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

Revision:
10:19b250c7de5e
Parent:
4:c644522ff9d9
Child:
11:1fd8fca23375
diff -r 6a245c8ce08e -r 19b250c7de5e Canon/Canon.h
--- a/Canon/Canon.h	Sun May 17 14:01:17 2020 +0000
+++ b/Canon/Canon.h	Mon May 18 18:14:35 2020 +0000
@@ -18,59 +18,21 @@
     Canon();
     ~Canon(); // destructor
     
-    void init(int x,int height,int width);
+    void init(int y);
     void draw(N5110 &lcd);
     void update(Direction d,float mag);
     // int add_total_kills(); –– replaced by adding individual type kills
-    
-    /** Increment Invader 1 Kills
-    * @param increase kills by 1 for Invader 1
-    */
-    int add_inv1_kill(int n); // invader type 1 (first row)
-    
-    /** Increment Invader 2 Kills
-    * @param increase kills by 1 for Invader 2
-    */
-    int add_inv2_kill(int n);
-    
-    /** Increment Invader 3 Kills
-    * @param increase kills by 1 for Invader 3
-    */
-    int add_inv3_kill(int n);
-    
-    /** Increment Boss Kills
-    * @param increase kills by 1 for Boss mobs
-    */
-    int add_boss_kill(); // seperate for different boss levels? narrative structure?
-    
-    /** Get total kills
-    * @return total kills by adding invader subtype kills
-    */
-    int get_total_kill();
-    
-    /** Get the score
-    * @return current score based on current kills 
-    */
+
+    int kill(int sprite);
+     
     int get_score();
     
-    /** Get the position
-    * @return current Canon position based on direction
-    */
     Vector2D get_pos();
+    int get_x_pos(); // pls delete dumbass
+    int get_y_pos();
     
-    /** Get remaining lives
-    * @return current lives remaining
-    */
     int get_life();
-    
-    /** Remove a life
-    * @param decrease number of lives by 1
-    */
     int remove_life();
-    
-    /** Reset lives
-    * @param reset lives to 3
-    */
     int reset_life();
  
 private: