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:
9:6a245c8ce08e
Child:
11:1fd8fca23375
diff -r 6a245c8ce08e -r 19b250c7de5e Invaders/Army.cpp
--- a/Invaders/Army.cpp	Sun May 17 14:01:17 2020 +0000
+++ b/Invaders/Army.cpp	Mon May 18 18:14:35 2020 +0000
@@ -17,7 +17,7 @@
 
 }
 
-void Army::create_army()
+void Army::create_army(int invaders)
 {
     Invader army[3][3];
 
@@ -152,13 +152,13 @@
     }
 }
 
-void Army::draw_army(N5110 &lcd)
+void Army::draw(N5110 &lcd)
 {
     int i, n;
     for(i=0; i < 4; i++) {
 
         for(n=0; n < 4; n++) {
-            //army[i][n].draw(lcd);
+            army[i][n].draw(lcd);
         }
     }
 }
@@ -166,9 +166,27 @@
 void Army::rand_invader()
 {
     // get random coordinates for an invader
-    int rand();
     int rem = rand() % 5; // random column number
     int rem2 = rand()% 4; // random row number
     _fire_x = army[rem2][rem].get_x_pos(); // get position for random choices
     _fire_y = army[rem2][rem].get_y_pos(); // used to set bullet start location
 }
+
+void Army::check_col(int x, int y)
+{  
+    
+    for (int i = 0; i < 4; i++) { // take 2 positions
+        for (int n = 0; n < 4; n++) { // return match after iterating through army
+            int tempX = army[n][i].get_x_pos();
+            int tempY = army[n][i].get_y_pos();
+            
+            if (x == tempX && y == tempY) {
+                _x_col = true;
+                _y_col = true;
+                
+                army[n][i].hit();
+                _sprite_pass = army[n][i].get_sprite();
+                }
+            }
+    }
+}