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/Army.h

Committer:
helioslyons
Date:
2020-05-18
Revision:
10:19b250c7de5e
Parent:
9:6a245c8ce08e
Child:
11:1fd8fca23375

File content as of revision 10:19b250c7de5e:

#ifndef ARMY_H
#define ARMY_H

#include "mbed.h"
#include "N5110.h"
#include "Gamepad.h"
#include "Invader.h"

/** Army.h
* @brief Defines variables and methods for the invader army.
* @author Helios A. Lyons
* @date April, 2020
*/
 
class Army
{
public:
 
    Army();
    ~Army();
    
    void create_army(int invaders);
    void create_boss();
    
    void start_pos(int rowX, int rowY);
    void move_army(int x_distance, int y_distance);
    void rand_invader();
    
    void draw(N5110 &lcd);
    
    Invader army[3][3];
    
    void check_col(int x, int y);
    
    int _fire_x;
    int _fire_y;
    
    bool _x_col;
    bool _y_col;
    
    int _sprite_pass;
    
    // vector<Invader> deadSprite; may need to implement
 
private:
    int _x;
    int _y;
    int _x_distance;
    int _y_distance;
    bool _move_left;
 
};
#endif