
+    while (temp2 < 0) temp2 += 224;
+    temp2 = temp2 % 224;
+    
+    if (g_star_map[temp1][temp2])return 1;
+    else return 0;
+}
+
+void create_stars() {//the backhround is a boolean array
+    for (int i = 0; i < 224; i++) {
+        for (int ii = 0; ii < 224; ii++) g_star_map[i][ii] = 0;
+    }//this clears the background for drawing a new one
+    for (int i = 0; i < 224; i++) {
+        for (int ii = 0; ii < 224; ii++) {
+            if (rand() % 1000 > 985) g_star_map[i][ii] = 1;
+        }//1.5% of the sky is stars!
+    }
+}
+
+void title_sequence() {
+    temptime = clock();
+    
+    while ((clock() - temptime) < 40) {
+        lcd.clear();
+        print_background(1, 0, 0);
+        lcd.refresh();
+    }
+    sprintf(g_buffer, "Space Combat");
+    
+    while (!pad.A_held() && !pad.B_held() && !pad.Y_held()
+        && !pad.X_held() && !pad.start_held()) {
+        AGALAG.render(lcd, 18, 12);
+        if ((clock() - temptime) < 240) dramatic_print(g_buffer, 7, 3, 20);
+        lcd.refresh();
+    }
+    temptime = clock();
+    
+    while (clock() - temptime < 140 && !pad.start_held()) {
+        lcd.clear();
+        print_background(1, 0, 0);
+        AGALAG.render(lcd, 18, 11 - (clock() - temptime) / 20);
+        lcd.refresh();
+    }
+}
+
+void dramatic_print(string str, int offset, int line_num, int delay_time) {
+        int i = ((clock() - temptime) / delay_time) % 14;
+        
+        for (int ii = 0; ii <= i; ii++) {
+            lcd.printChar(str[ii], 6 * ii + offset, line_num);
+        }
+}
+
+void help() {
+    while (pad.A_held() || pad.Y_held());
+    pad.leds(1.0);
+    
+    while (!pad.A_held() && !pad.B_held() && !pad.Y_held()
+        && !pad.X_held() && !pad.start_held()) {
+        Vector2D coord = pad.get_mapped_coord();
+        lcd.clear();
+        print_background(1, 0, 0);
+        lcd.printString("<HP=LED>", 19, 0);
+        lcd.printString("<SHOOT>", 0, 1);
+        lcd.printString("<MOVE>", 45, 1);
+        lcd.printString(">BACK<", 24, 5);
+        lcd.drawCircle(63, 36, 3, FILL_TRANSPARENT);
+        lcd.drawCircle(63, 20, 3, FILL_TRANSPARENT);
+        lcd.drawCircle(53, 28, 3, FILL_TRANSPARENT);
+        lcd.drawCircle(73, 28, 3, FILL_TRANSPARENT);
+        lcd.drawCircle(20 + int(10 * coord.x), 
+            28 - int(10 * coord.y), 3, FILL_BLACK);
+            
+        if (clock() % 4 > 1) lcd.drawCircle(20, 28, 12, FILL_TRANSPARENT);
+        lcd.refresh();
+    }
+    pad.leds(0);
+}
\ No newline at end of file