![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
Helios Lyons 201239214
Dependencies: mbed
Brief
My aim for this project was to create a FRDM K64F adapted version of the classic Space Invaders by Tomohiro Nishikado. The game itself has a number of clear features to implement;
- Left to right movement for the player 'canon'
- A fixed amount of player lives
- Firing mechanics for both canon and invaders (hence collision systems)
- Random firing from remaining invaders
- Wave based combat
My own addition to these established ideas was Boss waves, featuring a single, larger sprite which fires at a faster interval than previous waves. The addition of a movement system using a basic for loop, as opposed to a velocity based system, will enhance the nostalgic feel of the game.
Gameplay
Movement is controlled with the joystick, moving the canon left or right. Fire by pressing A. Invaders spawn at set positions, but randomly fire at a set interval, which is higher for boss waves. Time is taken during each wave, and displayed at wave intervals, and if the play wins.
Controls are shown on the Gamepad below: (attribution: Craig A. Evans, ELEC2645 University of Leeds)
Diff: Canon/Canon.h
- Revision:
- 4:c644522ff9d9
- Parent:
- 2:ef7f9892ba4f
- Child:
- 10:19b250c7de5e
--- a/Canon/Canon.h Thu Apr 02 14:30:31 2020 +0000 +++ b/Canon/Canon.h Fri Apr 10 14:28:25 2020 +0000 @@ -16,7 +16,7 @@ public: Canon(); - ~Canon(); + ~Canon(); // destructor void init(int x,int height,int width); void draw(N5110 &lcd); @@ -26,17 +26,17 @@ /** Increment Invader 1 Kills * @param increase kills by 1 for Invader 1 */ - int add_inv1_kill(); // invader type 1 (first row) + int add_inv1_kill(int n); // invader type 1 (first row) /** Increment Invader 2 Kills * @param increase kills by 1 for Invader 2 */ - int add_inv2_kill(); + int add_inv2_kill(int n); /** Increment Invader 3 Kills * @param increase kills by 1 for Invader 3 */ - int add_inv3_kill(); + int add_inv3_kill(int n); /** Increment Boss Kills * @param increase kills by 1 for Boss mobs