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.

https://os.mbed.com/media/uploads/helioslyons/screenshot_2020-05-27_at_06.12.00.png

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)

https://os.mbed.com/media/uploads/helioslyons/screenshot_2020-05-27_at_06.20.18.png

Invaders/Invader.cpp

Committer:
helioslyons
Date:
2020-05-27
Revision:
13:1472c1637bfc
Parent:
11:1fd8fca23375

File content as of revision 13:1472c1637bfc:

#include "Invader.h"
#include "Bitmap.h"
#include <vector>

Invader::Invader()
{
}
 
Invader::~Invader()
{
}
 
void Invader::init(int sprite, int hitpoints, int boss)
{    
    _height = 8; // set invader accessible variables
    _width = 8; // height is the same for normal invaders
    _death = false; // changed in drawn statement for bosses
    _sprite = sprite;
    _hitpoints = hitpoints;
}
 
void Invader::draw(N5110 &lcd)
{
    // classic Space Invader sprites made into a bitmap    
    static int inv1_resize_data[] = {
    0,1,0,0,0,0,1,0, // shrunk from original design (used on start screen)
    0,0,1,0,0,1,0,0, // to fit better on LCD
    0,0,1,1,1,1,0,0,
    0,1,0,1,1,0,1,0,
    1,1,1,1,1,1,1,1,
    1,0,1,1,1,1,0,1,
    1,0,1,0,0,1,0,1,
    0,0,0,1,1,0,0,0
    };
    
    static int inv2_resize_data[] = {
    0,1,0,0,0,0,1,0, 
    0,0,1,0,0,1,0,0, 
    1,0,1,1,1,1,0,1,
    1,1,0,1,1,0,1,1,
    0,1,1,1,1,1,1,0,
    0,0,1,0,0,1,0,0,
    0,1,0,0,0,0,1,0,
    1,0,0,0,0,0,0,1
    };
    
    static int inv3_resize_data[] = {
    0,0,0,1,1,0,0,0, 
    0,0,1,1,1,1,0,0, 
    0,1,0,1,1,0,1,0,
    1,1,0,1,1,0,1,1,
    0,1,1,1,1,1,1,0,
    0,0,1,0,0,1,0,0,
    0,1,0,1,1,0,1,0,
    1,0,1,0,0,1,0,1
    };
    
    static int boss1_data[] = {
    0,0,0,1,0,0,0,0,0,0,0, // Boss 1: Astro
    0,0,0,0,1,0,0,0,0,0,0,
    0,0,0,0,1,1,0,0,0,0,0,
    0,0,0,0,1,1,1,0,0,0,0,
    0,0,1,1,1,1,1,1,1,0,0,
    0,1,1,1,1,1,1,1,1,1,0,
    0,1,0,0,1,1,1,0,0,1,0,
    0,1,0,0,1,1,1,0,0,1,0,
    1,1,1,1,1,1,1,1,1,1,1,
    1,1,1,1,1,1,1,1,1,1,1,
    0,1,1,0,0,0,0,0,1,1,0,
    0,0,1,0,0,0,0,0,1,0,0,
    0,0,0,1,0,0,0,1,0,0,0,
    0,0,0,0,1,0,1,0,0,0,0
    };
    
    static int boss2_data[] = {
    0,0,1,1,1,0,0,1,1,1,0,0, // Boss 2: Wormling
    0,1,0,0,0,0,0,0,0,0,1,0,
    0,1,0,0,1,1,1,1,0,0,1,0,
    0,1,0,1,1,1,1,1,1,0,1,0,
    0,0,1,0,0,1,1,0,0,1,0,0,
    0,0,1,0,0,1,1,0,0,1,0,0,
    1,1,1,1,1,1,1,1,1,1,1,1,
    1,0,0,0,1,1,1,1,0,0,0,1,
    1,0,0,0,0,1,1,0,0,0,0,1,
    0,1,1,1,0,0,0,0,1,1,1,0
    };
    
    static int boss3_data[] = {
    0,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0, // Boss 3: Eater of Worlds
    0,0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0,
    0,0,0,0,1,1,1,1,1,1,1,1,1,0,0,0,0,
    0,0,0,1,0,0,1,1,1,1,1,0,0,1,0,0,0,
    0,0,1,1,0,0,0,1,1,1,0,0,0,1,1,0,0,
    1,1,1,1,0,0,0,1,0,1,0,0,0,1,1,1,1,
    0,0,0,1,1,1,1,1,0,1,1,1,1,1,0,0,0,
    0,0,0,1,0,1,1,1,1,1,1,1,0,1,0,0,0,
    0,0,1,0,0,1,0,1,0,1,0,1,0,0,1,0,0,
    0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,
    0,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0
    };
    
    if (_sprite == 1 && _death == false) { // set conditions for draw function
        Bitmap invader1(inv1_resize_data,8,8); // only alive invaders are rendered
        invader1.render(lcd,_x,_y);
        }
    else if (_sprite == 2 && _death == false) {
        Bitmap invader2(inv2_resize_data,8,8);
        invader2.render(lcd,_x,_y);
        }
    else if (_sprite == 3 && _death == false) {
        Bitmap invader3(inv3_resize_data,8,8);
        invader3.render(lcd,_x,_y);
        }
    else if (_sprite == 4 && _death == false) {
        Bitmap boss1(boss1_data,14,11);
        boss1.render(lcd,_x,_y);
        _width = 11;
        _height = 14;
        }
    else if (_sprite == 5 && _death == false) {
        Bitmap boss2(boss2_data,10,12);
        boss2.render(lcd,_x,_y);
        _width = 10;
        _height = 12;
        }
    else if (_sprite == 6 && _death == false) {
        Bitmap boss3(boss3_data,11,17);
        boss3.render(lcd,_x,_y);
        _width = 17;
        _height = 11;
        }
    else if (_death == true) {printf("Alien is dead");}
    else {printf("Incorrect Sprite Value");}
}
    
int Invader::hit() // decrement invader hitpoints, and set death if at 0
{
    _hitpoints--;
    if (_hitpoints <= 0) {
        _death = true;
        }
    return _hitpoints;
}

bool Invader::get_death() // retrieve death state
{
    if (_hitpoints <= 0) {
        _death = true;
        }
    return _death;
}

Vector2D Invader::get_pos() 
{
    Vector2D pos = {_x,_y};
    return pos;
}

int Invader::get_sprite()
{
    return _sprite;
}

void Invader::set_pos(int x, int y) 
{
    _x = x;
    _y = y;
}

int Invader::get_width() 
{
    return _width;
}

int Invader::get_height()
{
    return _height;
}