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)
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); } }