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

Committer:
helioslyons
Date:
Fri Apr 10 14:28:25 2020 +0000
Revision:
4:c644522ff9d9
Child:
6:e3a1bfbb1627
Started implementing Army class and grouped movement

Who changed what in which revision?

UserRevisionLine numberNew contents of line
helioslyons 4:c644522ff9d9 1 #ifndef INVADER_H
helioslyons 4:c644522ff9d9 2 #define INVADER_H
helioslyons 4:c644522ff9d9 3
helioslyons 4:c644522ff9d9 4 #include "mbed.h"
helioslyons 4:c644522ff9d9 5 #include "N5110.h"
helioslyons 4:c644522ff9d9 6 #include "Gamepad.h"
helioslyons 4:c644522ff9d9 7
helioslyons 4:c644522ff9d9 8 /** Invader.h
helioslyons 4:c644522ff9d9 9 * @brief Defines variables and methods for the Invader.
helioslyons 4:c644522ff9d9 10 * @author Helios A. Lyons
helioslyons 4:c644522ff9d9 11 * @date April, 2020
helioslyons 4:c644522ff9d9 12 */
helioslyons 4:c644522ff9d9 13
helioslyons 4:c644522ff9d9 14 class Invader
helioslyons 4:c644522ff9d9 15 {
helioslyons 4:c644522ff9d9 16 public:
helioslyons 4:c644522ff9d9 17
helioslyons 4:c644522ff9d9 18 Invader();
helioslyons 4:c644522ff9d9 19 ~Invader();
helioslyons 4:c644522ff9d9 20
helioslyons 4:c644522ff9d9 21 void init(int sprite, int hitpoints);
helioslyons 4:c644522ff9d9 22 void draw(N5110 &lcd);
helioslyons 4:c644522ff9d9 23
helioslyons 4:c644522ff9d9 24 //void set_hitpoints(int hitpoints);
helioslyons 4:c644522ff9d9 25
helioslyons 4:c644522ff9d9 26 //int get_hitpoints();
helioslyons 4:c644522ff9d9 27
helioslyons 4:c644522ff9d9 28 int hit();
helioslyons 4:c644522ff9d9 29
helioslyons 4:c644522ff9d9 30 //void set_death(bool death);
helioslyons 4:c644522ff9d9 31
helioslyons 4:c644522ff9d9 32 bool get_death();
helioslyons 4:c644522ff9d9 33
helioslyons 4:c644522ff9d9 34 // void set_sprite(int sprite);
helioslyons 4:c644522ff9d9 35
helioslyons 4:c644522ff9d9 36 Vector2D get_pos();
helioslyons 4:c644522ff9d9 37
helioslyons 4:c644522ff9d9 38 private:
helioslyons 4:c644522ff9d9 39
helioslyons 4:c644522ff9d9 40 int _height;
helioslyons 4:c644522ff9d9 41 int _width;
helioslyons 4:c644522ff9d9 42 int _x;
helioslyons 4:c644522ff9d9 43 int _y;
helioslyons 4:c644522ff9d9 44 int _hitpoints;
helioslyons 4:c644522ff9d9 45 bool _death;
helioslyons 4:c644522ff9d9 46 int _sprite;
helioslyons 4:c644522ff9d9 47
helioslyons 4:c644522ff9d9 48 };
helioslyons 4:c644522ff9d9 49 #endif