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.h

Committer:
helioslyons
Date:
2020-05-17
Revision:
9:6a245c8ce08e
Parent:
8:ec4199484adf
Child:
10:19b250c7de5e

File content as of revision 9:6a245c8ce08e:

#ifndef BATTLE_H
#define BATTLE_H
 
#include "mbed.h"
#include "N5110.h"
#include "Gamepad.h"
#include "Canon.h"
#include "Invader.h"
#include "Army.h"
 
// #define SCORE_BOARD 4 (top or bottom?)
/*
InterruptIn buttonA(PTC7);
DigitalOut led1(PTA2);
volatile int g_buttonA_flag = 0;
void buttonA_isr();
*/
 
class Battle
{
 
public:
    Battle();
    ~Battle();
 
    void init(int speed);
    void invader_fire();
    void fire();
    void read_input(Gamepad &pad);
    void update(Gamepad &pad);
    void draw(N5110 &lcd);
    
private:
 
    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);

    int _speed;
    int _x;
    int _interval;
    
    Canon _canon;
    
    Direction _d;
    float _mag;
 
};
 
#endif