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)
Diff: Invaders/Army.h
- Revision:
- 10:19b250c7de5e
- Parent:
- 9:6a245c8ce08e
- Child:
- 11:1fd8fca23375
diff -r 6a245c8ce08e -r 19b250c7de5e Invaders/Army.h --- a/Invaders/Army.h Sun May 17 14:01:17 2020 +0000 +++ b/Invaders/Army.h Mon May 18 18:14:35 2020 +0000 @@ -19,23 +19,35 @@ Army(); ~Army(); - void create_army(); + void create_army(int invaders); void create_boss(); + void start_pos(int rowX, int rowY); void move_army(int x_distance, int y_distance); - void draw_army(N5110 &lcd); + void rand_invader(); + + void draw(N5110 &lcd); + Invader army[3][3]; - void rand_invader(); + + void check_col(int x, int y); + + int _fire_x; + int _fire_y; + + bool _x_col; + bool _y_col; + + int _sprite_pass; + + // vector<Invader> deadSprite; may need to implement private: int _x; int _y; int _x_distance; int _y_distance; - int _fire_x; - int _fire_y; bool _move_left; - }; #endif \ No newline at end of file