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

Battle/Battle.cpp

Committer:
helioslyons
Date:
2020-05-27
Revision:
11:1fd8fca23375
Parent:
10:19b250c7de5e
Child:
13:1472c1637bfc

File content as of revision 11:1fd8fca23375:

#include "Battle.h"
#include "Bullet.h"
#include "Invader.h"
#include "Army.h"

#include "N5110.h"
#include "Gamepad.h"

#include <vector>
#include <algorithm>
#include <memory>

using namespace std;

Ticker t;
 
Battle::Battle()
{
    
}
 
Battle::~Battle()
{

}
 
void Battle::init(int rows, int columns, int speed, int interval, bool boss, int bossNum)
{
    reset(); // reset initial variables
    _speed = speed; // set value for accessible variables
    _interval = interval;
    _boss = boss;
    _rows = rows;
    _columns = columns;
     
    _canon.init(HEIGHT - 3); // initialise player
    _army.create_army(_rows,_columns,speed,_boss,bossNum); // initialise army
}

void Battle::read_input(Gamepad &pad)
{
    _d = pad.get_direction();
    _mag = pad.get_mag();
}

void Battle::draw(N5110 &lcd) // draw battle elements, and refresh display
{
    _canon.draw(lcd); // draw canon
    _army.draw(lcd); // draw invaders    
    
    for(int i = 0; i < Bombs.size(); i++) { Bombs[i]->draw(lcd); } // draw bombs
    for(int n = 0; n < Bullets.size(); n++) { Bullets[n]->draw(lcd); } // draw bullets
    lcd.refresh();
}

void Battle::clock(Gamepad &pad) // call invader fire at an interval of 2
{
    t.attach(Callback<void()>(this, &Battle::invader_fire), _interval);
}

void Battle::update(Gamepad &pad) // update canon position and firing, 
{                                 // and all projectile positions and collisions
    
    //_army.move_army();
    canon_fire(pad);
    _canon.update(_d,_mag);
    
    for(int i = 0; i < Bombs.size(); i++) { Bombs[i]->update(); } 
    for(int n = 0; n < Bullets.size(); n++) { Bullets[n]->update(); }

    projectile_edge();
    bullet_collision(pad);
    bomb_collision(pad);
}

void Battle::invader_fire() // pseudo-randomly select the position of an alive invader
{                           // and drop a bomb
    std::vector<int> fire_pos_y;
    std::vector<int> fire_pos_x;
    
    for (int i = 0; i < _rows; i++) { // iterate through invaders
            for (int n = 0; n < _columns; n++) {
                int state = invaders[i][n]->get_death(); 
                if (!state) { // add alive invader position to X and Y vectors
                    Vector2D fire_pos = invaders[i][n]->get_pos();
                    fire_pos_y.push_back(fire_pos.y);
                    fire_pos_x.push_back(fire_pos.x);
                    }
                }
            }
    // select random X and Y positions from the vectors        
    int rand1 = rand() % fire_pos_y.size();
    int rand2 = rand() % fire_pos_x.size();
    
    Vector2D fire_pos;
    fire_pos.y = fire_pos_y[rand1];
    fire_pos.x = fire_pos_x[rand2];
    
    // instantiate a new Bullet pointer, and add it to the Bomb vector
    Bombs.push_back(new Bullet()); // initialise the Bullet with owner, position, speed
    Bombs.back()->init(false, fire_pos.x + 4, fire_pos.y + 2, 3);
}

void Battle::canon_fire(Gamepad &pad) // fire when A is pressed, and add a new
{                                     // projectile to the player bullet vector
    bool A = pad.A_pressed();
    if (A) {
            Vector2D canon_pos = _canon.get_pos();
            int x1 = canon_pos.x + 2;
            int y1 = canon_pos.y + 1;
            
            Bullets.push_back(new Bullet());
            Bullets.back()->init(true, x1, y1, 3);
            
            printf("Player fired");
        }
}

void Battle::bullet_collision(Gamepad &pad) // bullet collision algorithm
{
    Vector2D BulPos;
    
    for(int z = 0; z < Bullets.size(); z++) { // iterate through bullets
        BulPos = Bullets[z]->get_pos(); // fetch each bullets position
        Rectangle bulletRect(BulPos.x, BulPos.y, 1, 2); // apply to rectangle
            
        for (int i = 0; i < _rows; i++) { // iterate through invaders
            for (int n = 0; n < _columns; n++) {
          
                bool state = invaders[i][n]->get_death();
        
                if (!state) { // only test for collision if invader is alive
                    Vector2D invPos = invaders[i][n]->get_pos(); // fetch parameters
                    int invWidth = invaders[i][n]->get_width();
                    int invHeight = invaders[i][n]->get_height();    
                    Rectangle invaderRect(invPos.x, invPos.y, invWidth, invHeight); // apply to rectangle 
                            
                    if(colTest(invaderRect, bulletRect)){ // compare invader vs. bullet rectangles
                        
                        invaders[i][n]->hit(); // if collided, decrease health
                        //int sprite = invaders[i][n]->get_sprite(); // add to kill count
                        //_canon.kill(sprite);
                        pad.tone(750.0,0.1); // play a tone
                        Bullets.erase(Bullets.begin() + z - 1); // and delete bullet
                        }
                }
            }
        }
    }
}

void Battle::bomb_collision(Gamepad &pad) // check if bombs have collided with the canon
{                                         // if so, remove life, play tone, 
    Vector2D BombPos;                     // and delete from vector
    Vector2D canonPos;
    
    for (int i = 0; i < Bombs.size(); i++) { // check 
        BombPos = Bombs[i]->get_pos();
        
        canonPos = _canon.get_pos();
        int canonWidth = _canon.get_width();
        int canonHeight = _canon.get_height();
        
        Rectangle canonRect(canonPos.x, canonPos.y, canonWidth, canonHeight);
        Rectangle bombRect(BombPos.x, BombPos.y, 2, 2);
        
        if (colTest(canonRect,bombRect)) {
            _canon.remove_life();
            pad.tone(650.0,0.1);
            Bombs.erase(Bombs.begin() + i - 1);
            }
        } 
}

void Battle::projectile_edge() // if projectiles are beyond screen limits
{                               // remove from the vector to free memory
    Vector2D BombEdge;
    Vector2D BullEdge;
    
    for(int i = 0; i < Bombs.size(); i++) {
        BombEdge = Bombs[i]->get_pos();
        if (BombEdge.y >= HEIGHT){
            Bombs.erase(Bombs.begin() + i - 1);
        }
    }

    for(int n = 0; n < Bullets.size(); n++) {
        BullEdge = Bullets[n]->get_pos();
        if (BullEdge.y <= 0){
            Bullets.erase(Bullets.begin() + n - 1);
        }
    }
}

bool Battle::end() // if all the invaders are dead, returns true
{
    if (_army.end()) { // saves main from interacting with army.h
        return _end = true;
        }
    else { return _end = false; }
}

void Battle::reset() // free memory from the vector pointers for projectiles
{   
    Bullets.clear();
    Bombs.clear();
    
    _end = false; // reset _end and _dead conditions
    _dead = false;
}

int Battle::life() // check next comment
{
    int lives = _canon.get_life();
    return lives;
}

void Battle::reset_life() // pulls from canon.h method so that main only
{                         // has to interact with battle.h
    _canon.reset_life();
}

bool Battle::colTest(Rectangle r1, Rectangle r2) // check if 2 rectangles 
{                                                // are overlapping
    return ((r1.x + r1.width > r2.x) // code taken from Mozilla:
        &&  (r1.x < r2.x + r2.width) // https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
        &&  (r1.y + r2.height > r2.y) // for 2D game collisions
        &&  (r1.y < r2.y + r2.height));
}