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:
2020-05-17
Revision:
9:6a245c8ce08e
Child:
10:19b250c7de5e

File content as of revision 9:6a245c8ce08e:

#include "Battle.h"
 
Battle::Battle()
{
    
}
 
Battle::~Battle()
{

}
 
void Battle::init(int speed)
{
    
}

void Battle::fire()
{
    Army.rand_invader();
    
}

void Battle::read_input(Gamepad &pad)
{
    
}

void Battle::invader_fire()
{
    // use _interval to determine wait time
}

void Battle::fire()
{
    // when a (x) is pressed, add bullet to player vector, set velocity
}

void Battle::check_invader_hit(Gamepad &pad)
{
    // reference a vector of player bullet objects, and check if coordinates match that of invaders (+- width)
    // save invader index in temp to get the sprite if they do – add scores
}

void Battle::check_canon_hit(Gamepad &pad)
{
    // reference a vector of invader bullet objects, and check if coordinates match that of canon (+- width)
    // if they do, make the canon flicker with a 0.2ms interval 3 times
    // if lives = 0 then terminate
}

void Battle::print_scores(N5110 &lcd)
{
    // use get_score method from canon
}

void check_invader_hit(Gamepad &pad); // if invader has been hit – need to call add_invx_kill in the invader collisions
    void check_canon_hit(Gamepad &pad); // if canon has been hit
    //void check_kill(Gamepad &pad);
    void print_scores(N5110 &lcd); // use invader get_score method