![](/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)
Gamepad2/N5110.h
- Committer:
- helioslyons
- Date:
- 2020-03-24
- Revision:
- 1:a3f43007030e
File content as of revision 1:a3f43007030e:
#ifndef N5110_H #define N5110_H #include "mbed.h" // number of pixels on display #define WIDTH 84 #define HEIGHT 48 #define BANKS 6 /// Fill types for 2D shapes enum FillType { FILL_TRANSPARENT, ///< Transparent with outline FILL_BLACK, ///< Filled black FILL_WHITE, ///< Filled white (no outline) }; /** N5110 Class @brief Library for interfacing with Nokia 5110 LCD display (https://www.sparkfun.com/products/10168) using the hardware SPI on the mbed. @brief The display is powered from a GPIO pin meaning it can be controlled via software. The LED backlight is also software-controllable (via PWM pin). @brief Can print characters and strings to the display using the included 5x7 font. @brief The library also implements a screen buffer so that individual pixels on the display (84 x 48) can be set, cleared and read. @brief The library can print primitive shapes (lines, circles, rectangles) @brief Acknowledgements to Chris Yan's Nokia_5110 Library. @brief Revision 1.3 @author Craig A. Evans @date 7th February 2017 @code #include "mbed.h" #include "N5110.h" // rows,cols int sprite[8][5] = { { 0,0,1,0,0 }, { 0,1,1,1,0 }, { 0,0,1,0,0 }, { 0,1,1,1,0 }, { 1,1,1,1,1 }, { 1,1,1,1,1 }, { 1,1,0,1,1 }, { 1,1,0,1,1 }, }; // VCC,SCE,RST,D/C,MOSI,SCLK,LED //N5110 lcd(p7,p8,p9,p10,p11,p13,p21); // LPC1768 - pwr from GPIO N5110 lcd(p8,p9,p10,p11,p13,p21); // LPC1768 - powered from +3V3 - JP1 in 2/3 position //N5110 lcd(PTC9,PTC0,PTC7,PTD2,PTD1,PTC11); // K64F - pwr from 3V3 int main() { // first need to initialise display lcd.init(); // change set contrast in range 0.0 to 1.0 // 0.4 appears to be a good starting point lcd.setContrast(0.4); while(1) { // these are default settings so not strictly needed lcd.normalMode(); // normal colour mode lcd.clear(); // x origin, y origin, rows, cols, sprite lcd.drawSprite(20,6,8,5,(int *)sprite); lcd.refresh(); wait(5.0); lcd.clear(); // clear buffer at start of every loop // can directly print strings at specified co-ordinates (must be less than 84 pixels to fit on display) lcd.printString("Hello, World!",0,0); char buffer[14]; // each character is 6 pixels wide, screen is 84 pixels (84/6 = 14) // so can display a string of a maximum 14 characters in length // or create formatted strings - ensure they aren't more than 14 characters long int temperature = 27; int length = sprintf(buffer,"T = %2d C",temperature); // print formatted data to buffer // it is important the format specifier ensures the length will fit in the buffer if (length <= 14) // if string will fit on display (assuming printing at x=0) lcd.printString(buffer,0,1); // display on screen float pressure = 1012.3; // same idea with floats length = sprintf(buffer,"P = %.2f mb",pressure); if (length <= 14) lcd.printString(buffer,0,2); // can also print individual characters at specified place lcd.printChar('X',5,3); // draw a line across the display at y = 40 pixels (origin top-left) for (int i = 0; i < WIDTH; i++) { lcd.setPixel(i,40,true); } // need to refresh display after setting pixels or writing strings lcd.refresh(); wait(5.0); // can check status of pixel using getPixel(x,y); lcd.clear(); // clear buffer lcd.setPixel(2,2,true); // set random pixel in buffer lcd.refresh(); wait(1.0); int pixel_to_test = lcd.getPixel(2,2); if ( pixel_to_test ) { lcd.printString("2,2 is set",0,4); } // this one shouldn't be set lcd.setPixel(3,3,false); // clear random pixel in buffer lcd.refresh(); pixel_to_test = lcd.getPixel(3,3); if ( pixel_to_test == 0 ) { lcd.printString("3,3 is clear",0,5); } lcd.refresh(); wait(4.0); lcd.clear(); // clear buffer lcd.inverseMode(); // invert colours lcd.setBrightness(1.0); // put LED backlight on full float array[84]; for (int i = 0; i < 84; i++) { array[i] = 0.5 + 0.5*sin(i*2*3.14/84); } // can also plot graphs - 84 elements only // values must be in range 0.0 - 1.0 lcd.plotArray(array); lcd.refresh(); wait(5.0); lcd.clear(); lcd.normalMode(); // normal colour mode back lcd.setBrightness(0.5); // put LED backlight on 50% // example of drawing lines for (int x = 0; x < WIDTH ; x+=10) { // x0,y0,x1,y1,type 0-white,1-black,2-dotted lcd.drawLine(0,0,x,HEIGHT,2); } lcd.refresh(); // refresh after drawing shapes wait(5.0); lcd.clear(); // example of how to draw circles lcd.drawCircle(WIDTH/2,HEIGHT/2,20,FILL_BLACK); // x,y,radius,black fill lcd.drawCircle(WIDTH/2,HEIGHT/2,10,FILL_WHITE); // x,y,radius,white fill lcd.drawCircle(WIDTH/2,HEIGHT/2,30,FILL_TRANSPARENT); // x,y,radius,transparent with outline lcd.refresh(); // refresh after drawing shapes wait(5.0); lcd.clear(); // example of how to draw rectangles // origin x,y,width,height,type lcd.drawRect(10,10,50,30,FILL_BLACK); // filled black rectangle lcd.drawRect(15,15,20,10,FILL_WHITE); // filled white rectange (no outline) lcd.drawRect(2,2,70,40,FILL_TRANSPARENT); // transparent, just outline lcd.refresh(); // refresh after drawing shapes wait(5.0); } } @endcode */ class N5110 { private: // objects SPI *_spi; DigitalOut *_led; DigitalOut *_pwr; DigitalOut *_sce; DigitalOut *_rst; DigitalOut *_dc; // variables unsigned char buffer[84][6]; // screen buffer - the 6 is for the banks - each one is 8 bits; public: /** Create a N5110 object connected to the specified pins * * @param pwr Pin connected to Vcc on the LCD display (pin 1) * @param sce Pin connected to chip enable (pin 3) * @param rst Pin connected to reset (pin 4) * @param dc Pin connected to data/command select (pin 5) * @param mosi Pin connected to data input (MOSI) (pin 6) * @param sclk Pin connected to serial clock (SCLK) (pin 7) * @param led Pin connected to LED backlight (must be PWM) (pin 8) * */ N5110(PinName const pwrPin, PinName const scePin, PinName const rstPin, PinName const dcPin, PinName const mosiPin, PinName const sclkPin, PinName const ledPin); /** Create a N5110 object connected to the specified pins (Vcc to +3V3) * * @param sce Pin connected to chip enable (pin 3) * @param rst Pin connected to reset (pin 4) * @param dc Pin connected to data/command select (pin 5) * @param mosi Pin connected to data input (MOSI) (pin 6) * @param sclk Pin connected to serial clock (SCLK) (pin 7) * @param led Pin connected to LED backlight (must be PWM) (pin 8) * */ N5110(PinName const scePin, PinName const rstPin, PinName const dcPin, PinName const mosiPin, PinName const sclkPin, PinName const ledPin); /** Creates a N5110 object with the New Gamepad (Rev 2.1) pin mapping */ N5110(); /** * Free allocated memory when object goes out of scope */ ~N5110(); /** Initialise display * * Powers up the display and turns on backlight (50% brightness default). * Sets the display up in horizontal addressing mode and with normal video mode. */ void init(); /** Turn off * * Powers down the display and turns of the backlight. * Needs to be reinitialised before being re-used. */ void turnOff(); /** Clear * * Clears the screen buffer. */ void clear(); /** Set screen constrast * @param constrast - float in range 0.0 to 1.0 (0.40 to 0.60 is usually a good value) */ void setContrast(float contrast); /** Turn on normal video mode (default) * Black on white */ void normalMode(); /** Turn on inverse video mode (default) * White on black */ void inverseMode(); /** Backlight On * * Turns backlight on */ void backLightOn(); /** Set Brightness * * Turns backlight off */ void backLightOff(); /** Print String * * Prints a string of characters to the screen buffer. String is cut-off after the 83rd pixel. * @param x - the column number (0 to 83) * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row */ void printString(char const *str, unsigned int const x, unsigned int const y); /** Print Character * * Sends a character to the screen buffer. Printed at the specified location. Character is cut-off after the 83rd pixel. * @param c - the character to print. Can print ASCII as so printChar('C'). * @param x - the column number (0 to 83) * @param y - the row number (0 to 5) - the display is split into 6 banks - each bank can be considered a row */ void printChar(char const c, unsigned int const x, unsigned int const y); /** * @brief Set a Pixel * * @param x The x co-ordinate of the pixel (0 to 83) * @param y The y co-ordinate of the pixel (0 to 47) * @param state The state of the pixel [true=black (default), false=white] * * @details This function sets the state of a pixel in the screen buffer. * The third parameter can be omitted, */ void setPixel(unsigned int const x, unsigned int const y, bool const state = true); /** * @brief Clear a Pixel * * @param x - the x co-ordinate of the pixel (0 to 83) * @param y - the y co-ordinate of the pixel (0 to 47) * * @details This function clears pixel in the screen buffer * * @deprecated Use setPixel(x, y, false) instead */ void clearPixel(unsigned int const x, unsigned int const y) __attribute__((deprecated("Use setPixel(x,y,false) instead"))); /** Get a Pixel * * This function gets the status of a pixel in the screen buffer. * @param x - the x co-ordinate of the pixel (0 to 83) * @param y - the y co-ordinate of the pixel (0 to 47) * @returns * 0 - pixel is clear * 1 - pixel is set */ int getPixel(unsigned int const x, unsigned int const y) const; /** Refresh display * * This functions sends the screen buffer to the display. */ void refresh(); /** Randomise buffer * * This function fills the buffer with random data. Can be used to test the display. * A call to refresh() must be made to update the display to reflect the change in pixels. * The seed is not set and so the generated pattern will probably be the same each time. * TODO: Randomise the seed - maybe using the noise on the AnalogIn pins. */ void randomiseBuffer(); /** Plot Array * * This function plots a one-dimensional array in the buffer. * @param array[] - y values of the plot. Values should be normalised in the range 0.0 to 1.0. First 84 plotted. */ void plotArray(float const array[]); /** Draw Circle * * This function draws a circle at the specified origin with specified radius in the screen buffer * Uses the midpoint circle algorithm. * @see http://en.wikipedia.org/wiki/Midpoint_circle_algorithm * @param x0 - x-coordinate of centre * @param y0 - y-coordinate of centre * @param radius - radius of circle in pixels * @param fill - fill-type for the shape */ void drawCircle(unsigned int const x0, unsigned int const y0, unsigned int const radius, FillType const fill); /** Draw Line * * This function draws a line between the specified points using linear interpolation. * @param x0 - x-coordinate of first point * @param y0 - y-coordinate of first point * @param x1 - x-coordinate of last point * @param y1 - y-coordinate of last point * @param type - 0 white,1 black,2 dotted */ void drawLine(unsigned int const x0, unsigned int const y0, unsigned int const x1, unsigned int const y1, unsigned int const type); /** Draw Rectangle * * This function draws a rectangle. * @param x0 - x-coordinate of origin (top-left) * @param y0 - y-coordinate of origin (top-left) * @param width - width of rectangle * @param height - height of rectangle * @param fill - fill-type for the shape */ void drawRect(unsigned int const x0, unsigned int const y0, unsigned int const width, unsigned int const height, FillType const fill); /** Draw Sprite * * This function draws a sprite as defined in a 2D array * @param x0 - x-coordinate of origin (top-left) * @param y0 - y-coordinate of origin (top-left) * @param nrows - number of rows in sprite * @param ncols - number of columns in sprite * @param sprite - 2D array representing the sprite */ void drawSprite(int x0, int y0, int nrows, int ncols, int *sprite); private: // methods void setXYAddress(unsigned int const x, unsigned int const y); void initSPI(); void turnOn(); void reset(); void clearRAM(); void sendCommand(unsigned char command); void sendData(unsigned char data); void setTempCoefficient(char tc); // 0 to 3 void setBias(char bias); // 0 to 7 }; const unsigned char font5x7[480] = { 0x00, 0x00, 0x00, 0x00, 0x00,// (space) 0x00, 0x00, 0x5F, 0x00, 0x00,// ! 0x00, 0x07, 0x00, 0x07, 0x00,// " 0x14, 0x7F, 0x14, 0x7F, 0x14,// # 0x24, 0x2A, 0x7F, 0x2A, 0x12,// $ 0x23, 0x13, 0x08, 0x64, 0x62,// % 0x36, 0x49, 0x55, 0x22, 0x50,// & 0x00, 0x05, 0x03, 0x00, 0x00,// ' 0x00, 0x1C, 0x22, 0x41, 0x00,// ( 0x00, 0x41, 0x22, 0x1C, 0x00,// ) 0x08, 0x2A, 0x1C, 0x2A, 0x08,// * 0x08, 0x08, 0x3E, 0x08, 0x08,// + 0x00, 0x50, 0x30, 0x00, 0x00,// , 0x08, 0x08, 0x08, 0x08, 0x08,// - 0x00, 0x60, 0x60, 0x00, 0x00,// . 0x20, 0x10, 0x08, 0x04, 0x02,// / 0x3E, 0x51, 0x49, 0x45, 0x3E,// 0 0x00, 0x42, 0x7F, 0x40, 0x00,// 1 0x42, 0x61, 0x51, 0x49, 0x46,// 2 0x21, 0x41, 0x45, 0x4B, 0x31,// 3 0x18, 0x14, 0x12, 0x7F, 0x10,// 4 0x27, 0x45, 0x45, 0x45, 0x39,// 5 0x3C, 0x4A, 0x49, 0x49, 0x30,// 6 0x01, 0x71, 0x09, 0x05, 0x03,// 7 0x36, 0x49, 0x49, 0x49, 0x36,// 8 0x06, 0x49, 0x49, 0x29, 0x1E,// 9 0x00, 0x36, 0x36, 0x00, 0x00,// : 0x00, 0x56, 0x36, 0x00, 0x00,// ; 0x00, 0x08, 0x14, 0x22, 0x41,// < 0x14, 0x14, 0x14, 0x14, 0x14,// = 0x41, 0x22, 0x14, 0x08, 0x00,// > 0x02, 0x01, 0x51, 0x09, 0x06,// ? 0x32, 0x49, 0x79, 0x41, 0x3E,// @ 0x7E, 0x11, 0x11, 0x11, 0x7E,// A 0x7F, 0x49, 0x49, 0x49, 0x36,// B 0x3E, 0x41, 0x41, 0x41, 0x22,// C 0x7F, 0x41, 0x41, 0x22, 0x1C,// D 0x7F, 0x49, 0x49, 0x49, 0x41,// E 0x7F, 0x09, 0x09, 0x01, 0x01,// F 0x3E, 0x41, 0x41, 0x51, 0x32,// G 0x7F, 0x08, 0x08, 0x08, 0x7F,// H 0x00, 0x41, 0x7F, 0x41, 0x00,// I 0x20, 0x40, 0x41, 0x3F, 0x01,// J 0x7F, 0x08, 0x14, 0x22, 0x41,// K 0x7F, 0x40, 0x40, 0x40, 0x40,// L 0x7F, 0x02, 0x04, 0x02, 0x7F,// M 0x7F, 0x04, 0x08, 0x10, 0x7F,// N 0x3E, 0x41, 0x41, 0x41, 0x3E,// O 0x7F, 0x09, 0x09, 0x09, 0x06,// P 0x3E, 0x41, 0x51, 0x21, 0x5E,// Q 0x7F, 0x09, 0x19, 0x29, 0x46,// R 0x46, 0x49, 0x49, 0x49, 0x31,// S 0x01, 0x01, 0x7F, 0x01, 0x01,// T 0x3F, 0x40, 0x40, 0x40, 0x3F,// U 0x1F, 0x20, 0x40, 0x20, 0x1F,// V 0x7F, 0x20, 0x18, 0x20, 0x7F,// W 0x63, 0x14, 0x08, 0x14, 0x63,// X 0x03, 0x04, 0x78, 0x04, 0x03,// Y 0x61, 0x51, 0x49, 0x45, 0x43,// Z 0x00, 0x00, 0x7F, 0x41, 0x41,// [ 0x02, 0x04, 0x08, 0x10, 0x20,// "\" 0x41, 0x41, 0x7F, 0x00, 0x00,// ] 0x04, 0x02, 0x01, 0x02, 0x04,// ^ 0x40, 0x40, 0x40, 0x40, 0x40,// _ 0x00, 0x01, 0x02, 0x04, 0x00,// ` 0x20, 0x54, 0x54, 0x54, 0x78,// a 0x7F, 0x48, 0x44, 0x44, 0x38,// b 0x38, 0x44, 0x44, 0x44, 0x20,// c 0x38, 0x44, 0x44, 0x48, 0x7F,// d 0x38, 0x54, 0x54, 0x54, 0x18,// e 0x08, 0x7E, 0x09, 0x01, 0x02,// f 0x08, 0x14, 0x54, 0x54, 0x3C,// g 0x7F, 0x08, 0x04, 0x04, 0x78,// h 0x00, 0x44, 0x7D, 0x40, 0x00,// i 0x20, 0x40, 0x44, 0x3D, 0x00,// j 0x00, 0x7F, 0x10, 0x28, 0x44,// k 0x00, 0x41, 0x7F, 0x40, 0x00,// l 0x7C, 0x04, 0x18, 0x04, 0x78,// m 0x7C, 0x08, 0x04, 0x04, 0x78,// n 0x38, 0x44, 0x44, 0x44, 0x38,// o 0x7C, 0x14, 0x14, 0x14, 0x08,// p 0x08, 0x14, 0x14, 0x18, 0x7C,// q 0x7C, 0x08, 0x04, 0x04, 0x08,// r 0x48, 0x54, 0x54, 0x54, 0x20,// s 0x04, 0x3F, 0x44, 0x40, 0x20,// t 0x3C, 0x40, 0x40, 0x20, 0x7C,// u 0x1C, 0x20, 0x40, 0x20, 0x1C,// v 0x3C, 0x40, 0x30, 0x40, 0x3C,// w 0x44, 0x28, 0x10, 0x28, 0x44,// x 0x0C, 0x50, 0x50, 0x50, 0x3C,// y 0x44, 0x64, 0x54, 0x4C, 0x44,// z 0x00, 0x08, 0x36, 0x41, 0x00,// { 0x00, 0x00, 0x7F, 0x00, 0x00,// | 0x00, 0x41, 0x36, 0x08, 0x00,// } 0x08, 0x08, 0x2A, 0x1C, 0x08,// -> 0x08, 0x1C, 0x2A, 0x08, 0x08 // <- }; #endif