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)
Bullet/Bullet.cpp
- Committer:
- helioslyons
- Date:
- 2020-05-27
- Revision:
- 11:1fd8fca23375
- Parent:
- 10:19b250c7de5e
File content as of revision 11:1fd8fca23375:
#include "mbed.h" #include "N5110.h" #include "Gamepad.h" #include "Bullet.h" #include "Canon.h" Bullet::Bullet() { } Bullet::~Bullet() { } void Bullet::init(bool canon, int x, int y, int speed) { _canon = canon; // define ownership – canon, or invaders _x = x; _y = y; _speed = speed; // speed – using to update velocity Direction d; if (_canon == true) { // set direction based on ownership d = N; _width = 1; _height = 2; _velocity.x = 0; // only moves on y axis for both canon and invader _velocity.y = -speed; } else { d = S; _width = 1; _height = 1; _velocity.x = 0; _velocity.y = speed; } } void Bullet::draw(N5110 &lcd) { if (_canon == true) { // square bullets for canon lcd.drawRect(_x,_y,_width,_height,FILL_BLACK); } else { // 'round' bombs for invaders –– didn't turn out round lcd.drawCircle(_x,_y,_width,FILL_BLACK); // but I like the aesthetic } } void Bullet::update() // update positions using velocity { _x += _velocity.x; _y += _velocity.y; } Vector2D Bullet::get_velocity() // retrieve velocities { Vector2D v = {_velocity.x,_velocity.y}; return v; } Vector2D Bullet::get_pos() // get x and y positions (for collision testing) { Vector2D p = {_x,_y}; return p; } bool Bullet::get_canon() // return ownership { return _canon; }