![](/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)
Invaders/Invader.h
- Committer:
- helioslyons
- Date:
- 2020-04-17
- Revision:
- 7:5fe9ac6522c5
- Parent:
- 6:e3a1bfbb1627
- Child:
- 10:19b250c7de5e
File content as of revision 7:5fe9ac6522c5:
#ifndef INVADER_H #define INVADER_H #include "mbed.h" #include "N5110.h" #include "Gamepad.h" /** Invader.h * @brief Defines variables and methods for the Invader. * @author Helios A. Lyons * @date April, 2020 */ class Invader { public: Invader(); ~Invader(); void init(int sprite, int hitpoints); void draw(N5110 &lcd); int hit(); bool get_death(); Vector2D get_pos(); int get_x_pos(); int get_y_pos(); void set_pos(int x, int y); private: int _height; int _width; int _x; int _y; int _hitpoints; bool _death; int _sprite; }; #endif