![](/media/cache/group/default_image.jpg.50x50_q85.jpg)
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)
Battle/Battle.h
- Committer:
- helioslyons
- Date:
- 2020-05-27
- Revision:
- 11:1fd8fca23375
- Parent:
- 10:19b250c7de5e
- Child:
- 13:1472c1637bfc
File content as of revision 11:1fd8fca23375:
#ifndef BATTLE_H #define BATTLE_H #include "mbed.h" #include "N5110.h" #include "Gamepad.h" #include "Canon.h" #include "Invader.h" #include "Army.h" #include "Bullet.h" #include <vector> /** Battle.h * @brief Main engine for the game, instatiates canon and army objects * @author Helios A. Lyons * @date May, 2020 */ using namespace std; extern std::vector<std::vector<Invader*> > invaders; class Battle { public: /** Constructor */ Battle(); /** Destructor */ ~Battle(); /** Creates a rectangle * @param rectangle (struct) */ // Struct for bounding boxes – rectangles (canon, invaders, bullets) // Idea taken from https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection struct Rectangle { Rectangle(int x, int y, int w, int h) : x(x), y(y), width(w), height(h) {} int x; int y; int width; int height; }; /** Initialises variables * @param value for invader vector (int), speed (int), interval (int), boss (bool), and boss number (int) */ void init(int rows, int columns, int speed, int interval, bool boss, int bossNum); /** Reads input * @param gamepad input (struct) */ void read_input(Gamepad &pad); /** Updates positions for canon and bullets * @param current positions (vector) */ void update(Gamepad &pad); /** Draws contents to LCD * @param bitmap and position values (bit, int) */ void draw(N5110 &lcd); /** Resets variables and vectors * @param vectors and variables to reset (int, bool, vector) */ void reset(); // frees memory /** Returns battle end condition * @return boolean end condition */ bool end(); /** Returns lives * @return player lives remaining */ int life(); /** Resets player lives * @param player life from canon.h */ void reset_life(); /** Defines bullet vector 'bullets' * @param vector of bullet object pointers */ vector<Bullet*> Bullets; /** Defines bullet vector 'bombs' * @param vector of bullet object pointers */ vector<Bullet*> Bombs; Ticker t; /** Starts invader firing * @param invader_fire() method to certain time interval */ void clock(Gamepad &pad); bool _boss; bool _end; bool _dead; int _speed; private: void invader_fire(); void canon_fire(Gamepad &pad); void projectile_edge(); bool colTest(Rectangle r1, Rectangle r2); void bullet_collision(Gamepad &pad); void bomb_collision(Gamepad &pad); void canon_collision(Gamepad &pad); int _x; int _interval; int _rows; int _columns; Canon _canon; Army _army; Direction _d; float _mag; }; #endif