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

main.cpp

Committer:
helioslyons
Date:
2020-05-18
Revision:
10:19b250c7de5e
Parent:
1:a3f43007030e
Child:
11:1fd8fca23375

File content as of revision 10:19b250c7de5e:

/* 
ELEC2645 Embedded Systems Project
School of Electronic & Electrical Engineering
University of Leeds
2019/20

Name: Helios Ael Lyons
Username: mc18hal
Student ID Number: 201239214
Date: 24th March 2020
*/

/** Main
* @brief Main game functions and loop
* @author Helios A. Lyons
* @date March, 2020
*/

///////// pre-processor directives ////////
#include "mbed.h"
#include "Gamepad.h"
#include "N5110.h"
#include "Battle.h"

#define PADDLE_WIDTH 2
#define PADDLE_HEIGHT 8
#define BALL_SIZE 2
#define BALL_SPEED 3

// structs
struct UserInput {
    Direction d;
    float mag;
};
// objects
N5110 lcd;
Gamepad pad;
Battle battle;

// prototypes
void init();
void update_game(UserInput input);
void render();
void welcome();

// functions
int main()
{
    int fps = 6;  // frames per second

    init();     // initialise and then display welcome screen...
    welcome();  // waiting for the user to start
    
    render();  // first draw the initial frame 
    wait(1.0f/fps);  // and wait for one frame period


    // game loop - read input, update the game state and render the display
    while (1) {
        //battle.read_input(pad);
        //battle.update(pad);
        render();
        wait(1.0f/fps);
    }
}

// initialies all classes and libraries
void init()
{
    // need to initialise LCD and Gamepad 
    lcd.init();
    pad.init();
     
    // initialise the game
    //battle.init();

}

// this function draws each frame on the LCD
void render()
{
    // clear screen, re-draw and refresh
    lcd.clear();  
    //battle.draw(lcd);
    lcd.refresh();
}

// simple splash screen displayed on start-up
void welcome() {
    
    lcd.printString("Space Invaders",0,1);  
    lcd.printString("  Press Start ",0,4);
    lcd.refresh();
     
    // wait flashing LEDs until start button is pressed 
    while ( pad.start_pressed() == false) {
        lcd.setContrast( pad.read_pot1());
        pad.leds_on();
        wait(0.1);
        pad.leds_off();
        wait(0.1);
    }
 
}